U.S. patent application number 14/875356 was filed with the patent office on 2016-01-28 for gaming system having awards provided based on rate of play.
The applicant listed for this patent is IGT. Invention is credited to Dwayne A. Davis, Michael N. Low, Michael M. Oberberger.
Application Number | 20160027247 14/875356 |
Document ID | / |
Family ID | 39107485 |
Filed Date | 2016-01-28 |
United States Patent
Application |
20160027247 |
Kind Code |
A1 |
Low; Michael N. ; et
al. |
January 28, 2016 |
GAMING SYSTEM HAVING AWARDS PROVIDED BASED ON RATE OF PLAY
Abstract
Gaming systems and methods for operating a gaming system are
provided. The gaming system includes a controller operable with a
plurality of gaming devices. Based at least in part on wagering
activity, the controller determines a ranking for a plurality of
gaming devices in the gaming system. The controller determines a
plurality of the ranked gaming devices that are eligible for a
designated award and, for each of the plurality of eligible gaming
devices, determines a probability of being selected to win the
designated award. The controller selects at least one of the
eligible gaming devices based part on the determined probability
for said at least one eligible gaming device, and causes the at
least one selected gaming device to provide the designated
award.
Inventors: |
Low; Michael N.; (Bellevue,
WA) ; Oberberger; Michael M.; (Franklin, TN) ;
Davis; Dwayne A.; (Reno, NV) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
IGT |
Las Vegas |
NV |
US |
|
|
Family ID: |
39107485 |
Appl. No.: |
14/875356 |
Filed: |
October 5, 2015 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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14094118 |
Dec 2, 2013 |
9171422 |
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14875356 |
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|
13725313 |
Dec 21, 2012 |
8613649 |
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|
14094118 |
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|
13197501 |
Aug 3, 2011 |
8348753 |
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13725313 |
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11466315 |
Aug 22, 2006 |
8012014 |
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13197501 |
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Current U.S.
Class: |
463/23 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3295 20130101; G07F 17/3276 20130101; G07F 17/3258
20130101; G07F 17/3237 20130101; G07F 17/3272 20130101; G07F
17/3227 20130101; G07F 17/3244 20130101 |
International
Class: |
G07F 17/32 20060101
G07F017/32 |
Claims
1. A gaming system comprising: a housing; a plurality of input
devices supported by the housing, said plurality of input devices
including: (i) an acceptor, and (ii) a cashout device; at least one
processor; at least one display device supported by the housing;
and at least one memory device which stores a plurality of
instructions that, 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 plurality of input devices to: (a) if a
physical item is received via the acceptor, establish a credit
balance based, at least in part, on a monetary value associated
with the received physical item, (b) for a play of a game: (i)
receive at least one skill input made by a player, (ii) determine a
skill ranking associated with the player, said determination being
based, at least in part, on the received at least one skill input
made by the player compared to at least one skill input associated
with another play of the game, (iii) determine an outcome, said
determination being based, at least in part, on the received at
least one skill input, (iv) display the determined outcome, (v)
determine any award associated with the determined outcome, wherein
a first skill ranking is associated with a first award associated
with the determined outcome and a second, different skill ranking
is associated with a second, different award associated with the
determined outcome, and (vi) display any determined award, and (c)
if a cashout input is received via the cashout device, cause an
initiation of any payout associated with the credit balance.
2. The gaming system of claim 1, wherein the at least one skill
input associated with another play of the game is selected from the
group consisting of: an optimal skill input, a skill input
previously made by the player, a skill input made by another
player.
3. The gaming system of claim 1, wherein the at least one skill
input associated with another play of the game includes any skill
inputs made during a designated period of time prior to the play of
the game.
4. The gaming system of claim 1, wherein the first skill ranking is
higher than the second skill ranking and the first award is greater
than the second award.
5. 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 identify the player and associated with the
determined skill ranking with the identified player.
6. The gaming system of claim 1, wherein any award associated with
the determined 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 gaming system server comprising: at least one processor; and
at least one memory device which stores a plurality of instructions
that, when executed by the at least one processor for a play of a
game, cause the at least one processor to: (a) receive data
associated with at least one skill input made by a player, (b)
determine a skill ranking associated with the player, said
determination being based, at least in part, on the at least one
skill input made by the player compared to at least one skill input
associated with another play of the game, (c) determine an outcome,
said determination being based, at least in part, on the at least
one skill input made by the player, (d) cause at least one display
device to display the determined outcome, (e) determine any award
associated with the determined outcome, wherein a first skill
ranking is associated with a first award associated with the
determined outcome and a second, different skill ranking is
associated with a second, different award associated with the
determined outcome, and (f) cause the at least one display device
to display any determined award, wherein any determined award
associated with the determined outcome causes an increase of a
credit balance which is increasable via an acceptor of a physical
item associated with a monetary value, and decreasable via a
cashout device configured to receive an input to cause an
initiation of a payout associated with the credit balance.
8. The gaming system server of claim 7, wherein the at least one
skill input associated with another play of the game is selected
from the group consisting of: an optimal skill input, a skill input
previously made by the player, a skill input made by another
player.
9. The gaming system server of claim 7, wherein the at least one
skill input associated with another play of the game includes any
skill inputs made during a designated period of time prior to the
play of the game.
10. The gaming system server of claim 7, wherein the first skill
ranking is higher than the second skill ranking and the first award
is greater than the second award.
11. The gaming system server of claim 7, wherein when executed by
the at least one processor, the plurality of instructions cause the
at least one processor to identify the player and associated with
the determined skill ranking with the identified player.
12. The gaming system server of claim 7, wherein any award
associated with the determined 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. A method of operating a gaming system, for a play of a game,
said method comprising: (a) receiving data associated with at least
one skill input made by a player, (b) causing at least one
processor to execute a plurality of instructions to determine a
skill ranking associated with the player, said determination being
based, at least in part, on the at least one skill input made by
the player compared to at least one skill input associated with
another play of the game, (c) causing the at least one processor to
execute the plurality of instructions to determine an outcome, said
determination being based, at least in part, on the at least one
skill input made by the player, (d) causing at least one display
device to display the determined outcome, (e) causing the at least
one processor to execute the plurality of instructions to determine
any award associated with the determined outcome, wherein a first
skill ranking is associated with a first award associated with the
determined outcome and a second, different skill ranking is
associated with a second, different award associated with the
determined outcome, and (f) causing the at least one display device
to display any determined award, wherein any determined award
associated with the determined outcome causes an increase of a
credit balance which is increasable via an acceptor of a physical
item associated with a monetary value, and decreasable via a
cashout device configured to receive an input to cause an
initiation of a payout associated with the credit balance.
14. The method of claim 13, wherein the at least one skill input
associated with another play of the game is selected from the group
consisting of: an optimal skill input, a skill input previously
made by the player, a skill input made by another player.
15. The method of claim 13, wherein the at least one skill input
associated with another play of the game includes any skill inputs
made during a designated period of time prior to the play of the
game.
16. The method of claim 13, wherein the first skill ranking is
higher than the second skill ranking and the first award is greater
than the second award.
17. The method of claim 13, which includes identifying the player
and associated with the determined skill ranking with the
identified player.
18. The method of claim 13, wherein any award associated with the
determined 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.
19. The method of claim 13, which is provided through a data
network.
20. The method of claim 19, wherein the data network is an
internet.
Description
PRIORITY CLAIM
[0001] This application is a continuation application of, claims
priority to and the benefit of U.S. patent application Ser. No.
14/094,118, filed on Dec. 2, 2013, which is a continuation
application of, claims priority to and the benefit of U.S. patent
application Ser. No. 13/725,313, filed on Dec. 21, 2012, which is a
continuation application of, claims priority to and the benefit of
U.S. patent application Ser. No. 13/197,501, filed on Aug. 3, 2011,
now U.S. Pat. No. 8,348,753, which is a continuation application
of, claims priority to and the benefit of U.S. patent application
Ser. No. 11/466,315, filed on Aug. 22, 2006, now U.S. Pat. No.
8,012,014, the entire contents of which are each 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 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 may vary. For instance, the gaming
machine may allow the player to wager a minimum number of credits,
such as one credit (e.g., one penny, nickel, dime, quarter or
dollar) up to a maximum number of credits, such as five credits.
This wager may be made by the player a single time or multiple
times in a single play of a primary game. For instance, a slot game
may have one or more paylines and the slot game may allow the
player to make a wager on each payline in a single play of the
primary game. Slot games with 1, 3, 5, 9, 15 and 25 lines are
widely commercially available. Thus, it is known that a gaming
machine, such as a slot game, may allow 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 125 credits (e.g.,
five credits on each of 25 separate paylines). This is also true
for other wagering games, such as video draw poker, where players
can wager one or more credits on each hand and where multiple hands
can be played simultaneously. Accordingly, it should be appreciated
that different players play at substantially different wagering
amounts or levels and at substantially different rates of play.
[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 may
trigger 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). In other words, obtaining
a bonus award is part of the enjoyment and excitement for
players.
[0006] Progressive awards associated with gaming machines are also
known. A progressive award is an award amount which includes an
initial amount funded by a casino and an additional amount funded
through a portion of each wager made on the progressive gaming
machine. For example, 1% of each wager placed on the primary game
of the gaming machine may be allocated to the progressive award or
progressive award fund. The progressive award grows in value as
more players play the gaming machine and more portions of the
players' wagers are allocated to the progressive award. When a
player obtains a winning symbol or symbol combination which results
in the progressive award, the accumulated progressive award is
provided to the player. After the progressive award is provided to
the player, the amount of the next progressive award is reset to
the initial value and a portion of each subsequent wager is
allocated to the next progressive award as described above.
[0007] A progressive award may be associated with a single gaming
machine or multiple gaming machines which each contribute portions
of the progressive award. The multiple gaming machines may be in
the same bank of machines, in the same casino or gaming
establishment (usually through a local area network ("LAN")) or in
two or more different casinos or gaming establishments (usually
through a wide area network ("WAN")). Such progressive awards are
sometimes called local area progressives ("LAP") and wide area
progressives ("WAP"), respectively.
[0008] There is a continuing need to provide new and different
gaming machines and gaming systems as well as new and different
ways to provide awards to players including bonus awards and
progressive awards. There is also a continuing need to provide new
and different linked or related gaming machines.
SUMMARY
[0009] One embodiment disclosed herein provides a gaming system
including a central server or controller in communication with or
linked to a plurality of gaming machines or gaming devices. Another
embodiment provides a method for operating a gaming system. An
alternative embodiment provides a gaming system having a plurality
of linked gaming machines where one of the gaming machines
functions as the central server or controller. The gaming system
also includes at least one award adapted to be provided to one or
more players of the gaming machines in the gaming system. The terms
central server and controller as well as the terms gaming machine
and gaming device are used interchangeably herein.
[0010] Generally, players of system gaming machines play at
different rates, wager different amounts, wager different
denominations and often vary these rates and amounts. These rates
and amounts are generally referred to herein as player activity,
wager activity and/or play activity.
[0011] In operation of one embodiment, the central server or
controller monitors this wager activity and/or play activity on
each gaming machine. Based at least in part on the wager activity
and/or play activity, the central server or controller determines a
ranking for one, a plurality or all of the players playing the
gaming machines. In another embodiment, the central server or
controller determines a ranking for one, a plurality or all of the
gaming machines based at least in part on the wager activity and/or
play activity. In addition to determining the ranking, the central
server or controller monitors the gaming system for a triggering
event. After the occurrence of the triggering event, the central
server or controller selects which of the player(s) or gaming
machine(s), if any, to be provided any award(s). This selection is
based at least in part on the rankings determined by the central
server or controller.
[0012] The controller acquires or determines at least one ranking
component for each player or for each gaming machine in the gaming
system through monitoring of wager activity or play activity as
described above. Each ranking component can be acquired or
determined as statistical data. The statistical data may include
any suitable numerical or quantitative value based on wagering
and/or play activity by the players or gaming machines in the
gaming system. In one embodiment, the statistical data is
accumulated and stored in separate ranking component categories to
form an accumulated ranking table. The terms ranking component and
ranking component category are used interchangeably herein.
[0013] Acquired ranking components include at least one of the
following: (1) a total amount wagered on each gaming machine, (2) a
total amount wagered by each player, (3) a number of games played
on each gaming machine, wherein the games are primary or secondary
games, (4) a number of games played by each player, wherein the
games are primary or secondary games, (5) an amount of each wager
placed on each play of each gaming machine, wherein the play is of
a primary or secondary game, (6) an amount of each wager placed on
each play by each player, wherein the play is of a primary or
secondary game, (7) an amount of time between each play of each
game on the gaming machines, wherein the play is of a primary or
secondary game, (8) an amount of time between each play of each
game by each player and (9) a quality of play of each player (i.e.,
a player's skill level or how closely each player plays to optimal
play). In various alternative embodiments, a player's ranking can
be based on only one or only a designated number of the
above-listed ranking components. The central server or controller
may acquire the ranking components in play of a primary game, a
secondary game or both on each of the system gaming machines.
[0014] In one embodiment, the controller determines a rank or
ranking for at least one player based on at least one of the
acquired ranking components. For example, as indicated above in one
embodiment, one tracked or acquired ranking component includes the
amount wagered on plays of each gaming machine in the gaming
system. In this example, the controller includes: (a) a separate
coin-in or wager meter for each individual gaming machine which
tracks the total coin-in or wagers placed on the primary games for
each of the gaming machines in the gaming system, and (b) a total
coin-in or wager meter which tracks the total coin-in wagers placed
on all of the primary games for all of the gaming machines in the
gaming system. This total wager meter can be a calculated amount
based on the sum of the individual gaming machine coin-in meters.
The controller tracks the total wagers for each individual gaming
machine and the total wagers for all of the gaming machines in the
gaming system in any suitable compatible or comparable manner such
as credits wagered (i.e., if all of the system gaming machines are
of the same denomination) or monetary units (e.g., total dollars or
other currency) wagered. Alternatively, each of the gaming machines
tracks the wagers placed on that gaming machine (via an individual
gaming machine meter). This can be done for all wagers on the
gaming machine or for the wagers placed by individual players. In
this embodiment, the gaming machines send information to the
central controller upon request from the central controller, at
designated intervals or in any other suitable manner. Tracking in
monetary units accounts for gaming machines having
multi-denominations and/or for gaming machines of different
denominations and/or gaming machines which accept different
currencies. Monetary units wagered on gaming machines are sometimes
referred to as "coin-in" in the gaming industry and herein.
[0015] In another embodiment, the controller determines a rank or
ranking for at least one player based on a plurality of the
acquired ranking components. For example, as indicated above in one
embodiment, the central server or controller tracks or acquires an
amount of each wager placed on each play of each player wherein the
play is of a primary or secondary game and an amount of time
between each play of each game by each player as ranking
components. In this example, the tracked or acquired ranking
components determine a rate of play for each player.
[0016] In one embodiment, the controller tracks or acquires one or
more ranking components dynamically. That is, the controller tracks
or acquires one or more ranking components during a constantly or
consistently moving time period. The moving time period is
represented by a moving indicator that shifts or moves in
accordance with a predetermined algorithm or any other suitable
manner. Each ranking component, such as wager activity, is
associated with at least one player and is acquired or tracked over
the moving time period. The wager activity may include wagers of
monetary units placed by the player in one or more games. In one
embodiment, the moving time period is illustrated by a time window
or any other suitable moving indicator. The time window represents
a predetermined number of time units. As time passes, the time
window moves or shifts from an initial time unit, such as zero or a
first time unit, to a final time unit, such as a thirtieth time
unit or a fiftieth time unit. The central server or controller
utilizes the wager activity acquired from the player during the
time units represented by the time window to determine a ranking
for the player. It should be appreciated that the time window moves
or shifts at designated intervals, such as every second, every ten
seconds, every thirty seconds or at any other suitable number of
time units. With each movement, different time units (and different
ranking components) are utilized by the central server or
controller to determine the player's ranking. The central server or
controller positions the ranked player along a ranking scale
relative to other ranked players based on the determined
ranking.
[0017] It should be appreciated that a player may change gaming
machines during the acquisition of ranking component(s) and that
the tracking and acquisition of ranking component(s) can be
independent of the specific gaming machine. For example, in this
embodiment, the central server or controller monitors, tracks and
acquires wager activity or play activity on each gaming machine by
individual players through a player tracking system or player
tracking card, which is operable with system gaming machines. In an
alternative embodiment, the central server or controller determines
a rank or ranking for at least one gaming machine based on at least
one or a plurality of acquired ranking components.
[0018] After determining the rankings, in one embodiment, the
controller selects a ranked player and provides an award or bonus
award to the same based on the ranking determined for the player.
In one embodiment, the controller selects and provides a bonus
award to the highest ranked player. In another embodiment, the
controller selects and provides a bonus award to a plurality of
ranked players, such as the three highest ranked players or the
highest ranked group of players. In another embodiment, the
controller selects a plurality of players and provides a bonus
award to only one player in the selected plurality of players. For
example, if two players are tied for a highest ranking, the
controller may determine which one of the two selected players are
provided an award. This determination may be made randomly based on
suitable probabilities or percentages or may be predetermined or
determined in another suitable manner. In an additional embodiment,
the controller selects a plurality of players and provides any
award(s) to all of the selected players. In alternative
embodiments, the controller selects and provides an award or bonus
award to a player or a plurality of players based on the rankings
of system gaming machines instead of rankings of one or more
players as described above.
[0019] The number of awards and the amount of the awards provided
to ranked player(s) selected by the central server or controller
can vary and be determined in a variety of different manners in
accordance with the embodiments disclosed herein. In one
embodiment, one award is selected to be provided to one or more
ranked players of gaming machines in the gaming system. In another
embodiment, one award from a plurality of different awards is
selected to be provided to one or more ranked players of gaming
machines in the gaming system. In one such embodiment, the
plurality of awards are progressive awards. In another embodiment,
central server or controller determines the number of awards based
on the number of ranked players or gaming devices in the gaming
system at a designated time, for example, when a triggering event
occurs.
[0020] One embodiment provides one or more displays in conjunction
with the gaming machines. The one or more displays provide the
players of the gaming machines information about the ranking
components, rankings for player(s) and/or gaming device(s) and
awards. Such display increases player awareness of these ranking
components, rankings and awards and interaction between the players
of the gaming machines.
[0021] It is therefore an advantage of the disclosed embodiments to
provide a gaming system including a central server or controller
linked to a plurality of gaming machines, wherein the central
server (1) acquires at least one ranking component based on wager
activity, play activity or both from each of the plurality of
gaming machines, (2) determines rankings based on the acquired
ranking components, and (3) selects at least one player or gaming
device for an award based on the determined rankings. Ranking
players or gaming machines based on wager activity and play
activity increases player excitement and enjoyment.
[0022] Another advantage of the disclosed embodiments is to provide
a gaming system and a method for operating a gaming system that
awards players for a high rate of wager activity or play activity
in a primary game, a secondary game or both a primary game and a
secondary game.
[0023] A further advantage of the disclosed embodiments is to
provide a gaming system and a method for operating a gaming system
that ranks players or gaming machines in the gaming system and
continually adjusts the rankings in response to the wager activity
and play activity on system gaming machines.
[0024] Another advantage of the disclosed embodiments is to provide
a gaming system and a method for operating a gaming system that
displays the rankings for the players, the gaming machines or both
determined or ranked by the central server or controller.
[0025] Additional features and advantages of the disclosed
embodiments are described in, and will be apparent from, the
following Detailed Description and the Figures.
BRIEF DESCRIPTION OF THE FIGURES
[0026] FIG. 1 is a schematic diagram of a central server in
communication with a plurality of gaming machines in accordance
with one disclosed embodiment.
[0027] FIG. 2 is a perspective view of a gaming machine having a
display adapted to display a plurality of rankings determined by
the central server in FIG. 1 in accordance with one disclosed
embodiment.
[0028] FIG. 3 is a schematic diagram of a memory of the central
server in FIG. 1, and which generally illustrates one example of an
accumulated ranking table.
[0029] FIG. 4 is a schematic diagram of the memory of the central
server in FIG. 1, and which generally illustrates one example of
the ranking table of FIG. 3.
[0030] FIG. 5 is a timeline illustrating an example of designated
time periods relative to triggering event triggers.
[0031] FIG. 6A is a timeline illustrating an example of designated
time periods relative to triggering event triggers.
[0032] FIG. 6B is a timeline illustrating an example of designated
time periods relative to bonus triggers, wherein a plurality of
triggering events are triggered during one designated time
period.
[0033] FIG. 7 is a chart illustrating an example of a moving time
window relative to wager activity.
[0034] FIG. 8 is a chart illustrating an example of rankings
determined for four players of gaming machines based on ranking
components acquired during a designated time period.
[0035] FIG. 9 is a chart illustrating an example of rankings
determined for four players of gaming machines based on ranking
components acquired during a designated time period, wherein at
least one player is not ranked.
[0036] FIG. 10 is a chart illustrating an example of rankings
determined for four players of gaming machines based on accumulated
ranking components during a plurality of designated time
periods.
[0037] FIG. 11 is a chart illustrating an example of rankings
determined for six players of gaming machines based on ranking
components accumulated during one or more designated time
periods.
[0038] FIG. 12 is a chart illustrating an example of rankings
determined for six players of gaming machines based on ranking
components accumulated during one or more designated time
periods.
[0039] FIG. 13 is a timeline illustrating one embodiment of a
triggering event in accordance with one embodiment of the gaming
system.
[0040] FIG. 14 is a chart illustrating an example of rankings
determined for three players of gaming machines based on
accumulated ranking components and a probability of being selected
for an award based on the player rankings in one embodiment of the
gaming system.
[0041] FIG. 15 is a chart illustrating an example of rankings
determined for three players of gaming machines based on
accumulated ranking components and a probability of being selected
for a bonus award based on the player rankings in one embodiment of
the gaming system.
[0042] FIG. 16 is a chart illustrating an example of rankings
determined for three players of gaming machines based on
accumulated ranking components and a probability of being selected
for a bonus award based on the player rankings in one embodiment of
the gaming system.
[0043] FIG. 17 is a chart illustrating an example of rankings
determined for three players of gaming machines based on
accumulated ranking components and a probability of being selected
for a bonus award based on the player rankings in one embodiment of
the gaming system.
[0044] FIG. 18 is a schematic diagram illustrating one embodiment
of a method for operating a gaming system including a plurality of
gaming devices in communication with a controller.
[0045] FIGS. 19A and 19B are front perspective views of alternative
embodiments of gaming machines of one embodiment of the gaming
system.
[0046] FIG. 20 is a schematic block diagram of the electronic
configuration of one embodiment of a gaming machine in one
embodiment of the gaming system.
DETAILED DESCRIPTION
Central Server Generally
[0047] Referring now to FIG. 1, one embodiment of the gaming system
10 includes a central server or controller 12 and a plurality of
gaming machines or gaming devices 14a, 14b . . . 14z in
communication with or linked to the central server or processor 12.
One or more of the gaming machines 14a, 14b . . . 14z may be
connected to each other through a data network or remote
communication link 22 with some or all of the functions of each
gaming machine provided at a central location, such as the central
server or controller 12. The number of gaming machines in the
gaming system can vary as desired by the implementer of the gaming
system. These gaming machines are referred to herein alternatively
as the group of gaming machines, the linked gaming machines or the
system gaming machines. The linked gaming machines may be of the
same type or of different types of gaming machines. The linked
gaming machines may have the same primary game or two or more
different primary games. For example, one gaming machine may be
adapted to play a slot game while another gaming machine may be
adapted to play a poker game. The linked gaming machines may have
no secondary games, one or more secondary games, the same secondary
games or two or more different secondary games. The linked gaming
machines may have no progressive award, one or more progressive
awards, the same progressive awards or may have two or more
different progressive awards. The activity on each gaming machine
14a, 14b . . . 14z in the group is monitored by the central server
12. For example, the central server 12 may monitor wager activity
or play activity on each of the linked gaming machines or for
individual players on each of the linked gaming machines for a
predetermined or designated time period. The central server or
controller may be any suitable server or computing device which
includes a 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.
[0048] The central server or controller maintains or tracks wager
activity and/or play activity on system gaming machines for one or
more predetermined or designated time periods. In one embodiment,
the central server tracks the activity on each gaming machine 14a,
14b . . . 14z or the activity for individual players using ranking
components or ranking information. As described above, the central
server or controller acquires or determines each ranking component
as statistical data including any numerical or quantitative value
based on wagering and/or play activity by the players or on system
gaming machines 14a, 14b . . . 14z. An acquired ranking component
or ranking information includes at least one of the following: (1)
a total amount wagered on each gaming machine, (2) a total amount
wagered by each player, (3) a number of games played on each gaming
machine, wherein the games are primary or secondary games, (4) a
number of games played by each player, wherein the games are
primary or secondary games, (5) an amount of each wager placed on
each play of each gaming machine, wherein the play is of a primary
or secondary game, (6) an amount of each wager placed on each play
by each player, wherein the play is of a primary or secondary game,
(7) an amount of time between each play of each game on the gaming
machines, wherein the play is of a primary or secondary game, (8)
an amount of time between each play of each game by each player and
(9) a quality of play of each player (i.e., a player's skill level
or how closely each player plays to optimal play). The central
server or controller acquires the ranking components described
above in a primary game, a secondary game or both in different
embodiments. In one embodiment, the acquired ranking components are
independent of game outcome. In another embodiment, the central
server or controller acquires and accumulates the ranking
information or the ranking components described above for a
predetermined or randomly determined period of time. In different
embodiments, the central server or controller acquires the ranking
information or the ranking components from a gaming machine in the
gaming system, from an individual player at a gaming machine in the
gaming system, from an individual player at another location
associated with the gaming system (e.g., such as via a proxy device
or portable gaming device) or any suitable combination thereof. In
one embodiment, the central server or controller generates the
ranking components based on information sent to the central server
or controller from at least one gaming machine. For example, at
least one gaming machine sends wager activity or play activity to
the central server or controller. Based on this information, the
central server or controller generates the ranking components for a
ranking determination.
[0049] In one embodiment, the central server determines a ranking
for at least one system gaming machine or at least one player of a
gaming machine based on the ranking information. In one embodiment,
the central server positions ranked players or ranked gaming
devices along a ranking scale relative to other ranked players or
ranked gaming devices based on the determined ranking. It should be
appreciated that the central server or controller employs one or a
plurality of ranking components to determine a ranking for
individual gaming machines or individual players of the system
gaming machines or other gaming machines. In another embodiment,
the central server or controller employs other ranking information,
such as a number of games played of a particular game (e.g., either
a primary game, a secondary game or both), to determine the ranking
of individual gaming machines or individual players. In one
embodiment, the other ranking information is employed in addition
to or as replacement for any other wager activity, play activity or
ranking component desired by the implementer or operator of the
gaming system.
[0050] FIG. 2 illustrates one system gaming machine 14a in the
gaming system 10. In this example, the gaming machine 14a is in
communication with a display 26 and operable with the central
server or controller and the display to display certain
information, such as one or a plurality of rankings 24a, 24b and
24c. The display 26 is provided at or adjacent to gaming machine
14a and is configured to display one, several or all of the
rankings 24a, 24b and 24c for a plurality of players (e.g., players
A, Z and B) in addition to or as a substitute for rankings for a
plurality of gaming devices (e.g., gaming devices A, Z and B).
Gaming devices A, Z and B of FIG. 2 correspond to gaming devices
14a, 14z and 14b of FIG. 1. It should be appreciated that the
central server or controller uses one, a plurality or all of the
ranking components described above to determine the displayed
rankings 24a, 24b and 24c. In another embodiment, the display is
operable to display any number of ranked players or gaming machines
and any award(s) available to be provided the ranked player(s) or
gaming machine(s).
[0051] Additionally, in an additional embodiment, a display
including a common display area viewable from multiple linked
gaming machines is provided in communication with the gaming system
and is operable to display the certain information described above
as well as any other information desired by the implementer or
operator of the gaming system in real time. Displaying such
information may increase player excitement and anticipation as
players in the gaming system try to improve their ranking (e.g., by
adjusting their wager activity and/or play activity).
[0052] The central server or controller 12 includes a memory 16
(FIG. 3) which maintains tracked, acquired or determined
information relating to wagering and/or play activity from players
of system gaming machines. Such tracked or acquired information
(e.g., ranking components 24a, 24b, 24c and 24d of FIG. 2) is
stored and accumulated in a ranking table 18 (FIG. 3). The ranking
table 18 is stored in and retrieved from the memory 16 of the
central server or controller 12. In one embodiment, the ranking
components may be stored in and retrieved from the ranking table 18
via gaming machines 14a, 14b . . . 14z through data connection 22.
Each ranking component can be tracked, acquired, stored and
retrieved as statistical data in a plurality of ranking component
categories (e.g., number of games played or total wager amount in
monetary units) throughout a single designated time period or a
plurality of designated time periods. The statistical data is
accumulated and stored for each individual player or for each
system gaming machine in the ranking table 18 (FIG. 3). The
statistical data may include a number of points or another
numerical or quantitative value used to rank the individual players
or gaming machines based on wagering activity, play activity or
other ranking components acquired from system gaming machines.
[0053] Referring to FIG. 3, the central server 12 tracks at least
one ranking component on the gaming machines 14a, 14b . . . 14z
during a designated time period. The central server 12 includes
coin-in or wager meters or counters 20a, 20b . . . 20z which
respectively individually track the wagers placed on primary or
secondary games played by each player of the gaming machines 14a,
14b . . . 14z. The central server 12 includes the ranking table 18
which at least tracks one ranking component, such as a total
coin-in, for the gaming machines 14a, 14b . . . 14z by individual
Players A, B . . . Z. The individual gaming machine wager meters
20a, 20b . . . 20z may track the wagers made on the gaming machines
in any suitable manner, such as in monetary units. Tracking in
monetary units enables two or more of the gaming machines in the
group to be of different denominations and also enables the
individual gaming machines to have multiple denominations. In such
embodiments, the monetary unit can be in the lowest common
denomination. In one embodiment, every gaming machine of the system
will also have a separate coin-in or wager meter for the designated
time period. As described above in one embodiment, wager meters
20a, 20b . . . 20z track monetary units wagered by individual
players on the system gaming machines.
[0054] The central server or controller 12 determines a ranking for
each individual player, a plurality of players, such as a group of
players, or for all of the players based on the ranking components
tracked or acquired throughout the designated time period.
Alternatively, the central server or controller 12 determines a
ranking for each individual gaming machine, a plurality of gaming
machines, such as a group of gaming machines, or for all of the
gaming machines based on the ranking components tracked or acquired
throughout the designated time period. In one embodiment, the
designated time period includes one or more predetermined time
periods, such as fixed time intervals. In another embodiment, the
designated time period is randomly determined, e.g., through the
occurrence or triggering of a triggering event. In one embodiment,
the central server or controller determines a ranking for or ranks
the plurality of players or gaming machines after the designated
time period ends. In another embodiment, the central server or
controller ranks or determines a ranking for the plurality of
players or gaming machines in real time. In another embodiment, the
central server or controller divides the players or gaming machines
into groups and determines a ranking for or ranks one, a plurality
of or all of the groups of players or gaming machines.
Ranking Table
[0055] As generally illustrated in FIG. 3, the memory 16 of the
central server also maintains the wagered amounts 20a, 20b . . .
20z by each player for each gaming machine 14a, 14b . . . 14z,
respectively. The ranking table 18 includes one, a plurality of or
all of the ranking components for each of the players during the
designated time period. As described in the examples of FIGS. 3 and
4, the ranking component includes at least the total amounts
wagered by the players of the primary games on system gaming
machines during the designated time period.
[0056] In FIG. 3, the wagered amounts on gaming machine 14a during
the designated time period is 110 monetary units for Player A, the
wagered amounts on gaming machine 14b during the designated time
period is 77 monetary units for Player B and the wagered amounts on
gaming machine 14z during the designated time period is 33 monetary
units for Player Z. Therefore, a total of 220 monetary units have
been wagered by Players A, B and Z as illustrated in FIG. 3.
Players A, B and Z have respectively accumulated 110, 77 and 33
monetary units in the ranking component table 18, e.g., for the
total coin-in ranking component.
[0057] Using this example and referring now to FIG. 4, if Players
A, B and Z have respectively accumulated 110, 77 and 33 monetary
units in the ranking component table 18 from a previous designated
time period and the amounts wagered during the present designated
time period are the same as in FIG. 3, the ranking table will
include 220 monetary units for Player A, 144 monetary units for
Player B and 66 monetary units for Player Z. In this example,
Players A, B and Z have respectively accumulated 220, 144 and 66
monetary units in the ranking component table 18, e.g., for the
total coin-in ranking component.
[0058] As illustrated in FIGS. 3 and 4, ranking components in the
ranking table 18 are tracked (e.g., number of games played) for
each player during the designated time period and may or may not be
employed in the determination of the ranking described below.
Alternatively, ranking components in the ranking table 18 can be
tracked for each gaming machine during the designated time period
and may or may not be employed in the determination of the ranking
described below.
[0059] In another embodiment, one or more ranking components are
acquired or determined at different times (e.g., different gaming
sessions or for different triggering events) than one or more other
ranking components. In this instance, different ranking components
are accumulated during different designated time periods.
[0060] In another embodiment, the designated time period may end
with the determination or occurrence of a triggering event. In this
embodiment, any additional accumulation of the ranking components
(e.g., total wagered monetary units) for the current triggering
event will cease immediately upon the conclusion of the designated
time period. That is, the designated time period ends at the same
time as the triggering event occurs.
[0061] For example, FIG. 5 illustrates a timeline 30 of a first
designated time period 32, a first triggering event 34, a second
designated time period 36 and a second triggering event 38. The
designated time periods 32 and 36 are periods of time prior to the
occurrence or triggering of triggering events 34 and 38. Players of
gaming machines 14z, 14a both played a game on respective gaming
machines 14z and 14a during the first designated time period 32.
The first designated time period 32 ends at the first triggering
event 34. In this example, players of both gaming machines 14a and
14z accumulated ranking components during the first designated time
period 32. A player of gaming machine 14b played a game on the
gaming machine 14b during the second designated time period 36
which ends at the second triggering event 38. The player of gaming
machine 14z played a game on gaming machine 14z after the first
triggering event 34, but not within the second designated time
period 36. Accordingly, the player of gaming machine 14b
accumulated ranking components during the second designated time
period 36 while the player of gaming machine 14z did not accumulate
any ranking components during the second designated time period 36
in this embodiment. It should be appreciated that the designated
time periods preferably remain constant or consistent, but may be
variable as shown in FIG. 5, or changed as determined by the
implementer or operator of the gaming system. Multiple designated
time periods of the same duration may simplify the comparison
between ranking components over the multiple designated time
periods. In an alternative embodiment, the player of gaming machine
14z accumulates ranking components during the first designated time
period 32 and the accumulated ranking components are carried over
to the second designated time period 36 so that the player of
gaming machine 14z accumulates ranking components during the first
and second designated time periods 32 and 36.
[0062] In another embodiment, each designated time period starts at
the occurrence of a triggering event and ends at the occurrence of
a next or subsequent triggering event. For example, when a
triggering event occurs, the accumulation of the ranking components
(e.g., total wagered monetary units) for that designated time
period immediately ceases and the values of the ranking components
are stored or set in the ranking table 18. In one embodiment, the
ranking table and ranking components are reset and all further
ranking components (e.g., coin-in or wagers) which are subsequently
acquired or tracked on the linked gaming machines are accumulated
in the ranking table for the next designated time period. It should
be appreciated that the exact period of time of the designated time
period will vary based on many factors, such as the ranking
components (e.g., rate of coin-in or wagered monetary units),
probability of an occurrence of a triggering event and when the
triggering event occurs or is triggered. It should also be
appreciated that the designated time period can begin upon the
initiation or enrollment of one or more gaming machines or
individual players in the gaming system. For example, the
designated time period can begin when an individual player
initiates play on one of the system gaming machines.
[0063] FIG. 6A illustrates a timeline 40 upon which multiple
designated time periods occur and multiple triggering events are
triggered. Specifically, an initiation or enrollment of one or more
system gaming machines or individual players in the gaming system
42 begins a first designated time period 44. The first designated
time period 44 ends upon a first triggering event 46. A second
designated time period 48 occurs between the first triggering event
46 and a second triggering event 50. A third designated time period
52 occurs between the second triggering event 50 and a third
triggering event 54. In this example, ranking components are
acquired from one or more of the system gaming machines and
accumulated during the first, second and third designated time
periods 44, 48, 52. For example, ranking components acquired during
the first designated time period 44 are not accumulated in the
second or third designated time periods 48, 52. FIG. 6A further
illustrates that the designated time periods can vary in duration
and the event triggers can occur or be triggered at different
times.
[0064] In another embodiment, ranking components acquired during
the first designated time period 44 are accumulated with ranking
components acquired during the second and third designated time
periods 48 and 52. In this manner, ranking components acquired
during the first designated time period 44 are accumulated with
ranking components acquired during the second and third designated
time periods 48, 52. In one embodiment, different ranking
components are acquired in each of the first, second and third
designated time periods 44, 48 and 52. For example, the central
server or controller acquires or determines a first ranking
component (e.g., a total coin-in) during the first designated time
period 44, acquires or determines a second ranking component (e.g.,
a number of games played) during the second designated time period
48, and acquires or determines a third ranking component (e.g., a
rate of play) during the third designated time period 52. The
first, second and third designated time periods 44, 48 and 52 can
coincide with one another, be at different times or overlap as
desired by the implementer or operator of the gaming system.
[0065] In the example illustrated in FIG. 6B, a first triggered
event 66, a second triggered event 70, a third triggered event 72,
a first designated time period 64 and a second designated time
period 68 occur along time line 60 after an initiation of the
gaming system 62. This illustrates that the second designated time
period 68 can be longer than the first designated time period 64.
FIG. 6B also illustrates three triggering events 66, 70 and 72. In
this example, the central server or controller accumulates ranking
components during the first designated time period 64 and the
second designated time period 68. The first designated time period
64 ends with triggering event 66. At triggering event 70, the
controller continues to accumulate ranking components during the
second designated time period 68. In this example, the second
designated time period 68 does not end with triggering event 70 and
the range of the designated time period 68 can encompass more than
one triggering event, e.g., triggering events 70 and 72. As a
result, ranking component(s) acquired during the second designated
time period 68 are not reset at triggering event 70 and are
employed for both triggering events 70 and 72 during the second
designated time period 68.
[0066] In one embodiment, a moving indicator is displayed to one or
more players. The moving indicator is configured to dynamically
indicate one or a plurality of ranking components associated with
each of the players over a certain time period. The moving
indicator is displayable to the players and constantly moves
between a first point of the certain time period and a second point
of the certain time period to display the ranking components
acquired from the players. In this embodiment, changes in a
player's play and/or wager activity (e.g., one or more ranking
components) and the relative position of the moving indicator
influence the player's ranking. For example, a high ranked player
who is interrupted during play and does not wager (or wagers less)
in the certain time period (as displayed to the players as the
moving indicator), may lose ranking points or ranking position from
inactivity or reduced wagers. Similarly, a low ranked player who
wagers an increased amount for the certain time period (as
displayed to the players as the moving indicator) may gain ranking
points or ranking position based on consistent and constant
wagering at the increased amount.
[0067] Generally, players who produce a high amount of ranking
components, such as a high wager activity (e.g., a maximum wager
per play), are ranked higher than players who produce a low amount
of ranking components. However, the moving indicator enables
players to vary the players' play andior wager activity to affect
their determined ranking. For example, a first player may average
wagers of ten monetary units for each of ten plays. In a hope to
increase the first player's determined ranking, the first player
increases the wager to twenty monetary units per play for the next
five plays. If the moving indicator represents these five plays,
the player's ranking is based on the twenty monetary units per
play. In this manner, the moving indicator enables the central
server or controller to reward player(s) who happen to produce a
high amount of wager activity during a certain amount of time.
[0068] In such an embodiment, ranking components are acquired
during a constantly or consistently moving time period, wherein the
moving time period shifts or moves in accordance with a
predetermined algorithm or any other suitable manner. The
predetermined algorithm may be stored in and implemented by the
central server or controller and/or an individual gaming machine
processor. As illustrated in FIG. 7, a chart 74 shows a ranking
component, such as wager activity, associated with one player
graphed over time. The wager activity includes wagers of monetary
units placed by the player in one or more games associated with the
gaming system. The central server or controller acquires the wager
activity of the player in the manner described above. The wager
activity is graphed along the vertical axis of the chart 74. Time
units, such as one or more predetermined time intervals, are
graphed along the horizontal axis of the chart 74.
[0069] It should be appreciated that one or more time units may
include one or more predetermined time intervals or any suitable
portion thereof. The time units may be measured in seconds,
minutes, hours, days or any other metric deemed appropriate by the
game implementer. Alternatively, one or more time units represents
a designated time period, such as one of the designated time
periods 64 or 68 described above.
[0070] In FIG. 7, the moving time period is illustrated by a time
window 76 or any other suitable indicator. As illustrated, the time
window 76 represents six time units although the time window 76 may
include or represent any suitable number of time units. As each
time unit passes, the time window 76 moves or shifts in a direction
of arrow 78 along the X-axis. In one embodiment, the time window 76
constantly moves or shifts from an initial time unit, such as zero
or the first time unit, to a final time unit, such as the thirtieth
or fiftieth time unit. The central server or controller utilizes
the wager activity acquired from the player during the time units
represented by the time window 76 to determine a ranking for the
player. The central server or controller positions the ranked
player along a ranking scale relative to other ranked players based
on the determined ranking.
[0071] In one embodiment, the ranking scale is displayed to the
ranked players on a display device in operation with the central
server or controller, such as display device 26 shown in FIG. 2.
The displayed ranking scale may be displayed in the form of a
leader board, standings or any other suitable format. The displayed
ranking scale enables ranked players to see their ranking and the
ranking of other players as well as in certain embodiments to
determine the likelihood of obtaining a specific ranking and/or a
specific award. Additionally, or alternatively, the displayed
ranking scale enables ranked players to see any changes to the
ranking scale in accordance with the moving time window 76.
[0072] In FIG. 7, the time window 76 represents six time units. As
illustrated, the time window 76 represents the third, fourth,
fifth, sixth, seventh and eighth time units, which are associated
with wagers of 3, 4, 5, 4, 3, 2 monetary units, respectively. The
central server or controller determines the ranking for the player
based on these wager amounts. The wager amounts between the first
time unit and the third time unit and the time units between the
ninth time unit and the fiftieth time unit are not used as ranking
components in this embodiment, and thus, are not used in the
ranking determination. If each time unit is one minute in duration,
for example, the time window 76 represents a time period totaling
six minutes. For this time period, the player wagers a total of 21
monetary units. The central server or controller utilizes the
acquired wager activity (i.e., 21 monetary units) to determine a
ranking for the player during this time period.
[0073] When the time window 76 moves or shifts, at least one time
unit is replaced in the time window 76 with a corresponding number
of new time units. For example, if the time window 76 moves or
shifts one time unit, the third time unit associated with 3
monetary units is replaced with the ninth time unit in the time
window 76. The ninth time unit is associated with 3 monetary units.
For the new time period represented by time window 76 (e.g., the
fourth time unit, the fifth time unit, the sixth time unit, the
seventh time unit, the eighth time unit and the ninth time unit),
the player wagers a total of 21 monetary units. The central server
or controller utilizes the acquired wager activity (i.e., 21
monetary units) to determine a ranking for the player during this
new time period. In one embodiment, the time window 76 increases or
decreases in size between movements of shifts.
[0074] It should be appreciated that as the time window 76 shifts
or moves, the wager activity acquired during the time units
represented by the time window 76 changes. However, as shown above,
the monetary units associated with the wager activity may or may
not change. Since the player's ranking is based on the same number
of monetary units (i.e., 21 monetary units) for both time periods,
it is possible that the player's ranking will not change. In cases
where the number of monetary units changes between time periods,
the player's ranking may increase or decrease relative to the
ranking of other players. In this manner, the constantly moving
time window encourages the players to wager consistently and
constantly. Since each player's ranking is based on time, players
who do not wager consistently and constantly risk reducing their
determined ranking along the ranking scale. For example, if a
player stops playing, the player's ranking will drop or be reduced
relative to players who continue playing because the player's
ranking is based on time.
[0075] In one embodiment, the moving time window enables the
central server or controller to reward one or more players who
happen to produce a high amount of wager activity during the time
units represented by the time window 76. For this time period, the
player wagered 86 total monetary units between the twentieth time
unit and the twenty-fifth time unit. Specifically, the player
wagered 13 monetary units at the twentieth time unit, 15 monetary
units at the twenty-first time unit, 15 monetary units at the
twenty-second time unit, 15 monetary units at the twenty-third time
unit, 15 monetary units at the twenty-fourth time unit and 13
monetary units at the twenty-fifth time unit. If the time window 76
represents the player's wager activity between the twentieth time
unit and the twenty-fifth time unit, the central server or
controller may reward the player for producing a high amount of
wager activity during this time period. For example, the central
server or controller may provide the player with an award, such as
a monetary or non-monetary value. Additionally, or alternatively,
the central server or controller may reward the player with a
higher relative percentage of obtaining an award, a higher
multiplier, a greater number of free games, a greater number of
free spins or any suitable combination thereof based on the high
wager activity during this time period. This enables the central
server or controller to provide the player with incentives or
rewards for wager activity acquired during a dynamic time
period.
[0076] In one embodiment, the central server or controller
designates certain time intervals, such as between the twentieth
time unit and the twenty-fifth time unit, as a hot zone. A hot zone
may include any number of time units and may be designated by the
central server, the gaming device processor and/or the game
implementer in any random, predetermined or other suitable manner.
In one embodiment, the central server or controller is operable to
reward the player with greater changed awards during the hot zone.
The hot zone may or may not be displayed to the player. In one
embodiment, the central server or controller indicates the hot zone
to the player via a randomly displayed pop-up or display provided
by a display device associated with the gaming system.
[0077] In one example, if the chart 74 represents the wagers placed
by the player between 9:00 pm and 9:50 pm, the central server or
controller determines the player's ranking relative to other
players based on wager amounts placed by the player between 9:03 pm
and 9:08 pm. Based on this example, it should be appreciated that
the chart 74 may reflect wager activity or another ranking
component in real time. For example, the time window 76 may include
six time units and reflect the player's wager activity between 9:45
pm (i.e., the forty-fifth time unit) and 9:50 pm (i.e., the
fiftieth time unit). When one minute passes, the time window 76
moves or shifts so that the time window 76 reflects the player's
wager activity between 9:46 pm (i.e., the forty-sixth time unit)
and 9:51 pm (i.e., the fifty-first time unit, which is not shown on
chart 74). After another minute passes, the time window 76 moves or
shifts so that the time window 76 reflects the player's wager
activity between 9:47 pm (i.e., the forty-seventh time unit) and
9:52 pm (i.e., the fifty-second time unit, which is not shown on
chart 74). This movement or shifting may continue for a suitable
number of time units, for a suitable number of predetermined time
periods, for a suitable number of movements or shifts andior until
a predetermined time, such as 10:00 pm (i.e., the sixtieth time
unit, which is not shown on chart 74).
[0078] In another embodiment, the time window 76 moves or shifts at
predetermined time intervals. As each predetermined time interval
passes, the time window 76 moves one time unit in the direction of
arrow 78 along the X-axis. Each time unit is a predetermined time
interval which may be measured in seconds, hours, days or any other
suitable metric. For each movement, one or more time units are
replaced in the time window 76 with a different time unit.
Replacement of one or more time units may affect the player's
ranking. For example, if each time unit is 30 seconds, FIG. 7
illustrates that the player wagered 19 monetary units in the first
three minutes of the chart 74 (i.e., 1 monetary unit in the first
30 seconds, 2 monetary units in the second 30 seconds, 3 monetary
units in the third 30 seconds, 4 monetary units in the fourth 30
seconds, 5 monetary units in the fifth 30 seconds, and 4 monetary
units in the sixth 30 seconds).
[0079] As each 30 second time interval passes, the time window 76
moves one time unit in the direction of arrow 78 along the X-axis.
When the time window 76 moves one time unit in the direction of
arrow 78, the monetary units wagered at the first time unit are
replaced in the time window 76 with the monetary units wagered at
the seventh time unit. The player's wager activity increases from
19 monetary units wagered during the first six time units to 21
monetary units wagered during the second time unit to the seventh
time unit. In this embodiment, the time window 76 enables the
central server to dynamically determine the player's ranking based
on the player's wager activity.
[0080] It should be appreciated that the player's ranking may or
may not change as the time window 76 moves. Since the player's
ranking is determined relative to other players, an increase in the
player's wager activity may or may not increase that player's
ranking. FIG. 7 shows such an increase in wager activity between
the sixteenth time unit and the twenty-third time unit. If the
player's wager activity increases relative to other players, the
player's determined ranking will increase. Similarly, a decrease in
the player's wager activity may or may not decrease that player's
ranking.
[0081] In one embodiment, the time units illustrated in FIG. 7
represent one predetermined time period. During the predetermined
time period, the central server or controller acquires one or more
ranking components, such as wager activity. For example, the
central server or controller utilizes the wager activity acquired
between an initial time unit, such as the first time unit, and a
final time unit, such as the fiftieth time unit, to determine a
ranking for the player during the predetermined time period.
[0082] In an another embodiment, the central server or controller
utilizes one or more ranking components, such as wager activity,
acquired in a certain portion of the predetermined time period
(i.e., in certain time units) to determine a ranking for the
player. For example, the central server or controller utilizes the
wager activity acquired between the third time unit and the eighth
time unit in the determination of the player's ranking while wager
activity acquired at other portions of the predetermined time
period are not used in the ranking determination. It should be
appreciated that any portion of the predetermined time period may
be used by the central server or controller in the ranking
determination and that the portion may be predetermined, randomly
determined or determined in any other suitable manner.
[0083] In one embodiment, at least one time unit illustrated in
FIG. 7 represents a predetermined time period. The time units
collectively represent a plurality of predetermined time periods.
As illustrated, one or more ranking components, such as wager
activity, are acquired during the plurality of predetermined time
periods. For example, if each time unit represents a predetermined
time period, the central server or controller utilizes the wager
activity acquired from the fifth time unit to the ninth time unit
(i.e., five predetermined time periods) in the ranking
determination while ranking components acquired during other
predetermined time periods (i.e., the first time unit to the fourth
time unit and the tenth time unit to the fiftieth time unit) are
not used in the ranking determination. The central server or
controller controls which time period(s) are used in the ranking
determination and such time period(s) may be predetermined,
randomly determined or determined in any other suitable manner.
[0084] In one embodiment, the central server or controller
determines the time period in which the player wagered the most
monetary units relative to other time periods. For example, chart
74 shows that the player wagered 86 monetary units between the
twentieth time unit and the twenty-fifth time unit. These time
units represent the player's highest wager activity, wherein the
player wagered the most monetary units relative to other time
units. In this embodiment, the central server or controller selects
these time units to determine the player's ranking. The central
sever or controller selects the time period(s) or the time unit(s)
in which the player has the highest likelihood of obtaining a high
ranking.
[0085] In another embodiment, a group or pool of time units
represents a predetermined time period. Each group or pool of time
units includes at least one time unit. A plurality of the groups or
pools collectively represent a plurality of predetermined time
periods. For example, if each predetermined time period includes
five time units, the chart 74 of FIG. 7 illustrates ten
predetermined time periods. It should be appreciated that the chart
74 may illustrate any number of predetermined time periods and that
each predetermined time period may include any number of time
units, such as one time unit or six time units. The central server
or controller utilizes the wager activity acquired during at least
one of the predetermined time periods in the ranking
determination.
[0086] In alternative embodiments, a moving time window may be
associated with other ranking components in addition to, or in
replacement of, wager activity. For example, a number of games
played by a player at a gaming device in the gaming system may
replace the wager activity component of the chart 74 in FIG. 7. In
this example, the central server's ranking determination is based
on a number of games played during one or more time units.
Additionally, a player's quality of play (i.e., a player's skill
level or how closely each player plays to optimal play) may replace
the wager activity component of the chart 74 in FIG. 7. The central
server's ranking determination is based on how well a player plays
a particular game or how closely that player plays to optimal play.
In one embodiment, the ranking components are associated with a
particular gaming machine that is associated with the gaming
system, a particular player (such as tracked by a player tracking
module or system) or some combination thereof.
[0087] It should be appreciated that certain time units may be
weighted such that any ranking components acquired during weighted
time units are weighted in the ranking determination. For example,
wager activity may be weighted to a higher rate during weighted
time units. If the third time unit in FIG. 7 is weighted, the 3
monetary units wagered by the player at the third time unit may be
treated at double the normal rate (i.e., 6 monetary units) in the
ranking determination by the central server or controller. In one
embodiment, the central sever or controller may selectively weight
certain time units. The weighted time units are predetermined to be
weighted by any suitable amount, such as 1.5 times, 2 times or 5
times, or are weighted by randomly selected amounts. In one
embodiment, a player's status (such as determined by a player
tracking module or system) determines the weighting amount such
that wagers placed by players with a higher status are weighted at
3 times the normal rate while wagers placed by players with a lower
status are weighted 1.5 times the normal rate.
Ranking of Players
[0088] Generally, players of gaming machines 14a, 14b . . . 14z
play at different rates, wager different amounts, wager different
denominations and often vary these rates and amounts. These rates
and amounts are generally referred to herein as wager activity and
play activity. The central server or controller 12 determines a
ranking for individual players or gaming machines based on this
wager activity and play activity and provides one or more awards to
one or more ranked players or gaming machines based on the
determined ranking. In one embodiment, the central server positions
ranked players or ranked gaming devices along a ranking scale
relative to other ranked players or ranked gaming devices based on
the determined ranking and provides one or more awards to one or
more ranked players based on the ranking scale.
[0089] In one embodiment, the controller acquires or determines
ranking components from one or more of the linked gaming machines
in the gaming system as described above. The ranking components are
acquired or determined in one or more designated time periods. The
central server or controller ranks individual players or individual
gaming machines using one, a plurality of or all of the acquired
ranking components. For example, the central server or controller
acquires a number or total of primary or secondary games played
from one or more players of the linked gaming machines (e.g., a
ranking component) and ranks the one or more players in accordance
with the acquired ranking component. In another embodiment, the
central server or controller ranks individual players or gaming
machines using a plurality of the acquired or determined ranking
components, such as rate of play, total coin-in or monetary units
wagered, number of games played or any of the other ranking
components described above. For example, the central server or
controller acquires a number of primary or secondary games played
(e.g., a first ranking component) along with the amount of each
wager placed on each play or game (e.g., a second ranking
component) and ranks one, a plurality of or all of the players in
accordance with the acquired ranking components. In an alternative
embodiment, the central server or controller acquires a plurality
of ranking components for ranking or providing a plurality of
awards to multiple players substantially simultaneously or during
the designated time period. For example, a player who plays 5 games
during the designated time period may achieve one ranking or award
and a player wagering 10 credits per play for 2 games may achieve a
different ranking or award simultaneously or during the designated
time period.
[0090] In the above examples, it should be appreciated that the
central server or controller is adapted to rank one, a plurality of
or all of the gaming machines in accordance with the acquired or
determined ranking components instead of ranking one, a plurality
of or all of the players in alternative embodiments of the gaming
system.
[0091] In one embodiment, the acquired ranking components are
weighted or adjusted based on any one or more suitable parameters
or criteria as designated by the implementer or operator of the
gaming system. For example, the ranking is weighted based on the
wager placed on each play. For instance, a player who plays 5 games
during the designated time period may achieve a higher ranking than
a player who plays 3 games. Similarly, a player wagering 5 credits
per play for 5 games may achieve a higher ranking than a player
wagering 10 credits per play for 2 games. In an alternative
embodiment, the acquired ranking components are not weighted or
adjusted based on such suitable parameters or criteria.
[0092] In another embodiment, the determination of the ranking for
one, a plurality of or all of the players may alternatively or
additionally be based on the total amount wagered on the plays of a
gaming device during a designated time period. In a further
alternative embodiment, the determination of the player ranking may
be based on a designated minimum number of plays or wagers of a
primary game, a second game or both in a designated time period.
The determination of the ranking may take into account other
factors such as interruptions or displays in play of the primary or
secondary game such as caused by the triggering of other bonuses or
the operation of other secondary games of the gaming machines.
[0093] It should be appreciated that one, a plurality of or all of
the players of the linked gaming machines may be ranked based on
any suitable parameters or criteria as determined by the
implementer or operator of the gaming system. For example, in an
alternative embodiment, a player can only be ranked if an
additional wager, such as a side-bet or side-wager, is made by the
player at a system gaming machine for one play of a game, a
plurality of plays of a game or all plays of a game in a designated
period of time. It should also be appreciated that the rankings of
at least one player of the linked gaming machines can be weighted
or adjusted based on any one or more suitable parameters or
criteria as designated by the implementer or operator of the gaming
system. For example, in an alternative embodiment, players can
obtain a ranking advantage to improve their ranking by making an
additional wager, such as a side-bet or side-wager, for one play of
a game, a plurality of plays of a game or all plays of a game in a
designated period of time.
[0094] In one embodiment, the central server or controller is
configured to track or acquire ranking components (e.g., total
wagers, time elapsed between wagers, the number of games or wager
level, such as the number of maximum bets or some other minimum
wager level, or any other ranking component described above) for
each player, determine a ranking for each player based on the
tracked or acquired ranking components, trigger a triggering event
to occur and base an award or awards on each player's ranking after
the triggering event occurs. In one such embodiment, if a player
leaves the gaming machine of the gaming system, the ranking
components and ranking accumulated for each player or gaming device
are removed from the central server or controller. In another such
embodiment, if a player leaves the gaming machine of the gaming
system, the accumulated ranking components and ranking are saved
for the player in the ranking table for later use at another gaming
machine or during another designated time period. In one
embodiment, the ranking components and ranking for each player are
tracked via a player tracking system or module (implemented through
the use of a playing tracking card or any other suitable manner).
In this instance, the player tracking system or module can be
provided in communication with the central server or controller or
alternatively, the functionality of such a player tracking system
or module can be provided in the central server or controller.
[0095] In one embodiment, if the player leaves a gaming machine of
the gaming system, the ranking components and ranking for the
player are retained through the playing tracking system until a
designated time or event, such as based on a predefined time period
(e.g., annually or monthly) or until the ranking component pool is
reset or the triggering event occurs. In this instance, the ranking
components and ranking accumulate and update through one or more
designated time periods for the player.
[0096] In another embodiment, if the player leaves a gaming machine
of the gaming system without transferring their accumulated ranking
components or points using the player tracking system (e.g., the
player is not registered in the player tracking system or the
player does not have a playing tracking card), the gaming system
sets certain criteria which must be fulfilled to reset the ranking
components and ranking for that individual player. For example, if
a player does not make additional wagers at that gaming machine
within a designated period of time, the gaming machine determines
that the player has left without transferring any accumulated
ranking components or points to the player tracking system and thus
the ranking components and player ranking for the player are reset
or considered inactive. Alternatively, inactive players are not
eligible for a bonus award.
[0097] In an additional embodiment, if the player leaves a gaming
machine of the gaming system or does not play or wager on a
suitable game within a predetermined period of time, the ranking
for that player (or the ranking components associated with that
player) decreases. In one such embodiment, the length of time or
the number of designated periods of time that the player does not
play or wager on a suitable game changes the player's ranking (or
ranking components associated with that player). For example, if a
player does not play or wager on a suitable game within a
predetermined period of time, the ranking (or ranking components)
associated with that player is reduced. In another example, if a
first player does not play or wager in one hour and a second player
does not play or wager in two hours, the ranking associated with
the first player may change or be reduced by a lesser amount than
the ranking associated with the second player. In another
embodiment, the change to a player's ranking or to ranking
components associated with a player are based on a player's status
or a player tracking level (as determined by a player tracking
system or module).
[0098] FIGS. 8, 9 and 10 illustrate examples of ranking
determination wherein four players are playing four linked gaming
machines. In these examples, upon the first player(s) initiating
game play on system gaming machine(s), a first designated time
period begins. As illustrated, the designated time period is thirty
seconds. As seen in FIG. 8, Player A is playing at a $2.50
denomination gaming machine 14a at an average rate of one play of a
primary or secondary game every seven and one-half seconds and
Player B is playing at a $1 denomination gaming machine 14b at an
average rate of one play of a primary or secondary game every
fifteen seconds. The amounts wagered and other ranking components
at the linked gaming machines in the system are tracked by the
central server and accumulated in the ranking table 18. It should
be appreciated that even though Player A and Player B are playing
different denomination gaming machines, the system equates and
tracks each player's wagers in terms of monetary units. In this
example, each penny or $0.01 wagered at a gaming machine in the
system is equivalent to one monetary unit. Thus, in this example,
the system equates and tracks one play of gaming machine 14a by
Player A as two-hundred-fifty monetary units and one play of gaming
machine 14b by Player B is equated to and tracked as one-hundred
monetary units.
[0099] As illustrated in FIGS. 8, 9, and 10, Player C begins
playing at a $0.50 denomination gaming machine 14c at an average
rate of one play of a primary or secondary game every ten seconds
and Player D begins playing at a $0.10 denomination gaming machine
14d at an average rate of one play of a primary or secondary game
every six seconds. As described above, even though the four gaming
machines each enable play at different denominations, the central
server equates and tracks each player's wagers in terms of wagered
units or monetary units (i.e., wherein each $0.01 wagered equals
one monetary unit) and thus one play of gaming machine 14c by
Player C is tracked as fifty monetary units and one play of gaming
machine 14d by Player D is tracked as ten monetary units.
[0100] In this embodiment, a player is considered active, if one of
two separate criteria (i.e., the minimum amount wagered requirement
or the minimum frequency of wagers placed requirement) are
satisfied. However, it should be appreciated that, as described
above, any number of different criteria alone or in combination may
be employed for ranking one or more players or gaming machines as
described below.
[0101] As illustrated in FIG. 8, Player A placed four wagers of
two-hundred fifty monetary units per wager (i.e., four $2.50
wagers) at gaming machine 14a during the designated time period.
The central server ranks Player A of gaming machine 14a according
to the acquired ranking components (e.g., 1000 wagered monetary
units and 7.5 seconds per each placed wager) during the designated
time period. Player B placed two wagers of one-hundred monetary
units per wager (i.e., two $1 wagers) at gaming machine 14b during
the designated time period. The central server ranks Player B of
gaming machine 14b according to the ranking components (e.g., 100
wagered monetary units and 15 seconds per each placed wager)
acquired during the designated time period. Player C placed three
wagers of fifty monetary units per wager (i.e., three $0.50 wagers)
at gaming machine 14c during the designated time period. The
central server ranks Player C of gaming machine 14c according to
the ranking components (e.g., 50 wagered monetary units and 10
seconds per each placed wager) acquired during the designated time
period. Player D placed five wagers of ten monetary units per wager
(i.e., five $0.10 wagers) at gaming machine 14d during the
designated time period. The central server ranks Player D of gaming
machine 14d according to the ranking components (e.g., 10 wagered
monetary units and 6 seconds per each placed wager) acquired during
the designated time period. In this example, Player A is ranked
first, Player B is ranked second, Player C is ranked third and
Player D is ranked fourth based on the ranking components acquired
during the designated time period.
[0102] In an alternative embodiment, ranking components for an
individual player or gaming machine are accumulated if the player
or gaming machine achieves certain criteria. That is, the player or
gaming machine is considered inactive and ranking components will
not be acquired if the player or gaming machine fails to satisfy
the certain criteria. For example, the player may only be ranked if
the player has played a predetermined number of primary or
secondary games (e.g., a plurality of games) in a predetermined
time period (e.g., ninety seconds, one-hundred twenty seconds or
the thirty seconds preceding the occurrence of a triggering event).
Alternatively, the ranking components are acquired if the player or
gaming machine fails to satisfy the certain criteria, but are not
employed to determine the ranking as described below. In another
example, ranking components are accumulated for an individual
player or gaming machine when, during the designated time period,
the player has played a minimum number of games (e.g., at least
four plays of the primary or secondary game) regardless of the
amount wagered or the player has wagered a minimum amount (e.g.,
two-hundred monetary units) in the primary or secondary game. In an
alternative embodiment, other certain criteria including one or
more additional ranking components described above is employed as
desired by the implementer or operator of the gaming system.
[0103] Referring now to FIG. 9, inactive players are not ranked in
this example. The designated time period for the example
illustrated in FIG. 9 is ninety seconds. Inactive players are
determined by a player or gamine machine not satisfying one of two
separate criteria (i.e., the minimum amount wagered requirement or
the minimum frequency of wagers placed requirement) in the
designated time period. During a designated time period (i.e.,
ninety seconds), Player A placed zero wagers of two-hundred fifty
monetary units (i.e., zero $2.50 wagers) at gaming machine 14a.
Since Player A did not satisfy one of ranking criteria, the ranking
components acquired from gaming machine 14a are not accumulated for
the designated time period. Player B placed six wagers of
two-hundred monetary units per wager (i.e., six $2 wagers) at
gaming machine 14b during the designated time period. The central
server ranks Player B of gaming machine 14b according to the
ranking components (e.g., 1200 wagered monetary units and 15
seconds per each placed wager) acquired during the designated time
period. Player C placed nine wagers of fifty monetary units per
wager (i.e., nine $0.50 wagers) at gaming machine 14c during the
designated time period. The central server ranks Player C of gaming
machine 14c according to the ranking components (e.g., 450 wagered
monetary units and 10 seconds per each placed wager) acquired
during the designated time period. Player D placed fifteen wagers
of ten monetary units per wager (i.e., fifteen $0.10 wagers) at
gaming machine 14d during the designated time period. The central
server ranks Player D of gaming machine 14d according to the
acquired ranking components (e.g., 150 wagered monetary units and 6
seconds per each placed wager) during the designated time period.
In this example, Player B is ranked first, Player C is ranked
second, Player D is ranked third and Player A is not ranked based
on the ranking components acquired during the designated time
period.
[0104] Turning now to FIG. 10, active or inactive players or gaming
machines are ranked based on ranking components acquired during one
or more previous designated time periods in the illustrated
embodiment. FIG. 10 illustrates an example in which a designated
time period includes a plurality of previous designated time
periods (e.g., as shown in FIGS. 8 and 9). The previous designated
time periods may occur consecutively (e.g., in one continuous time
period) or discontinuously (e.g., separate time periods). The
designated time period illustrated in FIG. 10 lasts one hundred
twenty seconds. In this example, the central server or controller
determines rankings for players or gaming machines based on ranking
components acquired during the designated time period (e.g., the
one-hundred twenty second time period of FIG. 10). The central
server or controller determines the rankings for active or inactive
players or gaming machines during one of the previous designated
time periods in this example.
[0105] During the designated time period of FIG. 10, Player A of
gaming machine 14a placed four wagers of two-hundred fifty monetary
units per wager (i.e., four $2.50 wagers) at gaming machine 14a
during the designated time period. The ranking components
accumulated during a previous time period (e.g., FIG. 8) are
carried over to current time period (e.g., FIG. 10) even though
Player A was inactive for a previous time period (e.g., FIG. 9).
The central server ranks Player A of gaming machine 14a based on
the ranking components (e.g., 1000 total wagered monetary units and
30 seconds per each placed wager) acquired during the previous
designated time periods (FIG. 8 and FIG. 9). Player B placed eight
wagers for one-hundred fifty monetary units per wager (i.e., two $1
wagers and six $2 wagers) at gaming machine 14b during the
designated time period. Since Player B increased the amount of each
placed wager from 100 monetary units to 200 monetary units in the
previous time periods (FIG. 8 and FIG. 9), the average amount of
each placed wager is 150 monetary units for the designated time
period (FIG. 10). The central server ranks Player B of gaming
machine 14b based on the ranking components (e.g., 1400 wagered
monetary units and 15 seconds per each placed wager) acquired
during the designated time period. Player C placed twelve wagers of
fifty monetary units per wager (i.e., twelve $0.50 wagers) at
gaming machine 14c during the designated time period. The central
server ranks Player C of gaming machine 14c based on the ranking
components (e.g., 600 wagered monetary units and 10 seconds per
each placed wager) acquired during the designated time period.
Player D placed twenty wagers of ten monetary units per wager
(i.e., twenty $0.10 wagers) at gaming machine 14d during the
designated time period. The central server ranks Player D of gaming
machine 14d based on the ranking components (e.g., 200 wagered
monetary units and 6 seconds per each placed wager) acquired during
the designated time period.
[0106] In this example, Player B ranks highest or first, Player A
ranks second highest or second, Player C ranks third highest or
third and Player D ranks fourth highest or fourth based on the
ranking components acquired during the designated time period. As
illustrated in FIG. 10, the player rankings adjust in real time
based on wagering and play activity of each player. For example,
player B ranks first based on consistent and increased wager
activity and player A ranks second based in part on being inactive
during the ninety second designated time period shown in FIG. 9. In
an alternative embodiment, inactive player A may not be permitted
to be ranked.
[0107] In another embodiment, the central server or controller
acquires at least one ranking component in a bonus or secondary
game that does not require a wager for participation. In this
example, the at least ranking component is based on a rate of play
for each player or for each gaming machine. For example, the
central server or controller tracks or acquires an amount of time
between each play of each game by each player as ranking
components. The central server or controller determines the amount
of time between each play by each player or placed on each gaming
machine as a rate of play for each player or each gaming machine.
For example, the amount of time between each play is measured as
the time between activations of a player input device or other
activation device in a primary or secondary game. In one
embodiment, the amount of time is a set period (e.g., one-hundred
twenty seconds) after the player or gaming machine was initiated or
enrolled in the gaming system as described above. In another
embodiment, the amount of time is a set period (e.g., thirty
seconds) after the primary or secondary game was initiated on the
gaming machine. Alternatively, in an additional embodiment, the
bonus or secondary game requires a wager for participation and
ranking components based on wager activity for each player or for
each gaming machine are acquired for determination of the rankings.
In this embodiment, such ranking components include total coin-in
or an amount of each wager placed on each play for each player or
any another ranking component based on wager activity desired by
the implementer or operator of the gaming system.
Eligibility for Ranking
[0108] One or more ranked players or gaming machines may be active
or inactive when a triggering event occurs. Active generally means
that the central server has acquired at least one ranking
component, wager activity or play activity from one or more players
or gaming machines in a current designated time period. Inactive
generally means that the central server has acquired some ranking
component, wager activity or play activity from one or more players
or gaming machines in a previous designated time period. In one
embodiment, active or inactive players or gaming machines may be
awarded an award based on their ranking. In another embodiment,
only active players or gaming machines may be awarded an award
based on their ranking and inactive players or gaming machines are
ineligible for the award.
[0109] In one embodiment, the central server or controller will
determine for each player if that player can be ranked (as
discussed above) and thus eligible for the controller to select for
an award. It should be appreciated that a player in the system
needs to be ranked during at least one designated time period to be
eligible for an award in some embodiments. For example, the central
server or controller selects at least one ranked player to be
provided with a bonus award based on the rankings determined by the
central server or controller.
[0110] Additionally, the described embodiments contemplate other or
additional methods for determining that a player is active. For
instance, the player may be enabled to make a side wager or
additional wager to be active for one or more subsequent triggering
events. The side wager feature could also be time based where the
additional wager causes the player to be considered active for a
subsequent time period, such as one minute. In one embodiment, the
side wager or additional wager qualifies the player to be ranked or
improves the player's ranking for one or more subsequent designated
time periods.
[0111] In one embodiment, at least one additional status is
employed in accordance with the gaming system 10. In one
embodiment, a participating status is provided for a player based
on a determination of whether the player will be part of the
triggering event or be eligible to be selected for a bonus award.
For instance, a player will be in a participating status if the
individual player playing a gaming machine is a premier player or
has achieved another suitable status. This could be determined at
least in part based on the player's status determined via a player
tracking card that the player uses in the gaming machine. It should
be appreciated that other criteria can be used to determine if a
player is in the participating status. It should be further
appreciated that when a player is in the participating status, the
gaming system automatically treats the player as an active player
for the purposes of ranking and bonus award eligibility by the
gaming system.
[0112] In another embodiment, participating players (i.e., players
not actively playing during a designated time period, but treated
as an active player) can also be eligible for ranking. For example,
a player who has achieved a ranking in one designated time period
can maintain their ranking components over multiple designated time
periods with or without actively playing the primary game of one of
the linked gaming machines during those multiple designated time
periods. In this instance, a ranking for at least one player may
change (e.g., rise or fall) over the multiple designated time
periods such that a player ranked first in one designated time
period may fall to the fifth ranked player in a subsequent
designated time period based on other players wager and play
activity.
[0113] The controller determines a ranking for at least one player
of the linked gaming machines or at least whether one or more
players of the linked gaming machines is eligible for ranking. The
ranking or eligibility for ranking can be based on whether a player
is actively playing a gaming machine during a designated time
period, such as the ninety seconds preceding a trigger event, in
one embodiment. In this embodiment, actively playing during a
designated time period means that the player is playing the gaming
machine (i.e., placing wagers on plays of a primary or secondary
game) at least at a predefined minimum rate during a predefined
time period, such as the designated time period. Accordingly, in
one example, the player is considered active upon playing the
primary game of the gaming machine (i.e., placing wagers on plays
of the primary game) at least at one time or at a predefined
minimum rate during a predefined time period. For example, the
player may be eligible for ranking after having made at least one
play of the primary game in a fifteen second period prior to the
triggering of the triggering event. In this example, the designated
time period is that fifteen second period prior to the occurrence
of the triggering event. In this instance, being considered active
could help the player to some ranking advantage (e.g., by
increasing the value of at least one ranking component or ranking
determined for at least one player or at least one gaming machine).
In another embodiment, the player or gaming machine must be
considered active to be ranked.
[0114] In one embodiment, the designated time period is the period
of time when a primary game of a gaming machine must be actively
played by a player prior to a triggering event in order to qualify
that player for ranking in that triggering event. For example, the
designated time period may start at 8:30 p.m. and end at 8:32 p.m.
upon the occurrence of a triggering event. In this example, the
designated time period is one-hundred-twenty seconds and one or
more ranked players may be eligible to win a bonus award upon the
occurrence of the triggering event if the player wagers a minimum
amount (e.g., at least one monetary unit) on a game of that gaming
machine in a predetermined time period (e.g., thirty seconds) prior
to the triggering event as described above.
[0115] It should also be appreciated that other methods for giving
the player a ranking advantage are contemplated. For instance, the
gaming system can allow the players to place one or more side
wagers or additional wagers to directly improve their player
ranking or indirectly improving their player ranking through
ranking components. In one example, a side wager increases the
ranking for at least one player or gaming machine by a
predetermined or random amount. In another example, a side wager
increases at least one ranking component by a predetermined or
random amount, which may also increase the ranking for at least one
player or gaming machine. Alternatively, one ranking component
(e.g., a number of maximum wagers or wagers above a minimum level)
may be weighted more heavily than another ranking component (e.g.,
a number of games played) so to give a ranking advantage to one, a
plurality of or all of the players or gaming machines. Such ranking
advantages give the player a greater relative percentage of
obtaining an award, a greater award, or some combination
thereof.
Player Status
[0116] It should also be appreciated that the relative amount of
the ranking components along with the determined player rankings
for each player could vary based on other factors such as the
desire to reward a player who has a higher gaming status than other
players. For instance, if a player has a higher level player
tracking card or a player's status, the player may be provided with
a ranking advantage. In one embodiment, the ranking advantage is
indirectly provided to the player by increasing one or more ranking
components for that player. For example, in this embodiment, the
number of monetary units in the meter of the gaming machine which
the player plays is increased based on the player's status to
provide that player a greater advantage in achieving a higher
determined ranking. In another embodiment, the ranking advantage is
directly provided through increasing the ranking for at least one
player. In this embodiment, the determined ranking of a player with
a high status may be increased by a predetermined number of ranks,
such as four ranks. For example, if a player ranks tenth prior to
the ranking advantage, the ranking advantage would increase the
player's ranking to sixth. Alternatively, the player's status may
increase the determined ranking of a player to a predetermined
rank, such as first or another rank. For example, if a player ranks
fifth prior to the ranking advantage, the ranking advantage would
increase the player's ranking to first. Such ranking advantages
provide players of status with an increased opportunity of being
selected to receive a bonus award. In an alternative embodiment, a
meter for a gaming machine or a ranking for a player may be set or
reset to a seed amount or to include a seed amount based on the
status of the player or one or more other factors to give that
player a ranking advantage.
[0117] In one embodiment, the level of a player tracking card or a
player's status (as determined through a player tracking system) is
associated with one or more ranking components. For example, a
player's status is associated with a total amount wagered by that
player or the number of games played by that player. The wager
amounts or the number of games may be determined from one of the
system gaming machines, a plurality of the system gaming machines,
through play of a proxy device, or through some combination
thereof. In one embodiment, the wager amounts and the number of
games are determined using gaming machines, such as gaming machines
in a gaming system, portable gaming machines or proxy devices, that
enable the player to play any suitable game at one or more
different locations.
Wager Levels
[0118] In one embodiment of the gaming system, a minimum wager
level is required for a player or gaming machine to qualify for
ranking. In this embodiment, the minimum wager level is the maximum
wager level for the primary or secondary game in a gaming machine.
In another embodiment, the minimum wager level is a wager on all
available paylines or wagering opportunities, such as a plurality
of card hands or wagering rounds. In another embodiment, the
minimum wager level is a maximum wager on all available paylines or
wagering opportunities, such as a plurality of card hands or
wagering rounds. In one embodiment, this requirement is in addition
to any requirement that the player or gaming machine be active to
qualify for ranking. In such embodiments, the maximum wager level
is or is not be employed by the central server or controller as a
ranking component to determine the rankings. In another embodiment,
the method for determining if the player is active or eligible to
be ranked includes whether or not the player has wagered a minimum
level of monetary units since the occurrence of the last triggering
event or any other designated time period.
[0119] In one such embodiment, if the player makes a designated
number of wagers at a designated level, such as maximum wager on
the primary game of a gaming machine, that player or gaming machine
can qualify for ranking in one or more designated time periods. In
this instance, the designated number of wagers at a designated
wager level is a ranking component which contributes to and helps
determine the ranking.
Ranking System
[0120] The central server or controller employs at least one
ranking component acquired from the system gaming machines to
determine a ranking for individual players or each system gaming
machine. In the following description, examples of a ranking system
for determining the ranking will be described in greater detail. In
these examples, players are ranked based on ranking components
acquired during a designated time period. It should be appreciated
that in alternative embodiments based on the following examples,
one or more system gaming machines are ranked based on ranking
components acquired during the designated time period instead of
one or more players.
[0121] FIG. 11 illustrates an example of a ranking system
implemented by the central server to rank one or more players. The
illustrated ranking system can be a numerical or quantitative
point-based ranking system, which ranks players of the linked
gaming machines from first to last in at least one or a plurality
of ranking components or other statistical categories. In this
example, players A, B, C, D, E and F are ranked from first to last
in each of a plurality of ranking components or ranking component
categories.
[0122] As illustrated in this example, the ranking components
include the number of games played, the number of maximum wagers
and the number of wagered monetary units and may include other
ranking components described above. Points are awarded according to
the order of each player's finish in each ranking component
category and are totaled to determine an overall player rank. In
one embodiment, only a certain number of players in each ranking
component category are awarded points. For example, as shown in
FIG. 11, if six players are playing the linked gaming machines
during the designated time period, the player ranked highest in a
certain ranking component category will receive 100 points (e.g.,
Player B in number of games played), the player ranked second
highest in a certain ranking component category (e.g., Player E in
number of games played) will receive 90 points and the player
ranked third highest in a certain ranking component category (e.g.,
Player E in number of games played) will receive 80 points and so
on. In the case of a tie, each player involved receives the total
points due (e.g., if two players were tied for third highest
ranking in number of games played, each player would receive 80
points). Alternatively, each tied player could receive 75 points or
a split of the total points due.
[0123] In this example, rankings within the individual ranking
components are based on the cumulative totals earned by players
during a designated time period and may be based on multiple
designated time periods or any other time period. The overall
ranking of each player rises and falls depending on how the player
performs relative to the performance of other players of the linked
gaming machines. Since points within each ranking component will be
adjusted in real time, the overall ranking of individual players
may rise or fall through any gain or loss in points. The overall
rankings, the individual ranking component categories, the rank
points associated with the individual ranking component categories
and the total rank points may or may not be displayed to the
player.
[0124] For example, in FIG. 11, if player B would increase the
number of max wagers played from three (e.g., 3 max wagers) to six
(e.g., 6 max wagers), Player B would increase his/her overall rank
to the highest ranking, while decreasing Player A to the second
highest ranking and Player E to the third highest ranking. In
another example based on FIG. 11, if Player C would increase the
number of games played and the number of max wagers from two (e.g.,
2 games played and 2 max wagers) to four (e.g., 4 games played and
4 max wagers), Player C would increase his/her total rank points to
260, which would tie with Player A for the second highest ranking.
Player B would remain the highest ranked with a total of 280 points
in this example.
[0125] In an alternative embodiment, a predetermined number of
players earn points in each ranking component category. For
example, FIG. 11 illustrates all six players A, B, C, D, E and F
receiving points for a number of games played, a number of max
wagers and a number of wagered monetary units. In the alternative
embodiment, only the top four players in each ranking component
category earn points toward an overall rank. In this example, based
on FIG. 11, Players C and F would receive 0 points for number of
games, player D would receive 0 points for number of max wagers and
players D and E would receive 0 points for number of wagered
monetary units. Accordingly, in this example, the total rank points
of players A, B, C, D, E and F would be adjusted and the overall
ranking would be changed, if required.
[0126] It should be appreciated that more or less players may be
given points in each ranking component category. For instance, in
the example of FIG. 11, players C and F tied for fourth in the
number of max wagers. Players E, A and B ranked first, second and
third and earned 100 points, 90 points and 80 points, respectively
and both fourth ranked players (e.g., players C and F) earned 70
points in this example. In an alternative embodiment, only one of
the fourth ranked players would be selected to earn the 70 points
for fourth place. Such selection could be random, predetermined
such as based on a player's status established through a player
tracking system, a player tracking card or determined in any other
suitable manner as desired by the implementer or operator of the
gaming system. Alternatively, players C and F can split the total
expected points, so that players C and F each receive 65 points
(e.g., 70 points for fourth place+60 points for fifth place divided
by the number of tied players).
[0127] In the above example, players achieve point values
associated with individual ranking components. The achieved point
values are compared for different players to determine the rankings
for those players. In one example, 100 points may be assigned to
the player who scores the highest in a first ranking component,
while 90 points may be assigned to the player who scores the
highest in a second ranking component and 80 points may be assigned
to the player who scores the highest in a third ranking component.
The total number of points from at least one or a plurality of
ranking components would contribute to the overall ranking of each
player. Any number of points can be assigned to each particular
ranking component and certain raking components can be weighted
more heavily than others as desired by the implementer or operator
of the gaming system. For example, the player having the highest
coin-in total may be assigned 100 points whereas the player having
the highest number of games played may be assigned 50 points. That
is, the ranking component of total coin-in is weighted more heavily
than the ranking component of highest number of games player in
this example.
[0128] In an alternative embodiment, a predetermined threshold of
points may be required before gaining eligibility for ranking by
the central server or controller. For example, a player might have
to achieve 500 points in the designated time period before becoming
eligible for obtaining an overall ranking as determined by the
central server or controller.
[0129] In one embodiment, rank points for individual players are
accumulated in multiple designated time periods. In this example,
the player rankings are based on a point total accumulated
throughout the multiple designated time periods. In another
embodiment, players are awarded points during one designated time
period and the rankings are determined based on a point total
accumulated and tracked by the central server or controller
throughout the one designated time period.
[0130] The ranking system could alternatively implement a numerical
or quantitative point-based system wherein players of the linked
gaming machines are ranked from first to last in at least one or a
plurality of ranking components or other statistical categories. As
shown in the example of FIG. 12, players A, B, C, D, E and F are
ranked from first to last in each of a plurality of ranking
components. Points are awarded according to the order of each
player's finish in each ranking component category and are totaled
to determine an overall player rank. For example, as shown in FIG.
12, if six players are playing the linked gaming machines during
the designated time period, the player who played the most number
of games will receive 6 points (e.g., Player B), the player who
played the second most number of games (e.g., Player E) will
receive 5 points and so on. In the case of a tie, each player
involved receives an average of the total points due (e.g., if two
players were tied for third in number of games played, each player
would receive 3.5 points [(4+3)/2=3.5]). In this example, rankings
within the individual ranking components are based on the
cumulative totals earned by players during a designated time period
and may be based on multiple designated time periods or any other
time period. Accordingly, the maximum number of points that a
player can earn is equal to the number of ranking components
multiplied by the number of players competing or being ranked.
Similarly, the lowest number of points that a player can earn is
equal to the number of ranking components multiplied by 1. The
overall ranking of each player rises and falls depending on how the
player performs relative to the performance of other players of the
linked gaming machines. Since points within each ranking component
will be adjusted in real time, the overall ranking of individual
players may rise or fall through any gain or loss in points. As
discussed above, the overall rankings, the individual ranking
component categories, the rank points associated with the
individual ranking component categories and the total rank points
may or may not be displayed to the player via a display.
[0131] For example, in FIG. 12, if player B would increase the
number of max wagers played from three (e.g., 3 max wagers) to six
(e.g., 6 max wagers), Player B would rise to the highest overall
rank of 1, while Player A would fall to the second highest ranking
(e.g., overall rank of 2) and Player E would fall to the third
highest ranking (e.g., overall rank of 3). In another example based
on FIG. 12, if Player C would increase the number of games played
and the number of max wagers from two (e.g., 2 games played and 2
max wagers) to four (e.g., 4 games played and 4 max wagers), Player
C would increase to 12 total rank points, which would tie with
Players A and E for the second highest ranking. Player B would
remain the highest ranked with a total of 15.5 points.
[0132] As described in the above embodiments, one or more methods
of breaking a tie between two or more players can be implemented to
distinguish between two tied players. In one embodiment, the tied
players split the ranking points. In another embodiment, the
ranking points are assigned to only one of the tied players. It
should be appreciated that any alternative tiebreaker or method of
distinguishing between tied players could be used, such as a
competition or game between tied players, a random selection
between the tied players, or any other suitable tiebreaker as
desired by the implementer or operator of the gaming system.
Triggering Event
[0133] One embodiment of the gaming system includes a plurality of
linked gaming machines in which players are ranked according to
wager and play activity on the plurality of linked gaming machines.
After a triggering event, the central server or controller 12
selects one or more players from the plurality of players based on
the determined player ranking described above. The triggering event
can be random, predetermined or otherwise determined in any
suitable manner desired by the implementer or operator of the
gaming system.
[0134] In one embodiment, after the occurrence of a suitable
triggering event, a bonus game is provided to one or more ranked
players. The central server or controller determines a ranking for
a plurality of players based on one or more acquired ranking
components as described above. The central server or controller
positions each ranked player along a ranking scale relative to
other ranked players based on the determined ranking. The central
controller or server selects at least one player based on the
ranking scale after a suitable triggering event occurs. The central
server or controller selects one or more ranked players based on
the acquired ranking components and provides the selected player an
award.
[0135] In one embodiment, outcomes generated in a game or a bonus
provided after the triggering event are based on one or more of the
ranking components acquired prior to the triggering event. The
ranking components acquired during one or more predetermined time
periods prior to the triggering event are independent of the
outcomes generated in games or bonuses provided after the
triggering event. In this manner, play and/or wager activity
acquired from a player prior to the triggering event influences an
outcome generated in a game provided to the player after the
triggering event.
[0136] For example, if two players play at gaming devices in the
gaming system. A first player wins 10 credits after wagering 20
credits in a primary game and a second player wins 100 credits
after wagering 3 credits in a primary game. Based on the players'
wager activity during the primary game, the central server or
controller may determine that the first player is ranked higher
than the second player because the first player wagered more than
the second player. After a suitable triggering event, the first and
second players are each provided with a bonus game. Because the
first player wagered more during the primary game, the central
server or controller determines to provide the first player with an
award of 100 credits, a higher multiplier or another award in the
bonus game.
[0137] In another embodiment, the speed or skill at which a player
plays a base game or game prior to a triggering event determines,
at least in part, an outcome for a secondary game or bonus provided
after the triggering event. It should be appreciated that an
outcome in the bonus game (which occurs after the triggering event)
may be based on: (i) how fast or the rate at which one or more
players play a primary game prior to the triggering event, (ii) how
well or skillfully one or more players play a primary game prior to
the triggering event, (iii) how much one or more players wager
during a primary game prior to the triggering event, or any
combination thereof.
[0138] In one embodiment, the gaming machines provide at least one
apparent reason to the one or more ranked players for obtaining
awards or bonus awards upon the occurrence of a triggering event.
In this embodiment, the triggering event is triggered by an event
in or based on any of the plays of any primary game or on any of
the plays of any secondary game of the system gaming machines. For
example, the triggering event includes a random occurrence of a
predetermined symbol or a predetermined combination of symbols
(e.g., a symbol combination including a plurality of bonus symbols)
in a play of the primary game. That is, the triggering event is
symbol driven.
[0139] In one embodiment, the system gaming machines do not provide
any apparent reasons to the one or more ranked players for
obtaining such awards or bonus awards. Since the one or more ranked
players do not know when the triggering event will occur, the
obtainment of such awards appears random to the ranked players. In
this embodiment, the bonus awards are not triggered by an event in
or based specifically on any of the plays of any primary game or on
any of the plays of any secondary game of the gaming machines in
the system as described above. That is, the gaming machines may
simply provide the bonus awards to one or more ranked players
without any explanation or alternatively with simple explanations
such as "You Have Won a Bonus Award of $______." Such explanations
and other information may be delivered to the player(s) via signals
or messages (e.g., via gaming machines) containing such
explanations or information. In one embodiment, the explanations
and other information are delivered to the player(s) via a pop-up
display, which may be randomly displayed to the player(s).
[0140] In one embodiment, the triggering event includes a random
trigger number selected from a range of numbers. When the game is
commenced, each game/player is allotted numbers from the same
number range from which the random number was selected. That is,
prior to each primary game, the central server or controller
selects a random number from a range of numbers and during each
primary game, the central server or controller allocates N
number(s) in the range to the plurality of players. The previously
selected random number is compared with the N number(s) allotted to
the player(s). If there is a match between the trigger number and
one of the player's allotted numbers, the central server or
controller determines that the triggering event will occur and
causes the triggering event to occur.
[0141] In one embodiment, the triggering event includes a random
trigger number selected from a range of numbers. When the game is
commenced, each game/player is allotted numbers from the same
number range from which the random number was selected, wherein one
number in the range is allotted for each credit bet such that the
player's probability of being awarded any award(s) is proportional
to the wager amount. That is, prior to each primary game, the
central server or controller selects a random number from a range
of numbers and during each primary game, the central server or
controller allocates the first N numbers in the range to each
player, where N is the number of credits bet by the player in that
primary game. The previously selected random number is compared
with the N numbers allotted to the player(s). If there is a match
between the trigger number and one of the player's allotted
numbers, the central server or controller determines that the
triggering event will occur and causes the triggering event to
occur.
[0142] In one embodiment, the central server or controller
maintains one or more trigger values that are each associated with
a separate range of values. In this embodiment, a triggering event
will occur when the trigger value increments or increases to a
value (i.e., a trigger hit value) within the range of values
associated with that trigger value. For example, a triggering event
will occur when the trigger value for one ranking component, e.g.,
a total wagered amount in monetary units or a total coin-in,
increments to a trigger hit value of $50. In another example, a
triggering event will occur when the trigger value for a different
ranking component, e.g., a total number of games played, increments
to a second trigger hit value of 7. The trigger hit values can be
randomly selected, predetermined or otherwise determined by the
implementer or operator of the gaming system. Alternatively, a
triggering event will occur when at least one of the trigger values
for a plurality of ranking components increments to a respective
trigger hit value. For example, a triggering event will occur when
(1) the trigger value for a first ranking component (e.g., a number
of maximum wagers) increments to a trigger hit value of 5 or (2)
the trigger value for a second ranking component, e.g., a total
wagered amount in monetary units or a total coin-in, increments to
a trigger hit value of $50. In an alternative embodiment, the
triggering event may occur when each trigger value for the first
and second ranking components increments to a respective trigger
hit value, e.g., 5 for the first ranking component and $50 for the
second ranking component.
[0143] In one embodiment, the central server or controller 12
maintains an accumulated wager pool (e.g., wagered monetary units)
for all of the gaming machines in the gaming system for the
designated time period. The central server determines when a
triggering event will occur based, at least in part, on the
accumulated amount in the accumulated wager pool. If the
accumulated wager pool has not reached a predefined minimal
threshold level, the central server does not make a determination
of whether to cause a triggering event to occur. If the accumulated
wager pool has reached at least the minimum threshold level of
monetary units required to provide a triggering event, the central
server randomly determines, based on a predetermined probability,
whether the triggering event will occur or not. If the central
server determines not to provide the triggering event to the gaming
machines, the central server continues to track wagered monetary
units, ranking components and rankings and waits until the next
interval (i.e., based on the sampling rate) to determine if a
triggering event will occur. It should be appreciated that in other
embodiments, there is no minimum threshold level and the central
server determines if such triggering event will occur at each
preset interval based on a suitable sampling rate.
[0144] In this embodiment, as generally illustrated in FIG. 13, the
minimum accumulated wagered amount or threshold for a determination
of whether a triggering event will occur is five-thousand monetary
units in the accumulated wager pool. If the accumulated wager pool
is below this predefined minimum threshold amount, the central
server does not determine whether a triggering event will occur.
The central server determines at regular intervals whether to
provide a triggering event based on a sample rate. The sample rate
can be any suitable rate, such as based on a number of monetary
units wagered as tracked by the accumulated wager pool. For
example, as seen in FIG. 13, a determination is made every
one-thousand monetary units wagered. At each predetermined
interval, the central server determines if the accumulated wager
pool has reached the predefined minimum level of wagered monetary
units for all of the gaming machines in the system.
[0145] In another embodiment, the central controller determines
whether to provide a triggering event at regular intervals based on
any other suitable sample rate, such as once every two minutes. In
one embodiment, each time interval is associated with a probability
of the triggering event occurring, wherein the probability of a
triggering event occurring increases over time until the
probability of the triggering event occurring is one-hundred
percent (which may additionally coincide with a cap or limit of
which the accumulated wager pool may grow to). For example, if the
probability associated with a triggering event occurring after two
minutes is 2.0%, the probability associated with a triggering event
occurring after ten minutes may be 10.0%. In another such
embodiment, even if the central server or controller determines
that a triggering event will occur or be triggered (i.e., based on
the probability associated with the elapsed time interval), the
triggering event will only occur if the accumulated wager pool is
at or above the predefined minimum threshold amount. In another
such embodiment, if the accumulated wager pool is at or above the
predefined minimum threshold amount (e.g., 5000 monetary units as
shown in FIG. 13), the central controller will begin to determine
at regular or predetermined intervals (such as every fifteen
seconds or every 1000 monetary units wagered) whether to provide a
triggering event.
[0146] In another embodiment, each time interval is associated with
a probability of the triggering event occurring, wherein the
probability of a triggering event occurring is based on the number
of ranked players that are active in the gaming system. In this
embodiment, the greater the number of active ranked players in the
gaming system, the greater the probability of the triggering event
occurring at each designated time interval. For example, if one
ranked player is active, the probability of the triggering event
occurring at each designated time interval may be 0.1%, if two
ranked players are active, the probability of the triggering event
occurring at each designated time interval may be 0.2% and if three
ranked players are active, the probability of the triggering event
occurring at each designated time interval may be 0.3%. In another
embodiment, each time interval is associated with a probability of
the triggering event occurring, wherein the probability of a
triggering event occurring is based on the ranking components
(e.g., the number of credits played or wagers placed during the
previous bonus event accumulation period or designated time
period).
[0147] If the accumulated wager pool has reached the predefined
minimal level, the central server determines whether to provide the
triggering event to one or more of the ranked players. In one
embodiment, this is a random determination based on a suitable
probability, such as two percent, five percent or ten percent. It
should be appreciated that other suitable methods can be employed
for determining whether to provide the triggering event to the one
or more ranked players.
[0148] If the central server determines to provide the triggering
event to the one or more ranked players, the central server
immediately stores the accumulated wager pool for the triggering
event along with any accumulated ranking components and rankings
for at least one player or gaming machine. The central server then
resets the accumulated wager pool, the ranking components and the
rankings for the subsequent triggering event.
[0149] If the accumulated wager pool has not reached the predefined
minimal level, the central server does not determine whether to
provide a triggering event. If the central server does not
determine whether to provide a triggering event, the central server
waits until the next interval based on the sampling rate. In this
case, the server continues to track monetary units in each of the
meters or other ranking components in the ranking table because a
new triggering event has not occurred.
[0150] It should also be appreciated that these determinations
could be combined as one function instead of two functions. More
specifically, as the accumulated wager pool reaches each of a
plurality of predefined levels, the central server will make the
random determination of whether to provide a triggering event. This
eliminates the need to sample the accumulated wager pool at regular
intervals. In a further embodiment, sampling is done only after the
accumulated wager pool reaches the predefined threshold level.
[0151] In an alternative embodiment, the gaming system can allow
the gaming machines to trigger the occurrence of the triggering
event for a group of gaming machines instead of determining if the
triggering event will occur based on a sampling rate. After the
central server or controller determines that a triggering event
will occur or be triggered by one of the gaming machines, the bonus
awards are determined for at least one ranked player or gaming
machine as described herein.
Ranking Table Resetting after Triggering Event
[0152] In one embodiment, after a triggering event, the ranking
table is set or reset to zero for one, a plurality of or all of the
players or gaming machines. As mentioned above, in one embodiment,
any accumulated ranking components, such as the total coin-in of
the wager meters of the gaming machines, are zeroed out at the
occurrence of the triggering event for one, a plurality of or all
of the players or gaming machines. In one embodiment, the value of
each ranking component is set or reset to zero when the ranking
table is set or reset to zero for one, a plurality of or all of the
players or gaming machines. In another embodiment, some values of
the ranking components are set or reset to zero when the ranking
table is set or reset to zero for one, a plurality of or all of the
players or gaming machines.
[0153] In another embodiment, any accumulated ranking components,
such as the total coin-in of the wager meters of the gaming
machines, are not zeroed out and/or respectively include a seed
amount based on previous accumulated ranking components or a
player's status for one, a plurality of or all of the players or
gaming machines. In one embodiment, after each triggering event,
the ranking table is set or reset to zero or a seed amount for one,
a plurality of or all of the players or gaming machines. In an
alternative embodiment, after a plurality or a predetermined number
of triggering events, the ranking table is set or reset to zero or
a seed amount as described above for one, a plurality of or all of
the players or gaming machines.
[0154] In one embodiment, once the triggering event occurs and the
award is provided to a selected for one, a selected plurality of or
to all of the ranked players or ranked gaming machines, the ranking
table is set or closed. After the ranking table is set or closed, a
subsequent ranking table begins or opens with an initial
accumulated amount of zero or another seed amount for each ranking
component for one, a plurality of or all of the players or gaming
machines. Additionally, the accumulation of ranking components and
player rankings for each player also opens with an initial
accumulated amount of zero or another seed amount for one, a
plurality of or all of the players or gaming machines.
[0155] Prior to or after the ranking table is set or closed, the
central server or controller determines a ranking for one, a
plurality of or all of the players wagering on and playing the
system gaming machines during a designated time period as described
above. This determination is based on the ranking components
accumulated throughout the designated time period. After the
determination, the central server selects one, a plurality of or
all of the ranked players for an award as described below.
Central Server Selection of Ranked Players or Gaming Machines
[0156] Generally, the central server or controller selects which
player(s) or gaming machine(s) will be provided an award subsequent
to a triggering event, such as any of the triggering events
described above. In one embodiment, the central server determines
which ranked players to select for the bonus award(s) and sends
signals or messages containing such information to the selected
ranked players (e.g., via gaming machines). In another embodiment,
the central server determines which ranked gaming machines to
select for the bonus award(s) and sends signals or messages
containing such information to the selected ranked gaming machines
for display to players thereof.
[0157] In one embodiment, the central server selects a plurality of
ranked players for an award. In this example, the central server
selects the three highest ranked players, and determines to provide
the award to only one of the three selected players. In one
embodiment, this determination is random and based on suitable
predetermined probabilities, such as 50% for a high ranked player,
30% for an intermediate ranked player and 20% for a low ranked
player. In one embodiment, the central server determines which
ranked players to provide the award based on the relative amounts
of total wagers placed by the players during the designated time
period. In one embodiment, the central server selects the gaming
machines (to provide the award) of a plurality of ranked players as
a highest ranking group (e.g., a group including a plurality of
players which had the most total wagers during the designated time
period). In another embodiment, the controller selects all of the
players in the selected group to be provided the award. In an
alternative embodiment, the players proportionately or
disproportionately share the award. In an additional embodiment,
the central server or controller selects at least one ranked player
based on a player's status described above. For example, the
central server or controller employs information relating to a
player's status established through a player tracking system or a
player tracking card to select at least one ranked player for an
award.
[0158] In another embodiment, the central server determines the
relative percentage of amounts wagered by each ranked player to the
total accumulated amounts wagered by those ranked players. In other
words, the sum of the total wagers placed by the one or more ranked
players will be used to determine a probability or percentage for
each ranked player being selected for the award. The relative
probabilities or percentages and player rankings will vary as
players play at different rates, wager different amounts, play at
different denominations and vary their own wager rates and amounts.
Accordingly, the rank of each player and the associated probability
or percentage will be adjusted in real time based on such wager and
play activities.
[0159] The central server uses the relative probabilities or
percentages of wagered amounts for each ranked player to randomly
determine which ranked player will be selected for an award. Using
this process, each ranked player has a chance of being selected for
the bonus award. In this embodiment, the highest ranked player
(i.e., the player with the most amount wagered during the
designated time period in this embodiment) is selected by the
central server for eligibility of the bonus award and has the best
chance of being provided the bonus award. On the other hand, the
lowest ranked player (i.e., the player with the least amount
wagered during the designated time period in this embodiment) is
selected by the central server for eligibility of the bonus award
and has the worst chance of being provided the bonus award.
[0160] Referring back to FIG. 3, in this example, Players A, B and
Z play gaming machines 14a, 14b, and 14z, respectively. The wager
meter 20a or amount for gaming machine 14a is 110 monetary units,
the wager meter 20b or amount for gaming machine 14b is 77 monetary
units and the wager meter 20z or amount for gaming machine 14z is
33 monetary units. In this example, the controller ranks players A,
B, Z as each plays respective gaming machines 14a, 14b, 14z.
Players A, B and Z are ranked based on tracked and acquired ranking
components (e.g., a total wager amount in monetary units). In this
example, the probabilities for being selected for the bonus award
for Player A of gaming machine 14a is 110/220 or 50%, for Player B
of gaming machine 14b is 77/220 or 35% and for Player Z of gaming
machine 14z is 33/220 or 15%. In one embodiment, the central server
will determine the one or more ranked players which will be
provided the bonus award based on these probabilities using a
random number generator or random number generating algorithm.
[0161] Alternatively, the controller uses another method of
selecting which player out of the three ranked players receives an
award. For example, the controller can select the highest ranked
player of the three ranked players. Alternatively, the controller
can select the two highest ranked players. In one embodiment, the
controller selects one or more groups including a plurality of
ranked players. Although total wager amount is discussed above as
the ranking component, any suitable ranking component (e.g., length
of play, the number of games played, the number of maximum wagers
or any other ranking component discussed above) can be used to rank
players in any designated time period.
[0162] As illustrated in FIG. 14, in this example, three players
are ranked according to their wager and play activity. In this
example, the controller (1) tracks and acquires the number of games
and the total wagered monetary units as ranking components, (2)
determines a ranking for the players based on the total wagered
monetary units by each player, and (3) selects one or more of the
ranked players for a bonus award based on the player rankings.
Player A has wagered 64 monetary units and is ranked first, Player
B has wagered 24 monetary units and is ranked second and Player C
has wagered 12 monetary units and is ranked third. In this example,
the controller selects the highest ranked player, Player A, for the
bonus award. As a result, the probability for being selected to
receive the bonus award for Player A is approximately 100%, while
the probabilities for being selected to receive the bonus award for
Players B and C is 0%.
[0163] As illustrated in FIG. 15, in this example, three players
are ranked according to their wager and play activity. In this
example, the controller (1) tracks and acquires the number of games
and the total wagered monetary units as ranking components, (2)
determines a ranking for the players based on the total wagered
monetary units by each player, and (3) selects one or more of the
ranked players for a bonus award based on the player rankings.
Player A has wagered 12 monetary units and is ranked first, Player
B has wagered 12 monetary units and is ranked first and Player C
has wagered 6 monetary units and is ranked third. In this example,
Players A and B have tied for the same rank. Accordingly, Player A
is ranked 1a and Player B is ranked 1b. As in the example of FIG.
14, the controller selects the highest ranked player for the bonus
award, but since Players A and B are tied for the highest rank, the
controller divides the percentage between the two tied players. In
this example, each player has a 50% probability for being selected
to receive 100% of the bonus award. Player C has a 0% probability
for being selected to receive the bonus award in this example. In
this example, the controller randomly selects either Player A or
Player B to receive the bonus award based on the probabilities
associated with each player. Alternatively, the controller could
divide the percentage between the two tied players so that each
player has a 100% probability for being selected to receive 50% of
the bonus award (e.g., Players A and B each receive half of the
bonus award).
[0164] As illustrated in FIG. 16, in this example, three individual
players are grouped according to their wager and play activity and
considered for an award based on the grouping. As illustrated, the
controller (1) tracks and acquires the number of games and the
total wagered monetary units as ranking components, (2) determines
a ranking for the players based on the total wagered monetary units
by each player, and (3) selects one or more of the ranked players
for a bonus award based on the rankings. In this example, although
Players A, B and C have wagered different amounts of monetary
units, the controller groups Players A, B and C and considers
Players A, B and C for an award based on the grouping. In one
embodiment, Players A, B and C constitute a highest ranking group
selected by the controller for a bonus award. Player A has wagered
64 monetary units and is ranked 1a, Player B has wagered 24
monetary units and is ranked 1b and Player C has wagered 12
monetary units and is ranked 1c. As a result, the probability for
being selected to receive the bonus award for Players A, B and C,
respectively, is approximately 33%. In this example, the controller
randomly selects at least one player from the group to receive the
bonus award based on the probabilities associated with each player.
Alternatively, the controller could divide the percentage between
the three players so that each player has a 100% probability for
being selected to receive approximately 33% of the bonus award
(e.g., Players A, B and C each receive about one-third of the bonus
award).
[0165] As illustrated in FIG. 17, three individual players are
grouped according to their wager and play activity and considered
for an award based on the grouping. As illustrated, the controller
(1) tracks and acquires the number of games and the total wagered
monetary units as ranking components, (2) determines a ranking for
the players based on the total wagered monetary units by each
player, and (3) selects one or more of the ranked players for a
bonus award based on the rankings. In this example, although
Players A, B and C have wagered different amounts of monetary
units, the controller groups Players A, B and C and considers
Players A, B and C for an award based on the grouping. In one
embodiment, Players A, B and C constitute a highest ranking group
selected by the controller for an award or bonus award. Player A
has wagered 64 monetary units and is ranked 1a, Player B has
wagered 24 monetary units and is ranked 1b and Player C has wagered
12 monetary units and is ranked 1c. In this example, the controller
uses the sum of the total wagers placed by Players A, B and C to
determine the probability or percentage for each player of being
selected for the bonus award. As a result, the probability for
being selected to receive the bonus award for Players A is
approximately 65%, the probability for being selected to receive
the bonus award for Player B is approximately 24%, and the
probability for being selected to receive the bonus award for
Player C is approximately 12%. In this example, the controller
randomly selects either Player A, Player B or Player C to receive
the bonus award based on the probabilities associated with each
player. Although one ranking component, e.g., monetary units
wagered, is weighted in the above example, it should be appreciated
that the central server or controller may employ any number of
weighted or unweighted ranking components, alone or in combination,
to determine the rankings for at least one player or gaming
machine.
[0166] In a further alternative embodiment, a fixed percentage
grid, matrix, or table is employed to determine the relative
percentages generally described above. In one such embodiment, the
ranking determines the relative percentages for each selected
player regardless of at least one ranking component, e.g., total
monetary units wagered or accumulated in each wager meter. For
example, the highest ranking player or gaming machine could always
have a 100% probability. Alternatively, the highest ranking player
or gaming machine could always have a 75% probability, the
intermediate ranking player or gaming machine could always have a
20% probability and the lowest ranking player or gaming machine
could always have a 5% probability. Referring back to the example
illustrated in FIG. 2 where:
[0167] (a) Player A of gaming machine 14a has wagered 110 monetary
units,
[0168] (b) Player B of gaming machine 14b has wagered 77 monetary
units, and
[0169] (c) Player Z of gaming machine 14z has wagered 33 monetary
units, wherein the total wagered monetary units is the ranking
component that determines ranking, then [0170] (1) Player A would
have a 75% chance of being selected because Player A is ranked
higher than Players B and C, [0171] (2) Player B would have a 20%
chance of being selected because Player B is an intermediate rank,
and [0172] (3) Player Z would have a 5% chance of being selected
because it has the lowest rank. These percentages are fixed
regardless of the actual ratios of wagered monetary units
accumulated in the wager meters of the system gaming machines. It
should also be appreciated that in this embodiment, each different
number of rankings can have a different table, grid or matrix
associated with it. For example, any number of ranked players or
gaming machines might be selected by the controller from a
plurality of ranked players or gaming machines to be eligible for a
bonus award. The following grids, tables or matrixes are
contemplated for a gaming system in which a controller may select
different numbers of ranked players or gaming machines for an
award:
[0173] (A) Highest Ranked Player or Gaming Machine Selected
TABLE-US-00001 1.sup.st 100%
[0174] (B) Highest Ranked Player or Gaming Machine Selected
(Tie)
TABLE-US-00002 1.sup.st 50% 1.sup.st 50%
[0175] (C) Highest Two Ranked Players or Gaming Machines
Selected
TABLE-US-00003 1.sup.st 75% 2.sup.nd 25%
[0176] (D) Highest Three Ranked Players or Gaming Machines
Selected
TABLE-US-00004 1.sup.st 50% 2.sup.nd 30% 3.sup.rd 20%
[0177] (E) Highest Three Ranked Groups Selected (Each with Three
Players or Gaming Machines) [0178] 1.sup.st through 3.sup.rd 33%
(rounded) [0179] 4.sup.th through 6.sup.th 33% (rounded) [0180]
7.sup.th through 9.sup.th 33% (rounded)
[0181] (F) Highest Six Ranked Players or Gaming Machines
Selected
TABLE-US-00005 1.sup.st 45% 2.sup.nd 29% 3.sup.rd 11% 4.sup.th 9%
5.sup.th 5% 6.sup.th 1%
[0182] It should be appreciated that the relative percentages in
the above examples relate to being selected for a bonus award after
the controller has selected a number of ranked players for
eligibility of the bonus award. For example, as shown in example
(F) above, if the controller selects six ranked players from a
plurality of ranked players for eligibility of the bonus award, the
1.sup.st ranked player has a 45% probability of being selected for
the bonus award, the 2.sup.nd ranked player has a 29% probability
of being selected for the bonus award, the 3.sup.rd ranked player
has a 11% probability of being selected for the bonus award, the
4.sup.th ranked player has a 9% probability of being selected for
the bonus award, the 5.sup.th ranked player has a 5% probability
for being provided the bonus award and the 6.sup.th ranked player
has a 1% probability of being selected for the bonus award.
[0183] In another alternative embodiment, each ranked player can be
placed in a category, group or range. If two or more ranked players
are placed in the same category, group or range, than the
percentage for that category, group or range is divided between
those ranked players as shown in examples (B) and (E) described
above. In example (B), for instance, two ranked players tied for
the highest ranking and the percentage is divided between the two
tied players. The central server may determine, randomly or
otherwise, which of the two tied players will be provided the bonus
award based on the percentage associated with each player.
[0184] It should also be appreciated that the relative percentages
in the above examples can relate to the percentage of the primary
or secondary bonus award provided to the ranked players. For
example, based on example (B) above, each of the two tied players
would receive 50% of the bonus award. As described above, example
(B) divides the percentage between the two tied players so that
each player has a 50% probability to receive 100% of the bonus
award. Similarly, in example (F), if the controller selects six
ranked players from a plurality of ranked players for eligibility
of the bonus award, the 1 ranked player receives 45% of the bonus
award, the 2.sup.nd ranked player receives 29% of the bonus award,
the 3.sup.rd ranked player receives 11% of the bonus award, the
4.sup.th ranked player receives 9% of the bonus award, the 5.sup.th
ranked player receives 5% of the bonus award and the 6.sup.th
ranked player receives 1% of the bonus award.
[0185] It should be appreciated that in alternative embodiments
based on the above examples, the central server or controller
selects one or more system gaming machines based on the determined
rankings instead of selecting one or more players.
Alternative Example of Grouping
[0186] As described above, the central server or controller selects
one, a plurality of or all of the ranked players for an award. In
one embodiment, the central server or controller places the
selected player or players into one or a plurality of groups or
subsets. For example, if the ranked players include players A, B
and C and the central server or controller selects player C for an
award, the central server or controller places or moves Player C
into a group separate from Players A and B.
[0187] Continuing with the above example, the ranked players now
include Players A and B since the central server or controller
placed or moved Player C into the separate group. The central
server or controller selects player B for an award as described
above and places Player B into a group separate from Player A. In
one embodiment, the central server or controller places Player B
into the same group as Player C. In another embodiment, the central
server or controller places Player B into a group separate from
Player C.
[0188] In the above example, the ranked players now include only
player A since players B and C were placed into a group or groups
separate from player A. In this example, the central server or
controller selects player A for an award as described above and
places Player A into a group. In one embodiment, the central server
or controller places Player A into the same group as Players B and
C. In another embodiment, the central server or controller places
Player A into a group separate from Players B and C. In another
embodiment, the central server or controller places Player A into
the same group as Player B or Player C. In another embodiment, the
central server or controller does not select Player A for an award.
In one embodiment, the central server or controller reunites
Players A, B and C into the same group after the central server or
controller selects or does not select Player A for an award. In
this embodiment, the central server or controller sets or resets
the acquired ranking components, the determined ranking or both for
Players A, B and C to zero or to a seed amount as described
above.
[0189] In another embodiment, based on the above example, the group
including Player C is associated with an additional award or bonus
award and Player C competes with any players in the group for the
additional award or bonus award. In this embodiment, the central
server or controller compares the acquired ranking components for
Player C to the acquired ranking components of other player(s) in
the group and ranks Player C relative to the other player(s) in the
group in the same manner as described above. In another embodiment,
the additional award or bonus award associated with the separate
group is of different value, e.g., higher or lower, than the award
previously provided to Player C. In one embodiment, the central
server or controller sets or resets the acquired ranking
components, the determined ranking or both for player C to zero or
to a seed amount as described above when the central server or
controller places or moves Player C into the separate group. In
another embodiment, the separate group including Player C is not
associated with an additional award or bonus award.
[0190] In one embodiment based on the above example, the selected
players receive awards of different values. Player C, who the
central server or controller selected before players A and B,
receives an award having a high value. Player B, who the central
server or controller selected after Player C and before Player A,
receives an award having an intermediate value. Player A, who the
central server or controller selected after Players B and C,
receives an award having a low value. In this embodiment, all of
the players A, B and C receive an award. In an alternative
embodiment, the players receive an award having the same value. In
another alternative embodiment, the central server or controller
selects only one or some of the players to receive an award.
[0191] In alternative embodiments, the central server or controller
places the selected player or players into one or a plurality of
groups or subsets in different ways. In one alternative embodiment,
the central server or controller places players selected in
different designated time periods into different groups or subsets.
In another alternative embodiment, the central server or controller
associates the acquired ranking components with separate groups or
subsets. For example, the central server or controller places
players selected for playing a high number of games into a separate
group from players selected for achieving a high rate of play.
[0192] In another alternative embodiment, the central server or
controller selects a plurality of players for an award and places
or moves the plurality of players into a separate group as
described above. In one embodiment, the central server or
controller associates the determined rankings with separate groups
or subsets. For example, the central server or controller selects
players with rankings 1 to 5 for an award and moves those players
to a separate group or subset. places the selected player or
players based on a particular ranking component into one or a
plurality of groups or subsets.
[0193] In this one embodiment, the central server or controller
moves or places a selected one or a selected plurality of the
players into the separate group or groups described above when a
predetermined triggering event occurs, such as when a player plays
a predetermined number of games or achieves some other trigger
value as described above. In another embodiment, the central server
or controller moves or places a selected one or a selected
plurality of the players into the separate group or groups
described above when a random triggering event occurs, such as a
random occurrence of a predetermined symbol or a predetermined
combination of symbols in a play of the primary or secondary
game.
[0194] It should be appreciated that in alternative embodiments
based on the above examples, the central server or controller
selects one or more system gaming machines based on the determined
rankings instead of selecting one or more players and moves the
selected gaming machine(s) into the separate group(s) described
above.
Example of Multiple Triggering Events
[0195] As described above, in the example illustrated in FIG. 6B,
multiple triggering events can occur during the same designated
time period. In this example, the central server or controller
tracks and acquires or determines at least one ranking component
from the plurality of system gaming machines during the same
designated time period for multiple triggering events. For example,
a triggering event is scheduled to randomly occur during the month
of September (e.g., a designated time period) and is referred to as
a monthly triggering event in this example. Additionally, the
central server or controller 12 tracks and acquires at least one
ranking component from the plurality of system gaming machines
during at least one additional or supplemental designated time
period (e.g., each day in September). In this example, a triggering
event is scheduled to randomly occur during each day of September
and is referred to as a daily triggering event in this example.
[0196] It should be appreciated that the monthly or daily
triggering event can randomly occur at any time during the
respective time period. For example, the monthly triggering event
can randomly occur on any day in September and the daily triggering
event can randomly occur at any time during the respective day. In
another embodiment, at least one portion of the designated time
period is weighted to have a higher probability of causing the
triggering event to occur than other portions. For example, in one
embodiment, the monthly triggering event has a higher probability
of being triggered on September 5 than on September 20. In another
example, in another embodiment, the daily triggering event is
weighted to have a higher probability of occurring between 9:00
a.m. and 10:00 a.m. on September 8 than during other hours for that
particular day.
[0197] In this example, the central server or controller acquires
the ranking components from at least one player during each day of
September and accumulates the acquired ranking components for the
month of September. The central server or controller ranks at least
one player based on the ranking components acquired during each day
in September and accumulated for the month of September. In other
embodiments, the central server ranks at least one gaming machine
instead of at least one player.
[0198] In one embodiment, the central server or controller 12
provides the highest overall ranked player for the designated time
period (e.g., September) with a bonus award (e.g., $100,000 or some
other award) upon the occurrence of the monthly triggering event.
In another embodiment, the central server or controller 12 provides
the highest overall ranked player for each supplemental designated
time period (e.g., each day of September) with a bonus award (e.g.,
$5,000 or some other award) upon the occurrence of the daily
triggering event. In this example, a display could be coupled to
the central server or controller 12 to display at least an identity
of at least one player or gaming machine and information pertaining
to the rankings determined for the at least one player or gaming
machine in addition to any of the information described below.
TABLE-US-00006 TABLE I (Day 1): Daily Time Daily Overall Time
Overall Ranking Player Remaining Ranking Remaining (for September)
A 3 hours 1 29 days, 3 hours 1 B 3 hours 2 29 days, 3 hours 2 C 3
hours 3 29 days, 3 hours 3 D 3 hours 4 29 days, 3 hours 4 E 3 hours
5 29 days, 3 hours 5
[0199] As shown for Day 1, the overall ranking of players A, B, C,
D and E corresponds to the daily ranking for those players. Three
hours remain in the daily designated time period and twenty nine
days and three hours remain in the monthly designated time period.
If the daily triggering event occurs at this time, the controller
selects Player A to be provided with a bonus award of $5,000 based
on the daily ranking. If the monthly triggering event occurs at
this time, the controller selects Player A to be provided a bonus
award of $100,000 based on the overall ranking.
TABLE-US-00007 TABLE II (Day 5): Daily Time Daily Overall Time
Overall Ranking Player Remaining Ranking Remaining (for September)
A 13 hours Not Ranked 25 days, 11 hours 1 C 13 hours 2 25 days, 11
hours 2 D 13 hours 1 25 days, 11 hours 3 E 13 hours 3 25 days, 11
hours 4 B 13 hours Not Ranked 25 days, 11 hours 5
[0200] As shown for Day 5, the overall ranking of players A, B, C,
D and E have changed from Day 1. Players A and B, who have not
played on Day 5, respectively rank first and fifth overall based on
previous play. Players C, D and E respectively rank 2, 1 and 3, for
Day 5. Players A, C, D, E and B rank first through fifth,
respectively, for the month of September. Thirteen hours remain in
the daily designated time period and twenty five days and eleven
hours remain in the monthly designated time period. If the daily
triggering event occurs at this time, the controller selects Player
D to be provided with a bonus award of $5,000 based on the daily
ranking. If the monthly triggering event occurs at this time, the
controller selects Player A to be provided a bonus award of
$100,000 based on the overall ranking.
TABLE-US-00008 TABLE III (Day 20): Daily Overall Time Daily Time
Overall Ranking Player Remaining Ranking Remaining (for September)
C 0 hours Not Ranked 10 days, 0 hours 1 Z 0 hours Not Ranked 10
days, 0 hours 2 Y 0 hours Not Ranked 10 days, 0 hours 3 X 0 hours 1
10 days, 0 hours 4 A 0 hours Not Ranked 10 days, 0 hours 5
[0201] As shown for Day 20, only players C and A are still ranked
from Day 1. Players Z, Y and X are newly ranked (since Day 5)
although only Player X has played on the system gaming machines on
Day 20. Player X ranks first for Day 20 and is provided a bonus
award of $5,000 if the daily triggering event occurs at this time.
Players C, Z, Y and A, who have not played on Day 20, respectively
rank first, second, third and fifth overall based on previous play
(during Days 1 through 19, for example). Player X ranks fourth
overall for September. Day 20 has ended and ten days remain in the
monthly designated time period. If the monthly triggering event
occurs at this time, the controller selects Player C to be provided
with a bonus award of $100,000 based on the overall ranking. Since
the daily triggering event occurs at this time, the controller
selects Player X to be provided with a bonus award of $5,000 based
on the daily ranking.
[0202] In the above examples, it should be appreciated that any
number of ranked players or ranked gaming machines may be shown on
a display. Additionally, any of the players might win awards for
multiple occurrences of the daily triggering event based on the
daily rankings. For example, Player A might win a bonus award for
multiple days (e.g., days 1, 2 and 3 of September). It should also
be appreciated that a player need not earn the highest rank in a
supplemental designated time period (e.g., a day of September) to
earn the highest rank in the designated time period (e.g., the
month of September). Alternatively, the implementer or operator of
the gaming system may require players to earn the highest rank in
at least one supplemental designated time period to qualify for
ranking in the designated time period.
[0203] In the above examples, the same or different ranking system
can be used in the designated and supplemental time periods until
the occurrence of a triggering event. Alternatively, the same or
different ranking components can be used in the designated and
supplemental time periods until the occurrence of a triggering
event. In one embodiment, the same or different ranking systems and
the same or different ranking components can be used in different
supplemental time periods until the occurrence of a triggering
event. For example, in one embodiment, a numerical or quantitative
ranking system could be used to rank the players during the
designated time period, the supplemental time periods or any
combination thereof.
[0204] In the above examples, the controller provides the daily and
monthly bonus awards to the highest ranked player upon the
occurrence of a triggering event. Alternatively, the controller
could provide the bonus award to a plurality of ranked players in
part (e.g., divided by the number of ranked players) or in its
entirety (a bonus award for each ranked player) upon the occurrence
of a triggering event. For instance, the controller could provide
the daily bonus award of $5,000 to the top five ranked players in
part (e.g., wherein each player receives $1,000) or in its entirety
(e.g., wherein each player receives $5,000) upon the occurrence of
a daily triggering event.
[0205] In one embodiment, the ranked players including their
associated ranking are displayed on a display common to a plurality
of players, such as ranked andior non-ranked players. Such display
of ranked players induces a competitive environment which enables
players to determine the likelihood of being provided an award
(i.e., how close a player is to being provided an award). For
example, if only the top ranked player is provided an award, other
players have an opportunity to increase their wager or play
activity, such as rate of play, wager amounts or any other ranking
component, in an attempt to improve their ranking. Similarly, the
top ranked player has the opportunity to maintain or change their
wager or play activity, such as rate of play, wager amounts or any
other ranking component, in an attempt to maintain the top
ranking.
Awards
[0206] As described above, the central server selects one or more
players or gaming machines based on the determined rankings and
provides a bonus award to the one or more selected players or the
one or more selected gaming machines upon the occurrence of a
triggering event. In one embodiment, the gaming system includes a
plurality of awards. These awards are referred to herein as awards
or bonus awards and differ from the awards that the gaming machines
provide to the players for winning outcomes in the plays of the
primary wagering games, such as slot games, card games (e.g.,
poker, blackjack) or any other suitable game. The awards can be any
suitable type of awards, such as monetary awards, fixed-value
awards or progressive awards. The system gaming machines can also
include other secondary games or secondary awards, such as other
progressive jackpot awards. Alternatively, or in addition to the
monetary, fixed-value or progressive awards, the award or bonus
award may include a non-credit value, such as a multiplier, a
number of free spins, a number of free selections, an incrementing
value for one or more progressive awards, or a number of free
games.
[0207] In an alternative embodiment, one or more other or
additional awards, such as one or more progressive awards, primary
awards or secondary awards, are associated with the gaming system.
In one embodiment, the central server or controller selects ranked
player(s) or gaming machine(s) to be provided one of these
additional award(s). In one embodiment, the ranked player(s) or
gaming machine(s) must also be active to be provided one of these
additional award(s).
[0208] The number of awards and the amount of the awards provided
to ranked player(s) or gaming machine(s) selected by the central
server or controller can vary and be determined in a variety of
different manners. In one embodiment, one award is selected to be
provided to one or more ranked players of system gaming machines or
to one or more gaming machines in the gaming system. In another
embodiment, one award from a plurality of different awards is
selected to be provided to one or more ranked players of gaming
machines or to one or more gaming machines in the gaming system. In
one such embodiment, the plurality of awards are progressive
awards. In another embodiment, the central server or controller
determines the number of awards based on the number of ranked or
active players in the gaming system or the number of ranked or
active gaming machines in the gaming system at a designated time,
e.g., when a triggering event occurs.
[0209] In one embodiment, the controller provides a primary bonus
award to one ranked player (e.g., the highest ranking player) and
provides a secondary bonus award or a progressive award to the same
ranked player or to one or more different ranked player(s).
Alternatively, a plurality of ranked players (e.g., a ranked group
of players) proportionately or disproportionately shares one or
more bonus or progressive awards. In alternative embodiments, the
controller provides a primary bonus award to one ranked gaming
machine (e.g., the highest ranking gaming machine) and provides a
secondary bonus award or a progressive award to the same ranked
gaming machine or to one or more different ranked gaming
machine(s). Alternatively, a plurality of ranked gaming machines
(e.g., a ranked group of gaming machines) proportionately or
disproportionately shares one or more bonus awards including any
progressive awards associated with the bonus awards.
[0210] In one embodiment, the system gaming machines are operable
to provide multiple bonus awards to multiple players at multiple
gaming machines at the same time or substantially the same time.
For example, if a first player triggers a triggering event by
achieving a predetermined symbol or combination of symbols during
at least one play of a system gaming machine, the first player and
a ranked player may be provided an award at the same time or
substantially the same time. The central server or controller
selects the ranked player based on the determined ranking for the
player as described above. In one embodiment, the award is based on
the rankings determined by the central server or controller and may
be provided to the highest ranked player in the system at the time
the triggering event occurred. In this embodiment, the first player
and the ranked player are provided the same or different awards.
Alternatively, the awards are provided to the players at different
times. For example, if the highest ranked player is unavailable,
not active in the designated time period or not playing at a system
gaming machine, then the central server or controller provides an
award to the player that triggered the triggering event at a
different time than an award provided to the selected ranked player
(e.g., the highest ranked player). This could create a competitive
gaming environment where players are competing to obtain the
different bonus awards. Alternatively, the gaming system could
randomly determine which player(s) receive each bonus award or use
another tiebreaking method discussed above.
[0211] It should be appreciated that the selected one or more
players can share one or more bonus awards with other ranked or
unranked players. In this example, if the triggering event is
provided to another ranked or an unranked player, the one or more
bonus awards can be shared between the selected one or more ranked
players and the player(s) provided the triggering event. In this
example, if a new player who has not yet been ranked is provided a
triggering event (e.g., a symbol driven triggering event in a
primary or secondary game), both the new player and the selected
one or more ranked players are provided at least a share of the
bonus award. In one embodiment, the shares are equal (e.g., each
receives 50% of the bonus award) and the players proportionately
share the award as described above. In another embodiment, the
shares are unequal (e.g., the ranked player receives 75% of the
bonus award) and the players disproportionately share the award as
described above. Accordingly, the possibility of being provided a
triggering event or a bonus award increases player incentive to
acquire and maintain a high ranking as determined by the central
server or controller since ranked players or gaming machines are
eligible for an award when any triggering event occurs.
[0212] In another embodiment, only the ranked player(s) selected by
the central server or controller are provided any award(s) when
another player or gaming machine triggers the triggering event.
This embodiment increases player incentive for achieving a high
ranking as determined by the central server or controller since
only ranked players or gaming machines are eligible for an award
when any triggering event occurs.
[0213] In one embodiment, upon the determination or occurrence of a
triggering event, the gaming system determines the number of awards
or bonus awards, such as one primary bonus award and zero, one or
more secondary bonus awards that the gaming machine(s) will provide
to the selected ranked player(s) of the multiple linked gaming
machines in the gaming system. In one embodiment, one primary bonus
award is always provided to one or more selected ranked players or
gaming machines in the gaming system. In another embodiment, the
central server or controller provides one primary bonus award to
each ranked player or gaming machine selected by the central server
as described above. In another embodiment, the central server or
controller determines a number of secondary bonus awards based on
the number of active ranked players in the gaming system at the
time the triggering event occurs. In another embodiment, the
central server or controller provides one primary bonus award to
the highest ranked player while the central server or controller
provides one secondary bonus award to a player who triggered the
event, e.g., by achieving a predetermined symbol or combination of
symbols during at least one play of a system gaming machine or to
another ranked player or gaming machine selected by the central
server or controller.
[0214] In another embodiment, the award or bonus award includes a
plurality of awards. Each award is associated with a probability of
being provided to the one or more ranked players or gaming machines
based on the rankings determined by the central server. For
example, award A is associated with a 40% probability of being
provided to the selected ranked player(s) or gaming machine(s),
award B is associated with a 30% probability of being provided to
the selected ranked player(s) or gaming machine(s), award C is
associated with a 20% probability of being provided to the selected
ranked player(s) or gaming machine(s) and award D is associated
with a 10% probability of being provided to the selected ranked
player(s) or gaming machine(s). In this example, each award
corresponds to or is associated with one of a plurality of primary
awards, secondary awards or progressive awards. It should be
appreciated that in one embodiment, the award with the highest
probability of being selected is associated with the lowest award
value, while the award with the lowest probability of being
selected is associated with the highest award value. It should be
also appreciated that in another example, one or more low ranked
players or gaming machines is associated with the lowest award
value, while one or more high ranked players or gaming machines is
associated with the highest award value.
[0215] In operation, at least one of the plurality of awards is
provided to the selected ranked player(s) or gaming machine(s). The
award value corresponding with the provided award is provided to
the selected ranked player(s) or gaming machine(s) and the game
ends. It should be appreciated that after the award is provided to
the selected ranked player(s) or gaming machine(s), the central
server resets the provided award to a determined initially funded
amount. It should also be appreciated that in this example, the
central server resets the ranking components and rankings
determined by the central server to a determined initial amount
after providing the award as described above.
[0216] It should be appreciated that in alternative embodiments,
the central server or controller provides ranked gaming machines
one of the awards described above instead of providing the award(s)
to one or more ranked players.
[0217] In some of the above described embodiments, the system
gaming machines do not provide any apparent reasons to the one or
more ranked players or gaming machines for obtaining the awards
including any primary or secondary awards. The one or more ranked
players or gaming machines are provided or are eligible to be
provided the primary or secondary awards based on the ranking
determined by the central server or controller. Generally, since
the one or more ranked players do not know when the triggering
event will occur, the obtainment of such awards appears random to
the ranked players. In other of the above described embodiments,
the awards are triggered by an event in or based specifically on a
play of a primary or secondary game of the gaming machine(s)
selected to provide the primary or secondary bonus award.
[0218] In another embodiment, an award or bonus award may be based,
at least in part, on the occurrence of one or more events at one
gaming machine and also, at least in part, on a determination by a
central controller based on a plurality of gaming machines in a
gaming system. In certain such embodiments, upon a secondary or
bonus game triggering event, a secondary or bonus game is
triggered. In this embodiment, the secondary or bonus game proceeds
and a secondary game award or bonus game award is determined based
on the play of the secondary or bonus game. Additionally, the play
of the secondary or bonus game determines which of any of a
plurality of bonus awards may be provided to the player, wherein,
as described above, the plurality of bonus awards are determined,
at least in part, by the amounts wagered at a plurality of gaming
machines in the gaming system. Accordingly, the total award
provided to the player is based on: (i) any determined secondary
game award or bonus game award determined during the play of the
secondary or bonus game; and (ii) one of a plurality of bonus
awards which is selected based on the play of the secondary or
bonus game, wherein the amounts of the plurality of bonus awards
are determined, at least in part, by a central controller.
[0219] For example, if the secondary or bonus game is a free game
or free activation game, the player may be provided a designated
number of free games, such as free spins. During each free game,
the gaming device determines any free game awards associated with
any generated winning symbol combinations and the gaming device may
or may not accumulate any designated symbols. After each of the
designated number of free games are provided to the player, the
gaming machine determines, based on the accumulated number of
designated symbols, which of any of a plurality of bonus awards,
such as which of any of a plurality of progressive awards, to
provide to the player. That is, designated symbols (or points
associated with designated symbols) accumulate during the free
games and a progressive award level is determined based on the
number of accumulated designated symbols (or accumulated points).
The determined bonus award and any determined free game awards are
combined to be provided to the player as one overall award. It
should be appreciated that as the plurality of bonus awards are
determined by the central controller, which of those bonus awards
the player may be provided is determined, at least in part, based
on one or more events at one of the gaming machines in the gaming
system and any determined free game awards are determined based on
one or more events at one of the gaming machines in the gaming
system, in this embodiment, the overall award is determined, at
least partially based on a determination at a central controller
(i.e., the progressive award) and at least partially based on a
determination during a free game sequence at a gaming machine
(i.e., the free game sequence award).
[0220] In one embodiment, as described above, the award or bonus
award provided to the selected one or more ranked players or gaming
machines includes a progressive award. In one embodiment, the bonus
award includes a plurality of progressive awards. The progressive
awards are associated with the system gaming machines which each
contribute portions of the progressive awards. The multiple gaming
machines may be in the same bank of machines, in the same casino or
gaming establishment such as through LAN or in two or more
different casinos or gaming establishments such as through a WAN.
It should thus be appreciated that in one or more embodiments, the
controller may also function as a progressive controller.
[0221] In one embodiment, the amount of coin-in attributed to one
or more progressive awards is used as a ranking component to rank
players or gaming machines. In such an embodiment, the determined
ranking may influence the probability or likelihood of winning an
award, such as a monetary or non-credit value. For example, a
player with a higher ranking (e.g., a player who contributed a high
amount of coin-in) may be provided with a higher probability of
winning an award than a player with a lower ranking (e.g., a player
who contributed a low amount of coin-in). It should be appreciated
that the determined ranking may also influence the value of the
award or the number of free games or spins. For example, a player
with a higher ranking may be provided with a higher award, a higher
relative percentage of obtaining an award, a higher multiplier or a
greater number of free games than a player with a lower
ranking.
[0222] In one embodiment, when a triggering event occurs, the
central server determines and selects one or more of the ranked
players to be provided one of the progressive awards in the same
manner as described above. The central server determines which one
or more ranked players or gaming machines to give the progressive
award to based on the ranking determined by the central server,
which may include the weighted average of the wagers placed by the
players on the system gaming machines as in the above embodiment.
Alternatively, the gaming system could employ a suitable
alternative method for selecting which one or more ranked players
or gaming machines will receive the progressive award.
[0223] In one embodiment, a triggering event may be pending if no
ranked players or gaming machines are in the system or are eligible
for a bonus award upon the occurrence of the triggering event.
Thus, another ranked player or gaming machine can be selected by
the central server based on the determined ranking to achieve the
pending bonus award. In one embodiment, the award is provided on a
first play of one of the gaming machines in the system.
[0224] In one alternative embodiment, the gaming machines require
an additional wager to fund the bonus award. For example, the bonus
award is funded, at least partially, via a side-bet or side-wager
which the player may make (and which is tracked, in one embodiment,
via a side-bet meter). In one embodiment, the bonus award is funded
with only side-bets or side-wagers placed. In another embodiment,
the bonus award is funded based on player's wagers as described
above as well as any side-bets or side-wagers placed. In another
embodiment, a player can only be ranked if such additional wager is
made. In this embodiment, a side-bet or side-wager must be placed
(and tracked via a side-bet meter) at a gaming machine of the
gaming system for that player to be classified as active and ranked
in accordance with the described embodiments.
Information Provided to Player
[0225] As indicated above, the bonus awards can be provided to
selected players or gaming machines based on rankings determined by
the central server with or without explanation or information
provided to the player, or alternatively can be displayed to the
player, such as with display 26 of FIG. 2. Although the rankings
for players and gaming machines A, Z and B are shown in FIG. 2, the
display 26 is operable to display any of the following: at least
one acquired ranking component, any determined rankings for players
or gaming machines in the system (or both) and any awards or bonus
awards described above. In one embodiment, such as an embodiment
with the award including a progressive award, suitable information
about the bonus awards can be provided to the players through one
or more displays on the gaming machines or additional information
displays positioned near the gaming machines, such as above a bank
of system gaming machines.
[0226] This information can be used to entertain the players or to
inform the players. Examples of such information are:
[0227] (1) the time remaining in one or more designated time
periods;
[0228] (2) the overall rankings of players or the overall rankings
of gaming machines;
[0229] (3) one or more rankings determined by the central server
(e.g., during a competitive mode);
[0230] (4) at least one ranking component (e.g., any points or
rankings in each ranking component that affect a determined rank or
overall rank);
[0231] (5) that a triggering event has occurred;
[0232] (6) that a triggering event will shortly occur (i.e.,
foreshadowing the triggering event);
[0233] (7) that one or more bonus awards have been provided to one
or more players or at one or more gaming machines;
[0234] (8) that one or more bonus awards will be shortly provided
to one or more players or at one or more gaming machines (i.e., how
close one or more players are to being provided an award or bonus
award);
[0235] (9) which players or gaming machines have won the bonus
awards such as any primary awards, secondary awards or progressive
awards;
[0236] (10) the amount of the bonus awards won: and
[0237] (11) the amount of the bonus awards that can be won such as
any progressive awards.
[0238] It should be appreciated that such information can be
provided to the players through any suitable audio, audio-visual or
visual devices, and may be displayed on or adjacent to a plurality
of system gaming machines. Display 26 is one example of a suitable
audio, audio-visual and visual device contemplated. In one
embodiment, the determined rankings or ranking scale is displayed
in the form of a leader board, standings or other format on a
display device, such as display 26. The displayed ranking scale
enables ranked players to see or determine the likelihood of
obtaining a specific ranking and/or a specific award.
General--Method for Operating a Gaming System
[0239] FIG. 18 illustrates one embodiment of a method for operating
a gaming system including a plurality of gaming devices in
communication with a controller. In this embodiment, method 100
starts at block 102. At block 104, the central server or controller
acquires at least one ranking component from a plurality of gaming
devices. In one embodiment, the ranking components are acquired for
a plurality of players associated with the plurality of gaming
devices. As described above, the ranking components include at
least one of the following: (1) a total amount wagered on each
gaming machine, (2) a total amount wagered by each player, (3) a
number of games played on each gaming machine, wherein the games
are primary or secondary games, (4) a number of games played by
each player, wherein the games are primary or secondary games, (5)
an amount of each wager placed on each play of each gaming machine,
wherein the play is of a primary or secondary game, (6) an amount
of each wager placed on each play by each player, wherein the play
is of a primary or secondary game, (7) an amount of time between
each play of each game on the gaming machines, wherein the play is
of a primary or secondary game, (8) an amount of time between each
play of each game by each player and (9) a quality of play of each
player (i.e., a player's skill level or how closely each player
plays to optimal play). The central server or controller acquires
the ranking components in play of a primary game, a secondary game
or both on each of the system gaming machines during a designated
period of time.
[0240] The central server or controller acquires the ranking
components with a wager meter, player tracking system or player
input or activation device as described above. Subsequent to
acquiring the ranking components, at block 106, the central server
or controller determines a ranking for at least one player
associated with the plurality of gaming machines based on the
acquired ranking components. Alternatively, the central server or
controller determines a ranking for at least one gaming machine
based on the acquired ranking components. A triggering event is
triggered at block 108. In one embodiment, the triggering event is
random. In another embodiment, the triggering even is predetermined
or otherwise determined in any suitable manner desired by the
implementer or operator of the gaming method. Upon the occurrence
of the triggering event, at block 108, the central server or
controller selects at least one players or alternatively, at least
one gaming machine, at block 110. The selected player(s) or gaming
machine(s) are selected based on the determined ranking. In one
embodiment, the selection is random. In another embodiment, the
selection includes a plurality of players or in the alternative, a
plurality of gaming machines. At block 112, the central server or
controller provides an award to the selected player(s), or
alternatively to the selected gaming machine(s). The method ends at
block 114.
General and Electronics of Gaming Devices and Gaming System
[0241] The present disclosure may be implemented in various
configurations for gaming machines or gaming devices, including but
not limited to: (1) a dedicated gaming machine or gaming device,
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 or
gaming device, where 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 when the gaming machine or gaming device is
in a gaming establishment. In one embodiment, the computerized
instructions for controlling any games are executed by a 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.
[0242] 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. It should be appreciated that the primary game of
the gaming device may be referred to as a game of chance, which may
be configured as a dedicated game of chance, a changeable game of
chance, a game of chance having certain functions operated in a
thin client environment or a game of chance having certain
functions operated in a thick client environment.
[0243] Referring now to the drawings, two example alternative
embodiments of the gaming device of the disclosed herein are
illustrated in FIGS. 19A and 19B as gaming device 200a and gaming
device 200b, respectively. Gaming device 200a and/or gaming device
200b are generally referred to herein as gaming device 200. It
should be appreciated that gaming devices 14a, 14b . . . 14z, as
illustrated in FIG. 1, may be generally referred to herein as
gaming device 200.
[0244] In the embodiments illustrated in FIGS. 19A and 19B, gaming
device 200 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
so that a player can operate it while standing or sitting. The
gaming device may 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. 19A and 19B, the gaming
device may have varying cabinet and display configurations.
[0245] In one embodiment, as illustrated in FIG. 20, the gaming
device preferably includes at least one processor 212, 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 214. 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
(NVRAM), 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.
[0246] 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.
[0247] In one embodiment, an operator or a player can use such a
removable memory device in a desktop computer, a laptop personal
computer, a personal digital assistant (PDA), portable computing
device, or other computerized platform to implement the present
disclosure. In one embodiment, the gaming device or gaming machine
disclosed herein is operable over a wireless network, such as 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."
[0248] 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.
[0249] 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.
[0250] 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.
[0251] In one embodiment, as illustrated in FIG. 20, the gaming
device includes one or more display devices controlled by the
processor. The display devices are preferably connected to or
mounted to the cabinet of the gaming device. The embodiment shown
in FIG. 19A includes a central display device 216 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. 19B includes a central display
device 216 and an upper display device 218. 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. 19A and 19B, in one embodiment, the gaming device
includes a credit display 220 which displays a player's current
number of credits, cash, account balance or the equivalent. In one
embodiment, gaming device includes a bet display 222 which displays
a player's amount wagered.
[0252] In another embodiment, at least one display device may be a
mobile display device, such as a PDA 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.
[0253] 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 (LED), 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.
[0254] 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 and
faces of cards, and the like.
[0255] 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.
[0256] As illustrated in FIG. 20, in one embodiment, the gaming
device includes at least one payment acceptor 224 in communication
with the processor. As seen in FIGS. 19A and 19B, the payment
acceptor may include a coin slot 226 and a payment, note or bill
acceptor 228, where the player inserts money, coins or tokens. The
player can place coins in the coin slot or paper money, a ticket or
voucher into the payment, note or bill acceptor. In other
embodiments, 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 or a magnetic
strip coded with a player's identification, credit totals (or
related data) and 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.
[0257] As seen in FIGS. 19A, 19B and 20, 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 pull arm 232 or
a play button 234 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.
[0258] In one embodiment, as shown in FIGS. 19A and 19B, one input
device is a bet one button 236. 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.
[0259] In one embodiment, one input device is a cash out button
238. 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, the player receives the
coins or tokens in a coin payout tray 240. In one embodiment, when
the player cashes out, the player may receive other payout
mechanisms such as tickets or credit slips redeemable by a cashier
(or other suitable redemption system) or funding to the player's
electronically recordable identification card.
[0260] In one embodiment, as mentioned above and seen in FIG. 20,
one input device is a touch-screen 242 coupled with a touch-screen
controller 244, 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 246. A player can make decisions and input signals
into the gaming device by touching the touch-screen at the
appropriate places. One such input device is a touch-screen button
panel. It should be appreciated that the utilization of
touch-screens is widespread in the gaming industry.
[0261] 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, an SCSI port or a key
pad.
[0262] In one embodiment, as seen in FIG. 20, the gaming device
includes a sound generating device controlled by one or more sounds
cards 248 which function in conjunction with the processor. In one
embodiment, the sound generating device includes at least one and
preferably a plurality of speakers 250 or other sound generating
hardware and/or software for generating sounds, such as playing
music for the primary and/or secondary game or 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 for or to provide any appropriate information.
[0263] 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 (e.g., video) images and may be configured to
acquire the images in either an analog, digital or other suitable
format. The display devices may be configured to display the image
acquired by the camera as well as 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.
[0264] Gaming device 200 can incorporate any suitable wagering
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.
[0265] In one embodiment, as illustrated in FIGS. 19A and 19B, a
base or primary game may be a slot game with one or more paylines
252. 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
254, such as three to five reels 254, 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
254 are in video form, one or more of the display devices, as
described above, display the plurality of simulated video reels
254. Each reel 254 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 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.
[0266] 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 with 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 ways to win for an
equivalent bet or wager on a traditional slot gaming device with
paylines.
[0267] 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.
[0268] 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 or
each 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.
[0269] 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).
[0270] 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.
[0271] 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.
[0272] 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 cherry symbols as complete.
[0273] 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.
[0274] 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.
[0275] 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 being based on how many paylines
that would have passed through each of the strings of related
symbols in active symbol positions).
[0276] 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 card deck. Cards
may be dealt as in a traditional game of cards or in the case of
the gaming device, may also include that the cards are 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
device, such as 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. 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 credits the player wagered.
[0277] 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
and awards are provided to the player.
[0278] 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 or a plurality of the
selectable indicia or numbers via an input device such as the touch
screen. The gaming device then displays a series of drawn numbers
to 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.
[0279] 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 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.
[0280] 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. 19A and 19B. In other embodiments, the triggering
event or qualifying condition may be by 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.
[0281] In another embodiment, the gaming device processor or
central server 12 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 reasons 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.
[0282] 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.
[0283] In one embodiment, no separate entry fee or buy in for a
bonus game need be employed. That is, a player may not purchase an
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.
[0284] In one embodiment, as illustrated in FIG. 1, one or more of
the gaming devices 14a, 14b . . . 14z are in communication with
each other and/or at least one central server, central controller
or remote host 12 through a data network or remote communication
link 22. 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 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.
[0285] 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.
[0286] 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.
[0287] 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.
[0288] 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 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.
[0289] 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 or keno game. In this
embodiment, each individual gaming device utilizes one or more
bingo or keno 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 or keno game is
displayed to the player. In another embodiment, the bingo or keno
game is not displayed to the player, but the results of the bingo
or keno game determine the predetermined game outcome value for the
primary or secondary game.
[0290] 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.
[0291] In operation of these embodiments, upon providing or
associating a different bingo card to 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.
[0292] 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.
[0293] 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 if the
enrolled gaming device's provided bingo card wins or does not win
the bingo game as described above.
[0294] 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.
[0295] In one embodiment, the gaming device disclosed herein is
associated with or otherwise integrated with one or more player
tracking systems. In this embodiment, the gaming device and/or
player tracking system tracks any players gaming activity at the
gaming device. In one such embodiment, the gaming device and/or
associated player tracking system timely tracks when a player
inserts their playing tracking card to begin a gaming session and
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.
[0296] During one or more gaming sessions, the gaming device and/or
player tracking system tracks any suitable information, such as any
amounts wagered, average wager amounts and/or the time 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.
[0297] 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 each other.
[0298] 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 internet 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 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.
[0299] 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.
[0300] In this embodiment, each gaming device at least includes one
or more display devices and/or one or more input devices for
interaction with a 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.
[0301] 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, 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.
[0302] 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.
[0303] 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.
[0304] 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 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.
[0305] 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.
[0306] 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.
[0307] 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.
[0308] 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 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.
[0309] 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 invention and without diminishing its intended
aspects. It is therefore intended that such changes and
modifications be covered by the appended claims.
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