U.S. patent application number 15/694000 was filed with the patent office on 2018-03-08 for gaming machine and methods of operating gaming machines to provide skill-based wagering games to players.
The applicant listed for this patent is Konami Gaming, Inc.. Invention is credited to Scott Delekta, Michael Kuhlmann, Satoshi Suda.
Application Number | 20180068529 15/694000 |
Document ID | / |
Family ID | 61280883 |
Filed Date | 2018-03-08 |
United States Patent
Application |
20180068529 |
Kind Code |
A1 |
Delekta; Scott ; et
al. |
March 8, 2018 |
GAMING MACHINE AND METHODS OF OPERATING GAMING MACHINES TO PROVIDE
SKILL-BASED WAGERING GAMES TO PLAYERS
Abstract
A gaming machine for providing a skill-based wagering game to a
player is described herein. The gaming machine includes a
controller programmed to display the skill-based wagering game on a
display device, receive a signal indicating a wager being received
from the player, and initiate the skill-based wagering game. The
controller determines a player skill level value associated with
the player based on player skill operations received during game
play and accesses RTP value data to determine an RTP value based on
the determined player skill level value and the received wager
amount. The controller generates a plurality of primary awards as a
function of the determined RTP value, displays a primary award
selection screen to select a primary award from the plurality of
primary awards, and adjust the credit balance based on the player
selected primary award.
Inventors: |
Delekta; Scott; (Las Vegas,
NV) ; Kuhlmann; Michael; (Las Vegas, NV) ;
Suda; Satoshi; (Las Vegas, NV) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Konami Gaming, Inc. |
Las Vegas |
NV |
US |
|
|
Family ID: |
61280883 |
Appl. No.: |
15/694000 |
Filed: |
September 1, 2017 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
62383314 |
Sep 2, 2016 |
|
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|
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G07F 17/3211 20130101;
G07F 17/3295 20130101; G07F 17/3262 20130101; G07F 17/3258
20130101; G07F 17/3267 20130101; G07F 17/3209 20130101 |
International
Class: |
G07F 17/32 20060101
G07F017/32 |
Claims
1. A gaming machine for providing a skill-based wagering game to a
player, comprising: a display device configured to display the
skill-based wagering game; a user input device including a player
operating device configured to generate a signal indicating a
player skill operation by the player and an acceptor device
configured to accept physical media associated with a monetary
value to establish a credit balance associated with the player; a
memory device storing return to player (RTP) value data, the RTP
value data including a plurality of RTP values, each RTP value
indicating an average award amount provided to players over time
and being associated with a wager amount value and an award skill
level; and a controller coupled to the display device, the user
input device, and the memory device, the controller including a
processor programmed to: receive a signal indicating a wager amount
being received from the player via the user input device and
initiate the skill-based wagering game; generate and display the
skill-based wagering game including a plurality of skill events;
receive player skill operations from the player via the user input
device in response to the displayed skill events and determine a
player skill level value associated with the player based on the
received player skill operations; access the RTP value data and
determine an RTP value based on the determined player skill level
value and the received wager amount; generate a plurality of
primary awards as a function of the determined RTP value; display a
primary award selection screen on the display device to select a
primary award from the plurality of primary awards in response to
the player's operation; and adjust the credit balance based on the
selected primary award.
2. The gaming machine of claim 1, wherein each award skill level is
associated with a different range of skill level values, the
controller configured to determine the RTP value associated with
the award skill level having the associated range of skill level
values that includes the player skill level value.
3. The gaming machine of claim 2, wherein the controller is
configured to determine each range of skill level values based on a
plurality of player skill level values achieved in a predefined
number of previous instances of the skill-based wagering game.
4. The gaming machine of claim 1, wherein the memory device stores
primary award data including a plurality of primary award sets,
each primary award set including a plurality of primary awards
associated with a corresponding RTP value and a corresponding wager
amount value, the controller configured to: access the primary
award data and determine a primary award set associated with the
determined RTP value and the received wager amount; and display the
primary award selection screen including selectable elements each
associated with one of the plurality of primary awards included in
the primary award set associated with the determined RTP value and
the received wager amount.
5. The gaming machine of claim 1, wherein the plurality of primary
awards includes a bonus feature award, the controller configured to
initiate a bonus feature event upon determining the bonus feature
award is the selected primary award.
6. The gaming machine of claim 5, wherein the controller is
configured to initiate the bonus feature event including: accessing
progressive award data being stored in the memory device, the
progressive award data including a plurality of progressive awards
and a plurality of award probability sets, each award probability
set including a corresponding award skill level value and a
plurality of selection probabilities associated with each of the
progressive awards; determining an award probability set having a
corresponding award skill level value matching the player skill
level value; and randomly selecting a progressive award based on
the selection probabilities included in the determined award
probability set and provide the selected progressive award to the
player.
7. The gaming machine of claim 6, wherein each award probability
set includes a corresponding wager amount value, the controller
configured to determine the award probability set having a wager
amount value matching the received wager amount.
8. The gaming machine of claim 1, wherein the memory device stores
secondary award data that includes a secondary award associated
with a secondary award skill level value, the controller configured
to provide the secondary award to the player upon determining the
player skill level value is greater than the secondary award skill
level value.
9. The gaming machine of claim 8, the controller configured to:
determine a ranked group of player skill values achieved in a
predefined number of previous instances of the skill-based game;
and determine the secondary award skill level equal to an average
player skill level value of the ranked group of player skill level
values.
10. A method of operating a gaming machine, the gaming machine
including a display device for displaying a skill-based wagering
game, a user input device including a player operating device
configured to generate a signal indicating a player skill operation
by the player and an acceptor device configured to accept physical
media associated with a monetary value to establish a credit
balance associated with the player, and a controller including a
processor, the method including the controller performing the steps
of: receiving a signal indicating a wager amount being received
from the player via the user input device and initiating the
skill-based wagering game; generating and displaying the
skill-based wagering game including a plurality of skill events;
receiving player skill operations from the player via the user
input device in response to the displayed skill events and
determining a player skill level value associated with the player
based on the received player skill operations; accessing RTP value
data being stored on a memory device, the RTP value data including
a plurality of RTP values, each RTP value indicating an average
award amount provided to players over time and being associated
with a wager amount value and an award skill level; determining an
RTP value based on the determined player skill level value and the
received wager amount; generating a plurality of primary awards as
a function of the determined RTP value; displaying a primary award
selection screen on the display device to select a primary award
from the plurality of primary awards in response to the player's
operation; and adjusting the credit balance based on the player
selected primary award.
11. The method of claim 10, wherein each award skill level is
associated with a different range of skill level values, the
controller performs the step of determining the RTP value
associated with the award skill level having the associated range
of skill level values that includes the player skill level
value.
12. The method of claim 11, including the controller performing the
step of determining each range of skill level values based on a
plurality of player skill level values achieved in a predefined
number of previous instances of the skill-based wagering game.
13. The method of claim 10, wherein the memory device stores
primary award data including a plurality of primary award sets,
each primary award set including a plurality of primary awards
associated with a corresponding RTP value and a corresponding wager
amount value, the controller performs the steps of: accessing the
primary award data and determining a primary award set associated
with the determined RTP value and the received wager amount; and
displaying the primary award selection screen including selectable
elements each associated with one of the plurality of primary
awards included in the primary award set associated with the
determined RTP value and the received wager amount.
14. The method of claim 10, wherein the plurality of primary awards
includes a bonus feature award, the controller performs the step of
initiating a bonus feature event upon determining the bonus feature
award is the selected primary award.
15. The method of claim 14, wherein the controller performs the
steps of initiating the bonus feature event including: accessing
progressive award data being stored in the memory device, the
progressive award data including a plurality of progressive awards
and a plurality of award probability sets, each award probability
set including a corresponding award skill level value and a
plurality of selection probabilities associated with each of the
progressive awards; determining an award probability set having a
corresponding award skill level value matching the player skill
level value; and randomly selecting a progressive award based on
the selection probabilities included in the determined award
probability set and provide the selected progressive award to the
player.
16. The method of claim 15, wherein each award probability set
includes a corresponding wager amount value, the controller
performs the step of determining the award probability set having a
wager amount value matching the received wager amount.
17. The method of claim 10, wherein the memory device includes
secondary award data that includes a secondary award associated
with a secondary award skill level value, the controller performs
the step of providing the secondary award to the player upon
determining the player skill level value is greater than the
secondary award skill level value.
18. The method of claim 17, including the controller performing the
steps of: determining a ranked group of player skill values
achieved in a predefined number of previous instances of the
skill-based game; and determining the secondary award skill level
equal to an average player skill level value of the ranked group of
player skill level values.
19. One or more non-transitory computer-readable storage media,
having computer-executable instructions embodied thereon, wherein
when executed by at least one processor, the computer-executable
instructions cause the processor to: receiving a signal indicating
a wager amount being received from the player via a user input
device, the user input device including a player operating device
configured to generate a signal indicating a player skill operation
by the player and an acceptor device configured to accept physical
media associated with a monetary value to establish a credit
balance associated with the player; generate and display a
skill-based wagering game on a display device, the skill-based
wagering game including a plurality of skill events upon receiving
the signal indicating a wager amount; receive player skill
operations from the player via the user input device in response to
the displayed skill events and determine a player skill level value
associated with the player based on the received player skill
operations; access RTP value data being stored on a memory device,
the RTP value data including a plurality of RTP values, each RTP
value indicating an average award amount provided to players over
time and being associated with a wager amount value and an award
skill level; determine an RTP value based on the determined player
skill level value and the received wager amount; generate a
plurality of primary awards as a function of the determined RTP
value; display a primary award selection screen on the display
device to select a primary award from the plurality of primary
awards in response to the player's operation; and adjust the credit
balance based on the player selected primary award.
20. The one or more computer-readable storage media of claim 19,
wherein the plurality of primary awards includes a bonus feature
award, the computer-executable instructions cause the processor to:
initiate a bonus feature event upon determining the bonus feature
award is the player selected award; access progressive award data
being stored in the memory device, the progressive award data
including a plurality of progressive awards and a plurality of
award probability sets, each award probability set including a
corresponding award skill level value and a plurality of selection
probabilities associated with each of the progressive awards;
determine an award probability set having a corresponding award
skill level value matching the player skill level value; and
randomly select a progressive award based on the selection
probabilities included in the determined award probability set and
provide the selected progressive award to the player.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application claims priority to U.S. Provisional Patent
Application Ser. No. 62/383,314, filed Sep. 2, 2016, the disclosure
of which is hereby incorporated by reference in its entirety.
COPYRIGHT NOTICE
[0002] The figures included herein contain material that is subject
to copyright protection. The copyright owner has no objection to
the facsimile reproduction by anyone of this patent document as it
appears in the U.S. Patent and Trademark Office, patent file or
records, but reserves all copyrights whatsoever in the subject
matter presented herein.
TECHNICAL FIELD
[0003] The subject matter disclosed herein relates generally to
gaming machines and more particularly, to gaming machines and
methods for operating gaming machines to provide skill-based
wagering games to players.
BACKGROUND OF THE INVENTION
[0004] Known gaming machines include a video display device to
display a reel game that includes a plurality of reels with each
reel including a plurality of symbols. During game play, the gaming
machine accepts a wager from a player, the player selects one or
more paylines, the gaming machine spins the reels, and sequentially
stops each reel to display a combination of symbols on the reels.
The gaming machine then awards the player an award based on the
combination of symbols orientated along the selected payline. At
least some known gaming machines may also include bonus feature
games that may include additional free spins and/or progressive
awards.
[0005] Overtime, players may become frustrated with known wagering
game feature because the games have limited player interaction and
affect on the game outcome. Accordingly, new features are necessary
to appeal to player interest and enhance excitement in order to
entice longer play and increased profitability. The present
invention is directed to satisfying these needs.
SUMMARY OF THE INVENTION
[0006] In one aspect of the present invention, a gaming machine for
providing a skill-based wagering game to a player is provided. The
gaming machine includes a display device, a user input device, a
memory device, and a controller. The display device is configured
to display the skill-based wagering game. The user input device
includes a player operating device that is configured to generate a
signal indicating a player skill operation by the player and an
acceptor device that is configured to accept physical media
associated with a monetary value to establish a credit balance
associated with the player. The memory device stores return to
player (RTP) value data. The RTP value data includes a plurality of
RTP values. Each RTP value indicates an average award amount
provided to players over time and is associated with a wager amount
value and an award skill level. The controller includes a processor
that is programmed to receive a signal indicating a wager amount
being received from the player via the user input device and
initiate the skill-based wagering game. The processor generates and
displays the skill-based wagering game including a plurality of
skill events, receives player skill operations from the player via
the user input device in response to the displayed skill events,
and determines a player skill level value associated with the
player based on the received player skill operations. The processor
accesses the RTP value data and determines an RTP value based on
the determined player skill level value and the received wager
amount, generates a plurality of primary awards as a function of
the determined RTP value, displays a primary award selection screen
on the display device to allow the player to select a primary award
from the plurality of primary awards in response to the player's
operation, and adjusts the credit balance based on the player
selected primary award.
[0007] In another aspect of the present invention, a
computer-implemented method of operating a gaming machine, is
provided. The gaming machine includes a display device, a user
input device, and a controller including a processor. The method
includes the controller receiving a signal indicating a wager
amount being received from the player via the user input device and
initiating the skill-based wagering game. The user input device
includes a player operating device that is configured to generate a
signal indicating a player skill operation by the player, and an
acceptor device that is configured to accept physical media
associated with a monetary value to establish a credit balance
associated with the player. The controller generates and displays
the skill-based wagering game on the display device including a
plurality of skill events. The controller receives player skill
operations from the player via the user input device in response to
the displayed skill events and determines a player skill level
value associated with the player based on the received player skill
operations. The controller accesses RTP value data being stored on
a memory device that includes a plurality of RTP values indicating
an average award amount provided to players over time and being
associated with a wager amount value and an award skill level. The
controller determines an RTP value based on the determined player
skill level value and the received wager amount, generates a
plurality of primary awards as a function of the determined RTP
value, displays a primary award selection screen on the display
device to allow the player to select a primary award from the
plurality of primary awards in response to the player's operation,
and adjusts the credit balance based on the player selected primary
award.
[0008] In yet another aspect of the present invention, one or more
non-transitory computer-readable storage media, having
computer-executable instructions embodied thereon, is provided. The
computer-executable instructions cause a processor to receive a
signal indicating a wager amount being received from the player via
a user input device that includes a player operating device
configured to generate a signal indicating a player skill operation
by the player and an acceptor device configured to accept physical
media associated with a monetary value to establish a credit
balance associated with the player. The processor generates and
displays a skill-based wagering game on a display device that
includes a plurality of skill events upon receiving the signal
indicating a wager amount. The processor receives player skill
operations from the player via the user input device in response to
the displayed skill events and determines a player skill level
value associated with the player based on the received player skill
operations. The processor accesses RTP value data being stored on a
memory device that includes a plurality of RTP values indicating an
average award amount provided to players over time and being
associated with a wager amount value and an award skill level. The
processor determines an RTP value based on the determined player
skill level value and the received wager amount and generates a
plurality of primary awards as a function of the determined RTP
value. The processor displays a primary award selection screen on
the display device to select a primary award from the plurality of
primary awards in response to the player's operation and adjusts
the credit balance based on the player selected primary award.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] Other advantages of the present invention will be readily
appreciated as the same becomes better understood by reference to
the following detailed description when considered in connection
with the accompanying drawings wherein:
[0010] FIGS. 1A and 1B are perspective views of an exemplary gaming
machine for use in providing a skill-based wagering game to a
player, according to an embodiment of the present invention;
[0011] FIG. 2 is a functional block diagram of the gaming machine
shown in FIGS. 1A-1B, according to an embodiment of the present
invention;
[0012] FIGS. 3-4 are flowcharts of methods that may be used with
the gaming machine shown in FIGS. 1A-1B for providing a skill-based
wagering game to a player, according to an embodiment of the
present invention;
[0013] FIGS. 5-6 are schematic views of the gaming machine shown in
FIGS. 1A-1B illustrating exemplary entertaining graphical displays
of a game screen including a skill-based wagering game that may be
displayed on the gaming machine, according to an embodiment of the
present invention;
[0014] FIG. 7 illustrates a sequence of exemplary entertaining
graphical displays of a game screen including a skill-based
wagering game that may be displayed on the gaming machine shown in
FIGS. 1A-1B, according to an embodiment of the present
invention;
[0015] FIGS. 8-12 are exemplary entertaining graphical displays of
a game screen including a skill-based wagering game that may be
displayed on the gaming machine shown in FIGS. 1A-1B, according to
an embodiment of the present invention;
[0016] FIGS. 13-14 illustrate sequences of exemplary entertaining
graphical displays of the skill-based wagering game that may be
displayed on the gaming machine shown in FIGS. 1A-1B illustrating
an upgraded bonus prize wheel, according to an embodiment of the
present invention;
[0017] FIGS. 15-40 are exemplary illustrations of data that may be
generated by the gaming machine shown in FIGS. 1A-1B for use in
generating a skill-based wagering game, according to an embodiment
of the present invention.
[0018] Corresponding reference characters indicate corresponding
parts throughout the drawings.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
[0019] With reference to the drawings and in operation, the present
invention overcomes at least some of the disadvantages of known
gaming systems by providing a gaming machine that provides a
skill-based wagering game that allows the player to place wagers
and receive awards based on the player's skill in performing
skill-based events.
[0020] The gaming machine provides a game of skill which pays an
award to a player of the game based on the player's skill. The
skill-based wagering game may include a wide range of skill games
for a casino, such as for example, wagering music games, shooting
games, racing games, fighting games, sports games and the like.
[0021] In one embodiment, the skill-based wagering game may include
a game similar to Fogger Get Hoppin.TM., published by Konami Ltd.
In general, an animated game character is displayed within a game
map including a plurality of open spaces and a plurality of
obstacles. The player is required to move the game character along
the game map by selecting (.asterisk-pseud.) one of a predefined
number of location options within a portion of the game map. The
player is allotted a predefined period of time in which to move the
game character as far along the game map as possible before the
expiration of time. Moving the game character into a space occupied
by an obstacle results in a predefined time penalty. The player
accumulates points as the game character is successfully navigated
along the game map while avoiding obstacles.
[0022] The gaming machine determines a skill level of the player
based on the amount of points accumulated during an instance of the
game and changes an award determination table based on the
determined skill level of the player. For a low-skill player, the
gaming machine may use an award determination table which assures
minimum return to player (RTP) percentage to the player. For a
high-skill player, the gaming machine may use a different award
determination table which provides more chance for a larger award.
By providing different award determination tables based on skill
levels, the gaming machine a) assures the minimum RTP (%) for
low-level skill players and b) provides a chance to win high prize
for high-level skill players concurrently. As used herein, the term
"Return to Player" describes a value indicating an amount of
wagered funds that will be returned to players over a predefined
period of time. For example, instance, a gaming machine having an
RTP of 95% is expected to return $95 out of every $100 put in over
a predefined period of time. For example, a gaming machine
implementing a skill-based wagering game and selecting an award
determination table based on the determined skill level of the
player is described in U.S. patent application Ser. No. 15/261,775
to Hirai et al., filed Sep. 9, 2016, titled "Gaming Machine and
Methods of Operating Gaming Machines to Provide Skill-Based
Wagering Games to Players", which is incorporated herein by
reference in its entirety.
[0023] A selected embodiment of the present invention will now be
explained with reference to the drawings. It will be apparent to
those skilled in the art from this disclosure that the following
description of the embodiment of the present invention is provided
for illustration only and not for the purpose of limiting the
invention as defined by the appended claims and their
equivalents.
[0024] FIGS. 1A and 1B are perspective views of an exemplary gaming
machine 10 for providing a skill-based wagering game to a player,
according to an embodiment of the present invention. FIG. 2 is a
functional block diagram of the gaming machine 10. In the
illustrated embodiment, the gaming machine 10 includes a gaming
controller 12, a display device 14 for displaying a plurality of
games, and a user input device 16 to enable a player to interface
with the gaming machine 10. The gaming controller 12 is operatively
coupled to the display device 14 and the user input device 16 to
enable a player to play games being displayed on the display device
14. In one embodiment, the gaming machine 10 may include a gaming
machine installed in a casino. In another embodiment, the gaming
machine 10 may include a personal computer, laptop, cell phone,
smartphone, tablet computer, personal data assistant, and/or any
suitable computing device.
[0025] In the illustrated embodiment, the gaming machine 10 also
includes a cabinet assembly 18 that is configured to support the
display device 14, the user input device 16, and/or the gaming
controller 12 from a gaming stand 20 and/or a supporting surface.
The display device 14 and the user input device 16 are each coupled
to the cabinet assembly 18 and are each accessible by the player.
In one embodiment, the gaming controller 12 is positioned within
the cabinet assembly 18. Alternatively, the gaming controller 12
may be separated from the cabinet assembly 18, and connected to
components of the gaming machine 10 through a network such as, for
example, a LAN, a WAN, dial-in-connections, cable modems, wireless
modems, and/or special high-speed ISDN lines. For example, in one
embodiment, the gaming controller 12 may be located remotely with
respect to the gaming machine 10, or within another gaming machine
cabinet assembly 18.
[0026] In the illustrated embodiment, the display device 14 is
configured to display a skill-based wagering game 22 on a game
screen 24 (shown in FIGS. 5-14) including computer-generated
graphic images for use in the skill-based wagering game 22 such as,
for example, sequential images used in maze-type video games such
as the Frogger.TM. published by Konami, Ltd., role playing video
arcade such as Castlevania.TM., Metal Gear Solid.TM., and
Contra.TM. published by Konami, Ltd., shooting games such as
Gradius.TM. published by Konami, Ltd., vehicle arcade racing games
such as Road Fighters.TM., published by Konami, Ltd., and/or sports
related arcade games such as Pro Evolution Soccer.TM. published by
Konami, Ltd. In addition, the skill-based wagering game 22 may
include any type of game including, but not limited to, a
role-playing game, a puzzle game, a maze-type game, a video slot
game, a keno game, a blackjack game, a video poker game, or any
type of game which allows a player to make a wager, play a game,
and potentially provide the player an award based on an outcome of
the game and a paytable.
[0027] In the illustrated embodiment, the display device 14 may
include a first display 26 and a second display 28. In one
embodiment, each display 26 and 28 may be configured to display at
least a portion of the game screen 24. In addition, the display
device 14 may be configured to display the game screen 24 on the
first display 26 and/or the second display 28. In one embodiment,
the display device 14 may be configured to display the skill-based
wagering game on the first display 26 and display a secondary
wagering game on the second display 28. For example, the secondary
wagering game may include a video slot game described in U.S.
patent application Ser. No. 14/855,993 to Gilmore et al., filed
Sep. 16, 2015, titled "Gaming Machine and Methods of Providing
Games to Players Having Player Characters and Enemy Characters",
which is incorporated herein by reference in its entirety.
[0028] In one embodiment, the first display 26, and/or the second
display 28 may include a flat panel display, such as a cathode ray
tube display (CRT), a liquid crystal display (LCD), a
light-emitting diode display (LED), an organic light-emitting diode
display (OLED), an active-matrix organic light-emitting diode
display (AMOLED), a plasma display, and/or any suitable visual
output device capable of displaying graphical data and/or text to a
user. The first display 26 and/or the second display 28 may also
include a touch screen. Alternatively, a single component, such as
a touch screen, may function as both the display device 14 and as
the user input device 16.
[0029] In the illustrated embodiment, the user input device 16
includes a player operating device 30 including a touch button unit
32 (shown in FIG. 5) for receiving a player's operation and an
acceptor device 34 including a coin slot 36, and/or a bill acceptor
38.
[0030] The acceptor device 34 is configured to accept media
associated with a monetary value to establish a credit balance. In
one embodiment, the acceptor device 34 includes a validator device
configured to identify physical media, and a cash-out button
actuatable to cause an initiation of a payout associated with the
credit balance. In one embodiment, the acceptor device 34 may be
configured to receive physical media such as, for example, a coin,
a medal, a ticket, a card, a bill, currency, and/or any suitable
physical media that enables the gaming machine 10 to function as
described herein. The acceptor device 34 may also be configured to
accept virtual media such as, for example, an RFID signal, a keypad
and/or touch screen entry, a personal identification number and/or
identifier, a player tracking account, a virtual credit balance,
reward points, gaming credits, bonus points, and/or any suitable
virtual media that enables the gaming machine 10 to function as
described herein. For example, the coin slot 36 includes an opening
that is configured to receive coins and/or tokens deposited by the
player into the gaming machine 10. The gaming controller 12
includes software code that converts a value of the coins and/or
tokens to a corresponding amount of gaming credits that are used by
the player to wager on games played on the gaming machine 10.
[0031] The bill acceptor 38 includes an input and output device
that is configured to accept a bill, a ticket, and/or a cash card
into the bill acceptor 38 to enable an amount of gaming credits
associated with a monetary value of the bills, ticket, and/or cash
card to be credited to the gaming machine 10. The bill acceptor 38
may also include the validator device to identify bills, ticket,
and/or cash card received by the gaming machine. Moreover, the
gaming machine 10 may also utilize a cashless wagering system (not
shown), such as a ticket in ticket out (TITO) system (not shown).
In one embodiment, the bill acceptor 38 also includes a printer
(not shown) that is configured to dispense a printed voucher ticket
that includes information indicative of an amount of credits and/or
money paid out to the player by the gaming machine 10 during a
gaming session. The voucher ticket may be used at other gaming
machines, or redeemed for cash, and/or other items as part of a
casino cashless system (not shown). In one embodiment, the acceptor
device 34 and/or the validator device may include the coin slot 36,
the bill acceptor 38, a TITO system, a cashless wagering system,
and/or a player tracking device.
[0032] A coin hopper 40 is coupled to the cabinet assembly 18 and
is configured to receive a plurality of coins that are dispensed
from the gaming machine 10. One or more speakers 42 are installed
inside the cabinet assembly 18 to generate voice announcements
and/or sound effects associated with game play. The gaming machine
10 also includes one or more illumination lighting devices 44 that
are configured to blink and/or change brightness and color in
specific patterns to produce lighting effects to enhance a visual
gaming experience for the player.
[0033] The touch button unit 32 includes a plurality of touch
buttons 46 that are configured to receive a touch input from the
player to enable the player to play the skill-based wagering game.
In one embodiment, as shown in FIG. 5, the touch button unit 32
includes a plurality of character position buttons 48 that are each
associated with a predefined character position 50 being displayed
in the skill-based wagering game 22. For example, the gaming
controller 12 may operate the first display 26 to display the game
screen 24 including a plurality of predefined character positions
50 displayed along a game map 52. Each character position 50 is
associated with one of the character position buttons 48 such that
an operation of a character position button 48 by the player causes
the gaming controller 12 to move the game character 54 to the
corresponding character position 50 within the game map 52. For
example, in one embodiment, when a corresponding character position
button 48 is actuated by the player, e.g. depressed by the player,
a corresponding mechanical switch transmits a signal indicated the
actuation of the character position button 48 to the gaming
controller 12. The gaming controller 12 then executes the operation
associated with the corresponding character position button 48 and
moves the game character 54 to character position 50 corresponding
to the actuated character position buttons 48. As shown in FIG. 5,
in one embodiment, the touch button unit 32 may include five
character position buttons 48 corresponding to five character
positions 50 that the game character 54 may be moved to.
[0034] In one embodiment, the touch buttons 46 may include a
plurality of BET switches 56 for inputting a wager on a game and
initiating the game and a PAYOUT switch 58 (shown in FIG. 5) for
ending a gaming session and dispensing accumulated gaming credits
to the player. In another embodiment, the user input device 16 may
include a video touch display that displays video images of the
touch buttons 46. The user input device 16 may also include a
touchless display being displayed with changeable video images of
the touch buttons.
[0035] The gaming machine 10 also includes a player tracking device
60 that is coupled to the gaming controller 12 for identifying the
player and/or a player tracking account that is associated with the
player. The player tracking account may include, but is not limited
to, gaming credits available to the player for use in playing the
gaming machine 10. The player tracking device 60 is configured to
communicate player account information between a player tracking
system (not shown) and the gaming machine 10. For example, the
player tracking device 60 may be used to track bonus points and/or
credits awarded to the player during a gaming session and/or track
bonus and/or credits downloaded to the gaming machine 10 from the
player tracking system. In the illustrated embodiment, the player
tracking system assigns a player status, e.g. a player ranking,
based on the player account information. For example, the player
tracking information may include, but is not limited to, a
frequency in which the player plays a game, the average wager the
player makes per play of a game, a total amount wagered by the
player over a predefined period of time, and/or any other suitable
player tracking information.
[0036] The player tracking device 60 is coupled to the gaming
cabinet assembly 18 and includes a player identification card
reader, a data display, and a keypad. The player identification
card reader is configured to accept a player tracking card (not
shown) inserted by the player, and read information contained on
the player tracking card to identify the player account
information. The player identification card reader may include, but
is not limited to, a barcode reader, a magnetic card reader, IC
card reader, and/or a radio frequency identification (RFID) card
reader. The keypad is configured to accept a user selection input
such as, for example, a unique player personal identification
number (PIN) to facilitate enabling the gaming machine 10 to
identify the player, and access player account information
associated with the identified player to be displayed on the data
display. In one embodiment, the data display includes a touchscreen
panel that includes the keypad. Alternatively, the data display and
the keypad may be included in the display device 14.
[0037] Referring to FIG. 2, in one embodiment, the gaming machine
10 may include the gaming controller 12, a bill/ticket
identification unit 62, a printer unit 64, a graphic controller 66,
an input controller 68, an illumination controller 70, and a sound
controller 72. The gaming controller 12 includes a processor, i.e.,
a central processing unit (CPU) 78, a memory device 80, and an
interface unit 84. The interface unit 84 includes a bus that is
configure to transmit signals and data between the CPU 78 and the
bill/ticket identification unit 62, the printer unit 64, the
graphic controller 66, the input controller 68, the illumination
controller 70, the sound controller 72, and the memory device 80 to
enable the gaming controller 12 to operate the gaming machine 10 to
provide the skill-based wagering game 22 as described herein.
[0038] The memory device 80 includes a computer readable medium,
such as, without limitation, random access memory (RAM), read-only
memory (ROM), erasable programmable read-only memory (EPROM), flash
memory, a hard disk drive, a solid state drive, a diskette, a flash
drive, a compact disc, a digital video disc, and/or any suitable
device that enables the gaming controller 12 to store, retrieve,
and/or execute instructions and/or data.
[0039] The CPU 78 executes various programs, and thereby the gaming
controller 12 controls other components of the gaming machine 10
according to player instructions and data accepted by the user
input device 16. The CPU 78 in particular executes a game program,
and thereby conducts a game in accordance with the embodiments
described herein. The memory device 80 stores programs and
information used by the CPU 78. Moreover, the memory device 80
stores and retrieves information including, but not limited to,
wagers, wager amounts, skill-based game events, and image data for
producing game images and/or screens on the display device 14, and
temporarily stores variables, parameters, and the like that are
used by the CPU 78. In addition, the memory device 80 stores
software programs and data related to indicia, game images, player
skill values, data files, and/or award paytables which represent
relationships between combinations of random numbers, types of
awards, and player skill level values (shown in FIGS. 15-40). In
one embodiment, the memory device 80 utilizes RAM to temporarily
store programs and data necessary for the progress of the game, and
EPROM to store, in advance, programs and data for controlling basic
operation of the gaming machine 10, such as the booting operation
thereof.
[0040] The bill/ticket identification unit 62 manages the amount of
player's credits, which is equivalent to the amount of coins and
bills counted and validated by the acceptor device 34. The
bill/ticket identification unit 62 may also convert a player's
credits to coins, bills, or other monetary data by using the coin
hopper 40 and/or for use in dispensing a credit voucher via the
bill acceptor 38. The printer unit 64 is configured to print ticket
vouchers used with a cashless wagering system.
[0041] The graphic controller 66 controls the display device 14 to
display various images on a graphical interface including the game
screen 24 preferably by using computer graphics and image data
stored in the memory device 80. More specifically, the graphic
controller 66 generates and displays the images being displayed
with the game including images being displayed on the first display
26 and the second display 28 by using computer graphics and the
image data.
[0042] The input controller 68 monitors player operations received
through the user input device 16, accepts various instructions and
data that a player enters through the user input device 16, and
transmits signals indicative of player's operations to the gaming
controller 12.
[0043] The illumination controller 70 controls one or more
illumination devices 44 to blink and/or change brightness and color
in specific patterns in order to produce lighting effects
associated with game play. The sound controller 72 controls the
speakers 42 to output voice announcements and sound effects during
game play.
[0044] In the illustrated embodiment, the gaming controller 12
generates random numbers for use in generating and displaying the
skill-based wagering game 22. The random numbers are preferably
generated at the start of each round of a game. The gaming
controller 12 uses the random numbers to determine an outcome of
the games. For example, the gaming controller 12 uses the random
numbers to randomly select award paytables and/or game maps that
may be used during the skill-base game to provide awards to the
player based on the level of skill demonstrated by the players
during the game. Moreover, the gaming controller 12 generally uses
the generated random numbers to play the games and to determine
whether or not to provide an award to a player. In general, the
term "award" may be a payout, in terms of credits or money. Thus,
the gaming controller 12 may award a regular payout in response to
the outcome of the game. However, it should be noted that the term
award may also refer to other types of awards, including, prizes,
e.g., meals, show tickets, etc . . . , as well as in-game award,
such as bonus features, free games, and/or free spins, or awarding
the player one or more wild symbols or stacked wild symbols in each
of the games. The gaming controller 12 may generate random numbers
by executing software program modules using the CPU 78.
Alternatively, the gaming controller 12 may include a hardware
random number generator unit which generates random numbers using
physical methods.
[0045] In the illustrated embodiment, the gaming controller 12
generates and displays the skill-based wagering game 22 including a
skill-based game sequence 86 (shown in FIGS. 5-8) and an award
sequence 88 (shown in FIGS. 9-14). The gaming controller 12
includes a skill game module 90 that includes software program code
and resource data for use in executing the skill-based game
sequence 86 of the skill-based wagering game 22 being displayed on
the display device 14. In the illustrated embodiment, the
skill-based game sequence 86 of the skill-based wagering game 22
includes one or more skill events that must be completed by the
player. The gaming controller 12 is programmed to determine a skill
level of the player based on the player's operations being made
during the skill event, and determine an award to be provided to
the player based on the determined skill level. In some
embodiments, the skill-based game may include any game that allows
the player to affect the outcome of the skill-based game through a
series of player operations. The skill-based game may also include
a player skill component associated with the player's operation
that may include physical or manual dexterity, digital dexterity,
hand-eye coordination (e.g., aim), reflexes, memory, cognitive
processing, knowledge, and/or strategy-based selection. Skill-based
games may include, but are not limited to including, maze-type
games, role-playing arcade-type games, first-person shooting games,
sporting games, memory games, matching games, and/or any suitable
game that includes a skill component and that enables the outcome
of the game to be at least partially determined based on a player's
operation.
[0046] For example, with reference to FIGS. 5-8, in the illustrated
embodiment, the skill game module 90 includes software program code
and resource data that cause the gaming controller 12 to display
and execute the skill-based wagering game 22 including a maze-type
skill game that allows a player to navigate a game character
through a series of obstacles displayed in a game map, such as, for
example, Frogger.TM. published by Konami, Ltd.
[0047] The gaming controller 12 is programmed to display a game
screen 24 on the display device 14 including the skill-based
wagering game 22 including a game map 52 and a movable character 54
that is being displayed with the game map 52. The game map 52
includes a plurality of character positions 50 that are arranged in
a matrix 92 including a plurality of rows 94 and a plurality of
columns 96. A plurality of obstacles 98 and a plurality of bonus
skill items 100 (shown in FIG. 6) are displaying within the
plurality of character positions 50 along the game map 52. During
game play, the player navigates the game character 54 through the
game map 52 by selecting character positions 50 using the character
position button 48 displayed in the user input device 16. As shown
in FIG. 6, as the game character 54 moves along the game map 52, a
number of obstacles 98 appearing in the character positions 50
increases, thus increasing the difficulty of game play requiring
increased player skill.
[0048] As shown in FIGS. 5-6, in one embodiment, the gaming
controller 12 displays the game including a destination row 102 of
character positions 50 and an initial position row 104 of character
positions 50. The destination row 102 of character positions 50
includes the character positions 50 that are available to move the
game character 54 into during a single player skill selection. The
initial position row 104 includes character positions 50 that
display the current position of the game character 54 during game
play.
[0049] For example, during game play, the player is allowed to move
the game character 54 from a character position 50 display in the
initial position row 104 to one of the character positions 50
displays in the destination row 102. Upon receiving a player's
skill operation of a character position button 48, the gaming
controller 12 moves the game character 54 from the initial position
row 104 to a character position 50 in the destination row 102
corresponding to the player operated character position button 48.
As shown in FIG. 6, during game play, only a portion of the game
map 52 is being displayed within the game screen 24. As the player
moves the game character 54 to a character position 50 within the
destination row 102, the gaming controller 12 advances the game
character 54 along the game map 52 by shifting a portion of game
map 52 vertically downward to display an additional portion of the
game map 52 on the game screen 24. In addition, the game character
54 moves to the initial position row 104 such that new character
positions 50 are available in the destination row 102. For example,
as shown in FIGS. 5-7, upon receiving a player's skill operation of
a character position 50 along the destination row 102, the gaming
controller 12 moves the game character 54 to the selected character
position 50 and advances the game map 52 one row 94. By advancing
the game map 52 during game play, the gaming controller 12 displays
character positions 50 that will be available to the game character
54 as the game character 54 is moved through the game map 52,
thereby allowing the player to anticipate player operations and
corresponding placement of the game character 54 as the as the game
character 54 is moved through the game map 52.
[0050] In the illustrated embodiment, the gaming controller 12 is
programmed to assign a point value to each player skill operation
being made by the player during play of the skill-based wagering
game 22, and to generate a player skill level value 106, e.g. a
total point score (shown in FIG. 8) including the sum of the point
values acquired by the player during an instance of the game. For
example, during game play, the gaming controller 12 is configured
to receive a player's operation of a character position button 48
corresponding to a character position 50 within the destination row
102 and determine a point value associated with the selected
character position 50. The gaming controller 12 accumulates a
running tally of point values acquired by the player through the
sequence of player skill operations of character positions 50 to
advance the game character 54 along the game map 52. For example,
navigating the game character to a character position 50 that
includes an obstacle 98 results in a zero point value being awarded
to the player, whereas navigation the game character 54 to an open
character position 50 that does not include an obstacle 98 result
in the award of a positive point value.
[0051] In one embodiment, the gaming controller 12 may generate and
store in the memory device 80 point value data 108 (shown in FIG.
22) that includes information indicating point values that are
associated with various skill events such as, for example,
selection of character positions 50. The gaming controller 12 uses
the point value data 108 to determine point values associated with
the player selected character positions 50. During game play, upon
receiving a player's operation of a character position button 48
corresponding to a character position 50 within the destination row
102, the gaming controller 12 may access the point value data 108
to determine a point value associated with the selected character
position 50. For example, upon determining that the selected
character position 50 is an open character position that does
include an obstacle, the gaming controller awards a point value
between 1 point to 25 points. In addition, if the selected
character position 50 includes a bonus character item, the gaming
controller awards a point value equal to 5 points. In one
embodiment, a bonus point item 100 (shown in FIG. 6) may be
displayed along the game map 52. The bonus point item 100 includes
an amount of bonus points that are awarded to the player upon
navigating the game character 54 to the corresponding character
position 50. In the illustrated embodiment, the amount of bonus
points that are available decrease overtime.
[0052] In one embodiment, the gaming controller 12 displays a point
scale 110 (shown in FIG. 8) that displays a including a graphic
illustration of the running total of the point values being
accumulated by the player during the skill-based game sequence 86
of the skill-based wagering game 22. For example, as shown in FIGS.
7-8, the point scale 110 may include a graphic bar that increases
in height as the point values are accumulated by the player.
[0053] In the illustrated embodiment, the gaming controller 12
allocates a predefined amount of time to each instances of the
skill-based game sequence 86 played by the player. For example, in
one embodiment, the gaming controller 12 allocates a 15-second time
period to each instance of the game, during which the player
attempts to accumulate points by performing a series of player
skill operations to navigate the game character 54 through the game
map 52. In one embodiment, the gaming controller 12 displays a time
counter 112 (shown in FIG. 8) that illustrates the time remaining
during game play. In one embodiment, the time counter 112 includes
a graphic bar that decreases in height corresponding to the running
of the predefined period of time.
[0054] Upon expiration of the predefined time period, the gaming
controller 12 terminates skill-based game sequence 86 of the
skill-based wagering game 22 and determines a player skill level
value including the total point score 106 achieved by the player
during the game play. The gaming controller 12 calculates the total
point score 106 including the sum of the point values associated
with the selected character position 50 and bonus points associated
with any bonus point items accumulated during the skill-based game
sequence 86. The gaming controller 12 then accesses a skill point
data 114 (shown in FIG. 21) being stored in the memory device 80
and generates a player score record 116 that includes a unique game
instance identifier assign to the current game instance, the total
point score 106 achieved during the game instance, and a time stamp
data. In one embodiment, the gaming controller 12 may generate the
player score record 116 including a unique player identifier that
may be assigned by the player via a leaderboard screen 118 (shown
in FIG. 12) or randomly assigned by the gaming controller 12.
[0055] In one embodiment, the gaming controller 12 may generate and
store in the memory device 80 game map data 120 that includes a
plurality of game map data records 122 including information
associated with various game maps 52 and a selection probability
associated with each game map 52. In one embodiment, upon
initiating an instance of the game, the gaming controller 12 is
configured to randomly select a game map data record 122 using the
selection probabilities in the game map data 120 and a random
number generated by the game controller 12. The gaming controller
12 then accesses the game map code including in the selected game
map data record 122 and executes the game map code to display the
randomly selected game map 52 for use during the game.
[0056] In the illustrated embodiment, the gaming controller 12
includes an award module 124 that includes software program code
and resource data for generating and displaying the award sequence
88 (shown in FIGS. 9-14) for providing awards to players based on
skill points achieved during player of the skill-based wagering
game 22. The gaming controller 12 is programmed to determine a
skill level of the player based on the player's operations being
made during the skill event, and determine an award to be provided
to the player based on the determined skill level by executing the
software program code included with the award module 124. For
example, referring to FIGS. 9-10., in the illustrated embodiment,
upon completion of the skill-based game sequence 86, the gaming
controller 12 initiates the award sequence 88 and displays a
primary award selection screen 126 that include a plurality of
award selection images 128 associated with a plurality of primary
awards 130. Each award selection image 128 is selectable by the
player using the user input device 16 and/or a touchscreen display
of the display device 14. The gaming controller 12 is programmed to
select the plurality of primary awards 130 that are available to
the player during the award sequence 88 based on the player skill
level value achieved by the player during the skill-based game
sequence 86.
[0057] For example, in the illustrated embodiment, the gaming
controller 12 generates a plurality of award skill levels 132 for
use in selecting the plurality of primary awards 130 that are
available to the player during the award sequence 88. Each award
skill level 132 includes a numerical value that indicates the
relative skill of players based on player skill level values. In
one embodiment, the gaming controller 12 may graphically display
each award skill level 132 with a different "Star" image 134 to
indicate a relative amount of player skill level values associated
with the award skill level 132. For example, as shown in FIGS. 8-9,
the gaming controller 12 may display three "Star" images 134 along
the point scale 110 to illustrate the relationship between the
player skill level values 106 and the award skill level 132. In
addition during the skill-based game sequence 86, as the player
achieves increasing point totals, the gaming controller 12 may
highlight a "Star" image 134 corresponding to an award skill level
132 associated with a point total achieved by the player as the
player accumulates skill points during the skill-based game
sequence 86.
[0058] In one embodiment, the gaming controller 12 may generate and
store in the memory device 80 skill level data 136 (shown in FIG.
18) that includes a plurality of award skill levels 132. Each award
skill level 132 is associated with a corresponding range of player
skill level values 106. The skill level data 136 may include data
records and/or software code instructions that enable the gaming
controller 12 to generate the information being included in the
skill level data 136.
[0059] During the award sequence 88, the gaming controller 12 is
programmed to access the skill level data 136 and select the award
skill level 132 associated with the range of skill level values 106
that includes the current player skill level value 106 achieved by
the player during the skill-based game sequence 86. The gaming
controller 12 then selects the plurality of primary awards 130 that
are available to the player during the award sequence 88 based on
the determined award skill level 132.
[0060] In one embodiment, each award skill level 132 may be
associated with a predefined range of skill level values 106. In
another embodiment, the gaming controller 12 may adjust each range
of skill level values 106 associated with the award skill levels
132 based on previous player skill level values 106 obtained during
previous instances of the skill-based wagering game 22. For
example, in one embodiment, the gaming controller 12 may generate
and store in the memory device 80 skill level adjustment data 138
(shown in FIG. 19). Prior to initiating the skill-based game
sequence 86, the gaming controller 12 may access the skill point
data 114 to retrieve the player score records 116 for a predefined
number of previous instances of the skill-based wagering game 22.
The gaming controller 12 may then access the skill level adjustment
data 138 to generate each range of player skill level values 106
associated with the award skill level 132 based on the information
included in the skill level adjustment 138.
[0061] For example, the skill level adjustment data 138 may include
a player score ranking value 140 associated with each award skill
level 132. The gaming controller 12 generates a ranked list of the
player score records 116 retrieved from the skill point data 114
based on the total point score values in each player score record
116. The gaming controller 12 then determines the bottom 50% of
player score records 116 from the ranked list of the player score
records 116, and assigns a lowest award skill level 142, (e.g. a
"0" award skill level, or "0" Stars) to the range of skill level
values 106 inclusive of the bottom 50% of player score records 116.
The gaming controller 12 also determines the top 50% of player
score records 116 from the ranked list of the player score records
116 and assigns a low award skill level 144, (e.g. a "1" award
skill level, or "1" Star) to a range of skill level values 106
having a minimum skill level value inclusive of the top 50% of
player score records 116. For example, a player accumulating a
total point value sufficient to fall within the top 50% of the
ranked list of player score records 116 is assigned the low award
skill level 144, e.g. 1 Star. Similarly, the gaming controller 12
determines the top 25% of player score records 116 from the ranked
list of the player score records 116 and assigns a medium award
skill level 146, (e.g. a "2" award skill level, or "2" Stars) to a
range of skill level values 106 having a minimum skill level value
inclusive of the top 25% of player score records 116, such that a
player accumulating a total point value sufficient to be included
within the top 25% of the ranked list of player score records 116
is assigned the medium award skill level 146, e.g. 2 Stars. In
addition, the gaming controller 12 determines the top 10% of player
score records 116 from the ranked list of the player score records
116 and assigns a high award skill level 148, (e.g. a "3" award
skill level, or "3" Stars) to a range of skill level values 106
having a minimum skill level value inclusive of the top 10% of
player score records 116, such that a player accumulating a total
point value sufficient to be included within the top 10% of the
ranked list of player score records 116 is assigned the high award
skill level 148, e.g. 3 Stars. In one embodiment, the gaming
controller 12 may be programmed to adjust each range of skill level
values 106 such that a predefined percentage of player score
records 116 are associated with each award skill level 132. For
example, the skill level adjustment data 138 may include a player
percentage value 150 associated with each award skill level 132.
The gaming controller 12 generates each range of skill level values
106 such that the predefined percentage of player score records 116
fall within the corresponding range. For example, the gaming
controller 12 may use the skill level adjustment data 138 to set
the range of skill level values 106 associated with the lowest
award skill level 142 to include 50% of the player score records
116, set the range of skill level values 106 associated with the
low award skill level 144 to include 25% of the player score
records 116, set the range of skill level values 106 associated
with the medium award skill level 146 to include 15% of the player
score records 116, and set the range of skill level values 106
associated with the high award skill level 148 to include 10% of
the player score records 116.
[0062] In the illustrated embodiment, the gaming controller 12 is
programmed to determine the award skill level 132 achieved by the
player during the skill-based game sequence 86, and select the
plurality of primary awards 130 based on the achieved award skill
level 132. For example, during the award sequence 88, the gaming
controller 12 may access RTP value data 152 (shown in FIG. 17)
being stored in the memory device 80 and execute the RTP value data
152 to select an RTP value 154 based on the achieved award skill
level 132. The gaming controller 12 may then accesses primary award
data 156 (shown in FIG. 15) being stored in the memory device 80
and execute the primary award data 156 to select a set of primary
awards 130 based on the selected RTP value 154.
[0063] Referring to FIG. 17, in one embodiment, the RTP value data
152 includes a plurality of RTP values 154. Each RTP value 154 is
associated with a wager amount value 158 and an award skill level
132. Each RTP value 154 indicates an average award amount provided
to players over time. During the award sequence 88, the gaming
controller 12 accesses the RTP value data 152 and selects an RTP
value 154 associated with the achieved award skill level 132
achieved by the player during the skill-based game sequence 86 and
a wager amount bet by the player to initiate the skill-based game
sequence 86. In one embodiment, the gaming controller 12 may use a
separation between the selected RTP value and base RTP value which
has been set on the gaming machine 10 as a deferment for prize
pools for progressive prizes and/or leaderboard prizes mentioned in
below. FIGS. 35-37 show example tables 160 of the base RTP values
set on the gaming machine 10, deferment values and actual RTP
values (the selected RTP values). And FIGS. 38-40 show example
tables 186 of total deferment for 5000 sessions, total leader board
increment for 5000 sessions and leaderboard accumulation for 5000
sessions. As shown in these tables, the deferment % of the wager is
funded to the prize pool for leaderboard prizes. The prize pools
may be funded by the deferment % of the wager and fixed % of the
wager.
[0064] Referring to FIG. 15, in one embodiment, the primary award
data 156 includes a plurality of primary award sets 162. Each
primary award set 162 includes a plurality of primary awards 130
associated with a corresponding RTP value 154 and a corresponding
wager amount value 158. During the award sequence 88, the gaming
controller 12 may access the primary award data 156 and select a
primary award set 162 that is associated with the determined RTP
value 154 and the received wager amount. The gaming controller 12
then displays the primary award selection screen 126 (shown in
FIGS. 9-10) to include the plurality of primary awards 130 included
in the primary award set 162 associated with the determined RTP
value and the received wager amount. Referring to FIGS. 9-10, upon
displaying the primary award selection screen 126, the gaming
controller 12 prompts the player to select one of the plurality of
award selection images 128 associated with a plurality of primary
awards 130. Upon receiving a signal indicated a player selected
award selection image 128, the gaming controller 12 reveals the
primary award selected by the player and adjusts the credit balance
based on the player selected primary award. In one embodiment, as
shown in FIG. 10 the gaming controller 12 may reveal each of the
plurality of primary awards 130 included in the primary award set
162 associated with the determined RTP value and the received wager
amount.
[0065] In the illustrated embodiment, the gaming controller 12 is
configured to receive a signal indicating a wager amount being
received from the player via the user input device 16 and initiate
the skill-based game sequence 86 of the skill-based wagering game
22. The gaming controller 12 generates and displays the skill-based
game sequence 86 including a plurality of skill events and receives
player skill operations from the player via the user input device
16 in response to the displayed skill events. The gaming controller
12 then determines a player skill level value, e.g. a total skill
point value, associated with the player based on the received
player skill operations. Upon completion of the skill-based game
sequence 86, the gaming controller 12 initiates the award sequence
88 and accesses the RTP value data 152 to determine an RTP value
based on the determined player skill level value and the received
wager amount. The gaming controller 12 then generates a plurality
of primary awards 130 as a function of the determined RTP value and
displays the primary award selection screen 126 on the display
device 14 to select a primary award from the plurality of primary
awards 130 in response to the player's operation. The gaming
controller 12 then receives a signal from the user input device 16,
determines a primary award selected from a plurality of primary
awards 13, and adjusts the credit balance based on the player
selected primary award. The primary award may be determined based
on random number generated by the gaming controller 12. In one
embodiment, the primary award screen may include selectable
elements each associated with one of the plurality of primary
awards and the primary award. In this case, the gaming controller
12 may allow player to select one of the selectable element and
award the primary award associated with the selectable element
selected by the player. Alternatively, the gaming controller 12 may
select a primary award randomly irrespective of the player's
selection.
[0066] In one embodiment, the gaming controller 12 accesses the RTP
value data 152 and determines the RTP value associated with the
award skill level having the associated range of skill level values
that includes the player skill level value. The gaming controller
12 may also determine each range of skill level values include in
the RTP value data 152 based on a plurality of player skill level
values achieved in a predefined number of previous instances of the
skill-based wagering game 22. In addition, the gaming controller 12
may be programmed to access the primary award data 156 that
includes a plurality of primary award sets, with each primary award
set including a plurality of primary awards associated with a
corresponding RTP value and a corresponding wager amount value. The
gaming controller 12 may access the primary award data 156 and
determine a primary award set associated with the determined RTP
value and the received wager amount and display the primary award
selection screen 126 including the plurality of primary awards
included in the primary award set associated with the determined
RTP value and the received wager amount.
[0067] In one embodiment, the plurality of primary awards 130 may
include a bonus feature award 164. The gaming controller 12 may be
programmed to initiate a bonus feature event upon determining the
bonus feature award is the selected primary award. In addition, the
gaming controller 12 may be programmed to initiate the bonus
feature event including accessing bonus award data 166 (shown in
FIG. 20) being stored in the memory device 80 including a plurality
of progressive awards 168 and a plurality of award probability sets
170. Each award probability set 170 includes a corresponding award
skill level value 132 and a plurality of selection probabilities
associated with each of the progressive awards. The gaming
controller 12 may be programmed to determine an award probability
set having a corresponding award skill level value matching the
player skill level value and randomly selecting a progressive award
based on the selection probabilities included in the determined
award probability set and provide the selected progressive award to
the player. In one embodiment, each award probability set includes
a corresponding wager amount value 158. The gaming controller 12
may be programmed to determine the award probability set having a
wager amount value matching the received wager amount.
[0068] In the illustrated embodiment, the plurality of primary
awards 130 may include a plurality of gaming credit awards 172
and/or a bonus feature award 164 that is associated with a bonus
feature event 174 (shown in FIGS. 11 and 13-14). For example, in
one embodiment, if the player selects a bonus feature award 164
from the primary award selection screen 126, the gaming controller
12 may initiate a bonus feature event 174 including a progressive
prize wheel 176 that includes a plurality of progressive awards 168
that may be awarded to the player.
[0069] Referring to FIG. 15, in one embodiment, the primary award
data 156 may include a set of primary awards 130 associated with
each wager amount that may be received by the gaming machine 10
such that each player receives a primary award regardless of bet
amount and/or achieved award skill level 132. In addition, a set of
primary awards 130 may include a plurality of gaming credit amounts
and/or one or more bonus feature awards 164. The bonus feature
award 164 may be associated with a bonus feature event such as, for
example, a wheel bonus chance 174 shown in FIGS. 11 and 13-14.
[0070] In one embodiment, the gaming controller 12 is programmed to
adjust a probability of the bonus feature award 164 being provided
to the player based on the achieve award skill level 132 achieved
by the player during the skill-based game sequence 86. As shown in
FIG. 15, the primary award data 156 may include sets of primary
awards 130 that include one or more bonus feature awards 164, such
that a higher wager amount place by the player to initiate the
skill-based game sequence 86 increases the probability of a bonus
feature award 164 being selected during the award sequence 88. For
example, a set of primary awards 130 associated with a high wager
amount, e.g. 20 game credits, includes more bonus feature awards
164 than the set of primary awards 130 associated with a medium
wager amount, e.g. 8 gaming credits.
[0071] In the illustrated embodiment, during the award sequence 88,
upon receiving a signal indicating a player's selection of a bonus
feature award 164 via the primary award selection screen 126, the
gaming controller 12 is programmed to initiate a bonus wheel chance
feature 174. As shown in FIG. 11, during the bonus wheel chance
feature 174, the gaming controller 12 displays an image of a
rotatable prize wheel 176 including a plurality of bonus awards
including a plurality of credit awards 172 and a plurality of
progressives awards 168 (e.g. Mini, Major, Mega, and Maxi). Each
progressive award 168 includes a different award value. In one
embodiment, for example, the gaming controller 12 executes
progressive contribution data 178 (shown in FIG. 24) to determine
an amount of the award associated with each progressive award 168.
In the illustrated embodiment, the gaming controller 12 obtains a
random number and randomly selects one of the bonus awards being
displayed on the prize wheel 176 and rotates and stops the prize
wheel 176 to display the selected bonus award to the player. The
gaming controller 12 then adjusts the credit balance associated
with the player based on the randomly selected bonus award.
[0072] In one embodiment, the gaming controller 12 adjusts a
selection probability associated with each progressive award 168
based on the award skill levels 132 achieved by the player during
the skill-based game sequence 86 and/or a wager amount bet during
the skill-based game sequence 86. Referring to FIG. 20, the gaming
controller 12 may generate and store in the memory device 80 the
bonus award data 166 including information associated with the
progressive award selection probabilities associated with each
progressive award 168. For example, the bonus award data 166 may
include information indicating a set of progressive award selection
probabilities associated with various combinations of award skill
levels 132 and wager amounts 158. In one embodiment, upon
initiating the bonus wheel chance feature 174, the gaming
controller 12 may access the bonus award data 166 and select a
progressive award selection probabilities associated with the
progressive awards based on the wager amount received during the
skill-based game sequence 86 and the award skill levels 132
achieved by the player during the skill-based game sequence 86. The
gaming controller 12 then randomly selects the bonus award based on
the selected set of progressive award selection probabilities. In
one embodiment, the gaming controller 12 may generate and store in
the memory device 80 progressive award data 180 (shown in FIGS.
25-29) that include information associated with progressive award
strike values, e.g. jackpot hit frequencies, and progressive award
deferment values. The gaming controller 12 may access the
progressive award data 180 to generate the selection probabilities
included in the bonus award data 166.
[0073] In one embodiment, as shown in FIG. 8, the gaming controller
12 may display the prize wheel 176 on the display device 14 during
the skill-based game sequence 86. In addition, as shown in FIGS.
13-14 as the player achieves each award skill level 132, the gaming
controller 12 may upgrade the credit awards 172 and/or increase a
selection probability of one or more progressive awards 168. For
example, as shown in FIG. 13, the gaming controller 12 may modify
the prize wheel 176 to increase a credit award 172 based on the
player achieving an increase award skill level 132, e.g. as the
player obtains additional "Stars" based on the accumulated skill
points. In addition, as shown in FIG. 14, the gaming controller 12
may modify the prize wheel 176 to illustrate an increased
probability of receiving a progressive award by adding additional
progressive awards to the prize wheel 176 as the player achieves
increased award skill levels 132.
[0074] In one embodiment, the award module 124 includes a secondary
award program, i.e. a leaderboard prize award program, that is
configured to provide additional awards to player's achieving the
highest total scores based on skill points obtained during the
skill-based game sequence 86. For example, as shown on FIG. 12,
upon completion of the skill-based game sequence 86, the gaming
controller 12 may be programmed to compare the current total skill
points achieved by the player against a ranked list of player
scores to determine if the current player has achieved total score
that is within a predefined range of ranked player scores 106. For
example, in one embodiment, the gaming controller 12 may access the
skill point data 114 to retrieve a predefined number of player
score records 116 and generate a ranked list of the retrieved
player score records 116 based on the corresponding total point
score associated with each player score record 116 and the time
stamp information included in the player score records 116. The
gaming controller 12 may also generate and display a current ranked
list of high scores 182 on the leaderboard screen 118 (shown in
FIG. 12) based on the generated ranked list of the retrieved player
score records 116. For example, the gaming controller 12 may be
programmed to display a ranked list of the high scores achieved
during a previous week, and/or display an all-time ranked list of
high scores that have been achieved.
[0075] During game play, upon completion of the skill-based game
sequence 86, the gaming controller 12 may compare the current
player score achieved during the skill-based game sequence 86
against a current ranked list of high scores 182 displayed on the
leaderboard screen 118. Upon determining that the current player
score falls within the current ranked list of high scores 182, the
gaming controller 12 prompts the player to enter player initials on
the leaderboard screen 118, and records the player initials in the
player score record and adjusts the ranked list of high scores 182
to display the player initials and corresponding player score.
[0076] In one embodiment, the gaming controller 12 may execute the
secondary award program to determine whether to provide one or more
secondary awards 184 (shown in FIG. 5), also referred to as
leaderboard prize awards, to the player based on the total skill
points achieved by the player during the skill-based game sequence
86.
[0077] The gaming controller 12 is configured to provide a
secondary award to the player upon determining the player skill
level value is greater than a secondary award skill level value
associated with the secondary award 184. In one embodiment, the
gaming controller 12 determines a ranked group of player skill
values achieved in a predefined number of previous instances of the
skill-based game and determines the secondary award skill level
associated with a secondary award 184 to be equal to an average
player skill level value of the ranked group of player skill level
values. For example, the gaming controller 12 is programmed to
generate and store leaderboard prize level data 186 (shown in FIG.
30-34) in the memory device 80. The leaderboard prize level data
186 is used by the gaming controller 12 to determine an amount of
each secondary award 184 and to determine a current player score
associated with each secondary award 184. Referring to FIGS. 5 and
31-34, in one embodiment, the gaming controller 12 generates a
plurality of secondary awards 184 each having a larger award
amount. For example, the gaming controller 12 may generate a first
prize level award 188, e.g. a gold prize award, a second prize
level award 190, e.g. a silver prize award, and a third prize level
award 192, e.g. a bronze prize award. The first prize level award
having a larger award value than the second prize level award 190
and the third prize level award 192, and the second prize level
award 190 having a larger award value than the third prize level
award 192.
[0078] As shown in FIG. 30, the gaming controller 12 may be
programmed to associate a threshold value 194 with each secondary
award 184. Each threshold value 194 may be associated with the
total point score achieved during the skill-based game sequence 86.
For example, the gaming controller 12 may generate a ranked list of
total point scores using information included in the skill point
data 114 and used the ranked list of total point scores to
determine a threshold value 194 associated with each secondary
award 184. For example, as shown in FIG. 31, the gaming controller
12 may generate threshold value 194 associated with the third prize
level award 192 to be equal to a total point value that would fall
within the top 3% of total point scores based on the ranked list of
total point scores. Similarly, the gaming controller 12 may
generate a threshold value 194 associated with the second prize
level award 190 to be equal to a total point value that would fall
within the top 2% of total point scores based on the ranked list of
total point scores, and generate a threshold value 194 associated
with the first prize level award 188 to be equal to a total point
value that would fall within the top 1% of total point scores based
on the ranked list of total point scores.
[0079] During the award sequence 88, the gaming controller 12 is
configured to provide the secondary award 184 to the player upon
determining the player skill level value is greater than a
secondary award skill level value, i.e. a threshold value
associated with a corresponding secondary award 184. For example,
the gaming controller 12 may be programmed to determine the current
player skill level value based on the total skill points achieved
during the skill-based game sequence 86. The gaming controller 12
may then access the leaderboard prize level data 186 to select a
secondary award 184 based on the current player skill level value,
and provide the selected secondary award 184 to the player during
the award sequence 88. In one embodiment, the gaming controller 12
may provide a plurality of secondary awards 184 to the player based
on the current player skill level value, or may provide only one
secondary award 184. For example, if the current player total skill
points falls within the top 1% of total point scores based on the
ranked list of total point scores, the gaming controller 12 may
provide the player the first, second, and third prize award levels,
or provide the player only the first prize award level.
[0080] Referring to FIG. 31, in one embodiment, the gaming
controller 12 is programmed to determine an award amount associated
with each secondary award 184 based on a total available award
amount 196. In addition, the gaming controller 12 may assign
predefined award percentages of the total available award amount
196 to each secondary award 184. For example, the gaming controller
12 may assign 70% of the total award amount to the first prize
award level 188, assign 20% of the total available award amount 196
to the second prize award level 190, and assign 10% of the total
available award amount 196 to the third prize award level 192.
[0081] In one embodiment, after providing a secondary award 184 to
a player, the gaming controller 12 may adjust the award amounts
associated with each secondary award 184 for use in subsequent game
plays. For example, the gaming controller 12 may be programmed to
reduce the total award amount available by the amount of the
secondary award provided to the player, and adjust the amounts
associated with each secondary award 184 based on the predefined
award percentages. For example, as shown in FIGS. 33-34, if the
first prize level award 188 (e.g. $441) is provided to the player
during the award sequence 88, for the next instance of the
skill-based wagering game 22, the gaming controller 12 reduces the
total available award amount 196 (previously $630) by the award
amount of the first prize level award 188 (e.g. $630-$441=$189) to
determine a modified total award amount used in the next instance
of the skill-based wagering game 22. The gaming controller 12 also
adjusts the award amounts associated with each secondary award 184
based on the modified total award amount (e.g. $189), and the
predefined award percentages. In addition, the gaming controller 12
may use the deferment and wager contribution information included
in the leaderboard prize level data 186 shown in FIGS. 38-40 to
adjust the total available award amount 196 during subsequent game
play.
[0082] In one embodiment, the gaming controller 12 may generate and
store in the memory device 80 award eligibility data 198 (shown in
FIG. 16) that is used by the gaming controller 12 to determine the
primary awards and/or secondary awards 184 available to the player
based on the amount of gaming credits bet during the skill-based
game sequence 86. For example, the gaming controller 12 may be
programmed to access the information included in the award
eligibility data 198 to adjust the number of bonus feature awards
appearing in the primary award selection screen 126 based on the
amount wagered in the skill-based wagering game 22. In one
embodiment, a minimum wager amount may not be eligible for a bonus
feature event 174 or a secondary award 184.
[0083] FIG. 3 is a flowchart of a method 200 that may be used to
operate the gaming machine 10 to provide a skill-based wagering
game to a player. FIG. 4 is another flowchart of an additional
method 300 that may be used to operate the gaming machine 10 to
provide skill-based wagering games to players. The methods 200 and
300 include a plurality of steps. Each method step may be performed
independently of, or in combination with, other method steps.
Portions of the methods may be performed by any one of, or any
combination of, the components of the one or more gaming machines
10. FIGS. 5-14 are exemplary entertaining graphical displays of a
skill-based wagering game that may be played with the gaming
machine 10.
[0084] In the illustrated embodiment, in method step 202, the
gaming controller 12 displays the skill-based wagering game 22 on
the display device 14. In one embodiment, the gaming controller 12
displays the skill-based wagering game 22 (shown in FIG. 5)
including a maze-type skill game that allows a player to navigate a
game character through a series of obstacles displayed in a game
map, such as, for example, Frogger.TM. published by Konami,
Ltd.
[0085] In the illustrated embodiment, the gaming controller 12
displays the game map 52 and the game character 54 on the first
display 26. The game map 52 includes a plurality of character
positions 50 that may be occupied by the game character 54. The
gaming controller 12 also displays a plurality of character
position buttons 48 on the touch button unit 32 of the user input
device 16. Each character position button 48 corresponds to a
predefined character position 50 such that an activation of a
character position button 48 by the player moves the game character
54 to the corresponding character position 50.
[0086] In method step 204, the gaming controller 12 receives a
signal indicating a wager amount being received from the player via
the user input device and initiates the skill-based game sequence
86 of the skill-based wagering game 22, and generates and displays
the skill-based wagering game 22 including a plurality of skill
events. For example, in the illustrated embodiment, the gaming
controller 12 receives a signal from the user input device 16
indicating the player's actuation of a bet switch corresponding to
a wager amount bet on the skill-based wagering game 22. Upon
receiving a signal indicating the player's actuation of the bet
switch, the gaming controller 12 initiates the skill-based game
sequence 86.
[0087] In method step 206, the gaming controller 12 randomly
selects or generates game map 52 and displays the skill-based game
sequence 86 including the randomly selected game map 52 and the
game character 54 on the first display 26. For example, upon
initiating the skill-based game sequence 86, the gaming controller
12 is programmed to access the game map data 120, randomly select a
game map data record 122 and execute the game map code to display
the randomly selected game map 52 for use during the skill-based
game sequence 86.
[0088] In method step 208, the gaming controller 12 receives player
skill operations from the player via the user input device 16 in
response to the displayed skill events and determines a player
skill level value associated with the player based on the received
player skill operations. For example, during the skill-based game
sequence 86, the gaming controller 12 displays the game map 52 with
a plurality of obstacles 98 and a plurality of bonus skill items
100 displayed within the plurality of character positions 50. The
gaming controller 12 receives player operations of character
position buttons and navigates the game character 54 through the
game map 52 to character positions 50 corresponding to the player
selected character position buttons.
[0089] In the illustrated embodiment, the gaming controller 12
assigns a point value to each player skill operations being made by
the player during play of the skill-based wagering game 22. The
gaming controller 12 also generates a total skill point score
including the sum of the point values acquired by the player during
an instance of the game. For example, during game play, the gaming
controller 12 is configured to receive a player's operation of a
character position button 48 corresponding to a character position
50 and determine a skill point value associated with the operated
character position 50. The gaming controller 12 accumulates a
running tally of point values acquired by the player through the
sequence of player operations of character positions 50 to advance
the game character 54 along the game map 52. The gaming controller
12 then determines a player skill level value based on the total
skill point score achieved by the player during the skill-based
game sequence 86.
[0090] In method step 210, the gaming controller 12 determines an
RTP value based on the determined player skill level value and the
received wager amount. For example, in one embodiment, the gaming
controller 12 may access the skill level data 136 and select the
award skill level associated with determined player skill level
value. In one embodiment, each award skill level is associated with
a different range of skill level values. The gaming controller 12
may be configured to determine the RTP value associated with the
award skill level having the associated range of skill level values
that includes the player skill level value. The gaming controller
12 may also be programmed to determine each range of skill level
values based on a plurality of player skill level values achieved
in a predefined number of previous instances of the skill-based
wagering game. Upon selecting the award skill level associated with
determined player skill level value, the gaming controller 12 may
then access the RTP value data 152 (shown in FIG. 17) and an RTP
value based on the selected award skill level and the wager amount
bet by the player.
[0091] In method step 212, the gaming controller 12 generates a
plurality of primary awards based on the selected RTP value. For
example, the gaming controller 12 may access the primary award data
156 and select a primary award set associated with the determined
RTP value 154 and/or the received wager amount.
[0092] In method step 214, the gaming controller 12 displays the
primary award selection screen 126 including the selected a primary
award set on the display device 14 to select a primary award from
the plurality of primary awards included in the selected a primary
award set. The gaming controller 12 then receives a signal from the
user input device 16 to determine a selected primary award and
adjust the credit balance based on the selected primary award.
[0093] Referring to FIG. 4, in one embodiment, the gaming
controller 12 is configured to implement method 300 to provide a
bonus feature award to the player. In the illustrated embodiment,
in method step 302, during the award sequence 88 the gaming
controller 12 may receive a player operation associated with a
primary award that includes a bonus feature award. Upon detecting
the selection of the bonus feature award, the gaming controller 12
initiates a bonus feature event such as, for example, the bonus
wheel chance feature 174 including a plurality of a plurality of
progressives awards (e.g. Mini, Major, Mega, and Maxi).
[0094] In method step 304, upon initiating the bonus feature event,
the gaming controller 12 may access the skill level data 136 and
select the award skill level associated with determined player
skill level value achieved during the skill-based game sequence
86.
[0095] In method step 306, the gaming controller 12 determines a
selection probability associated with each progressive award. For
example, the gaming controller 12 may access the bonus award data
166 and select a progressive award selection probabilities
associated with the progressive awards based on the wager amount
received during the skill-based game sequence 86 and the award
skill level achieved by the player during the skill-based game
sequence 86.
[0096] In method step 308, the gaming controller 12 randomly
selects a progressive award based on the selected progressive award
selection probabilities and provides the award to the player. For
example, in one embodiment, the gaming controller 12 may display
the bonus wheel chance feature 174 including the prize wheel 176.
The gaming controller 12 obtains a random number and randomly
selects one of the bonus awards being displayed on the prize wheel
176 and rotates and stops the prize wheel 176 to display the
selected bonus award to the player. The gaming controller 12 then
adjusts the credit balance associated with the player based on the
randomly selected bonus award.
[0097] In one embodiment, the gaming controller 12 may be
programmed to access the progressive award data being stored in the
memory device including a plurality of progressive awards and a
plurality of award probability sets. Each award probability set
including a corresponding award skill level value and a plurality
of selection probabilities associated with each of the progressive
awards. The gaming controller 12 determines an award probability
set having a corresponding award skill level value matching the
player skill level value and randomly selects a progressive award
based on the selection probabilities included in the determined
award probability set and provide the selected progressive award to
the player. In one embodiment, each award probability set includes
a corresponding wager amount value. The gaming controller 12 is
configured to determine the award probability set having a wager
amount value matching the received wager amount.
[0098] A typical bought skill-based game as described herein will
last 15 seconds. A minimum bet: $1 may be required with 3 Bet
options: ($1, $2, $5). The gaming machine 10 may support betting
denominations of 250 with a reduced minimum bet credit size.
($1=100 credits at 10 denomination). During the skill-based
wagering game, a player taps one of the 5 buttons to advance the
frog one space upward. (Note map scrolls down). The player must
avoid hazards like river tiles, vehicles and crocodiles. All
objects are stationary. Player loses time (.about.1 sec) when the
character collides with a hazard or touches a river tile. A safe
move will play a musical note as a reward.
[0099] Game Difficulty: The game map advances only as fast as you
touch the buttons. The further the player travels the more
difficult the map becomes (More obstacles and even dynamic ones).
Crocodile and snake hazards are introduced. Randomly generated maps
are used which help increase game longevity.
[0100] Scoring data (see FIG. 22) is used to determine player
scores to provide a tangible measure of each player's performance.
The player score may be used in awarding high score bonuses, e.g.
secondary awards, and/or upgrading a prize wheel.
[0101] Pick Game: prize selection pick game is awarded after each
skill game to resolve wager. "Pseudo Skill"--unselected items
revealed. Awards 0.25.times.-1.0.times. bet or Wheel Bonus. Allows
Wheel Bonus to be better balanced and always pay>=1.times. bet
(No Blanks).
[0102] Wheel Bonus: Trigger Cycle: 1/5 games ($2 bet); 2/5 games
($5 bet). 14 Segment Wheel with various credit and 4 linked
progressive jackpots. Wheel is upgraded as player score increases:
Up to 3 upgrades (Shown visually as stars); Each upgrade changes 1
credit prize to progressive jackpot wedge; More stars=Greater RTP
%.
[0103] Wheel Jackpot Math: Attractive jackpot values for gamble
style player (shown in FIG. 24). Wheel Jackpot Cycles: Increased
bet and or skill increases chance at winning a jackpot (shown in
FIG. 25).
[0104] Leader Boards: Motivates players to continue to play to beat
their best score and see how they rank; Provides a sense of
achievement; Top 100 all time and weekly scores are saved and
displayed on top screen and signage; and Player can input their
name if they achieve a top score (60 second time limit).
[0105] High Score Bonus: Provides financial motivation to achieve
high scores; Scores to beat calculated based on last 5000 recorded
scores of the entire bank; and Multiple prize pools will be kept
for each level (shown in FIG. 30).
[0106] High Score Bonus Funding: Fixed Increment (.about.1.45%);
Deferment--Difference in RTP % between lesser skilled and most
skilled max bet player; Operator can also initially seed so start
up values are not zero; 50% of Deferment and Fixed Increment will
be used to pay off this startup seed.
[0107] High Score Bonus System: Leaderboards will not need to be
reset to regulate prize difficulty. Player collusion potential is
reduced because the pool of scores used to determine the thresholds
is large, and is not transparent to the player.
[0108] High Score Bonus System--Prize Range: Assumes 5000 games
played at $2 bet; A High Score Prize will be awarded every 600
games on average.
[0109] Math Sketch: Base RTP % increases when more stars are earned
or when player bets more; Deferment RTP % decreases when more stars
are earned or when player bets more; Actual Machine RTP %=Base RTP
%+Deferment %+Increment %.
[0110] Progressives: Although increment is fixed across all bet
levels, then probability of being awarded a particular progressive
is affected by bet level and skill level. The probability always
increases with both of these factors, but not in a linear pattern.
The following provides give an overview of cycles and strike values
for the progressives with the assumptions that for each case all
games are played at the same bet level and with the same skill
based star accumulation.
[0111] This model assumes a denomination of $0.25. The progressive
reset values and increment information for the progressives and
leaderboards is as shown in FIG. 24. The overall Jackpot Cycles for
each combination of Bet and Stars (skill factor) are as shown in
FIG. 25.
[0112] Strike values for all progressives will vary depending on
the distribution of bet levels played over time by players. In
particular, players playing below the minimum eligible bet for each
jackpot contribute increment without increasing the hit cycles. The
tables shown in FIGS. 26-29 illustrate the cycles and strike values
for each progressive level based on continued play at a specific
bet level and a specific number of accumulated stars. Actual values
in the field will be bounded by the extreme values for any
population considered.
[0113] Leaderboard Prizes: Leaderboards will be a powerful tool to
motivate prolonged gameplay and reward player skill and
development.
[0114] "All Time" leaderboards and short term ("Weekly" or
"Recent") leaderboards should rotate in display on a shared bank
monitor. This motivates players to achieve a high score to see
their name on the leaderboard, the same way that players were
motivated with the original arcade game.
[0115] From the leaderboard tracking we will also have prizes for
players based on achieving a high score on a particular level.
Rather than have that score be directly linked to the leaderboard,
the most recent 5000 scores will be used to calculate point
thresholds that the player must beat to earn the skill prizes. On
machine reset, a pre-populated set of scores can be included in the
software to ensure that the difficulty of prizes is not too easy
right away.
[0116] Calculating dynamic thresholds gives flexibility that using
the literal leaderboard does not: 1) Leaderboards will not need to
be reset to regulate prize difficulty. This gives players long term
satisfaction and "bragging rights" for having their score posted on
the leaderboard, and eliminates the risk of player disputes arising
from an easy high score prize right after a reset. 2) Player
collusion potential is reduced because the pool of scores used to
determine the thresholds is large, and is not transparent to the
player. 3) The gaming machine can display target values to the
player during play instead of referring them to a leaderboard,
allowing more flexibility in leaderboard display choreography.
[0117] Threshold Calculation: Based on the pre-populated scores
and/or the most recent 5000 scores the thresholds for score prizes
can follow the distribution shown in FIG. 30. The top threshold is
calculated by averaging the top 1% of all scores in the pool. The
second threshold is the average of the top 2% of all scores, and
the third threshold the top 3%. Because the average is used, the
top threshold should be near to the lowest score in the top 0.05%
of all scores. The effective probabilities above make this
assumption across all thresholds, and do not include scores that
would lie above a higher threshold.
[0118] RTP Deferment: This method is used to take the difference in
RTP caused by player skill and repurpose it to increase the size of
the prize pools.
[0119] The Star system allows players in increase their RTP through
skill so long as they are betting at a level eligible for the wheel
bonus. The gaming controller will make the point thresholds for the
Stars earned dynamic based off of the same pool of points used to
determine the leaderboard prize thresholds. In this way, the gaming
controller guarantees a range of stars earned across the player
base. For players who earn less Stars and play at a lower effective
RTP, we use the difference in the theoretical RTP of the level
earned and the best possible RTP and increment based on this
amount. An example of the distribution of Stars awarded is shown in
FIG. 19. With the RTP for each bet level and Star level the gaming
controller can determine the deferment that would occur for players
earning less than 3 stars, as shown in FIGS. 35 and 36. Notice that
the deferment for a player betting 4 is lower than it could be.
Casino operators may e more open to the 4 credit "training mode"
bet if the return is lower for those players. However, the
deferment for this level could be increased by up to an additional
2.5%. With the deferment and the 2% increment from above, the
actual reported RTP may be as illustrated in FIG. 37. This also
simplifies RTP reporting and understanding. Instead of having wide
ranges of RTP based on bet level and skill, the machine RTP is
constant for the 4 credits bet and for 8+ credits bet. The gaming
machine is able to take advantage of the difference in effective
RTP and give players of high skill a larger effective RTP. Since
operators are going to consider the RTP for maximal skill having
that same RTP across the board should not discourage them.
[0120] Accumulation Rate: If 5000 sessions are played at a
particular bet level the total deferment is as shown in FIG. 38. In
addition to deferment there is a fixed increment rate associated
with the Leaderboard Prizes that is constant regardless of bet or
stars. The total increment added to the leaderboard for each bet
level over 5000 sessions played is shown in FIG. 39, which takes
into consideration the Star distribution that have controlled
above. The actual total for the 5000 sessions at a particular bet
level is the sum of both tables across the row corresponding to
that bet level. The total accumulation for the 5000 sessions and
the accumulation per level is shown in FIG. 40. Since a bet of 4
credits is not eligible for leaderboard prizes, the accumulation
gained is in addition to what is considered in the calculated
strike prices and prize frequencies.
[0121] Prize Pool Seeding: The gaming machine provides the operator
the option to seed their prize pools when placing the machines so
that the leaderboard prize pools do not start empty. For example,
if an operator seeds the bank with $500 for the leaderboard prizes,
the prizes offered could start off with the following seeding shown
in FIG. 32. In the game software the total deferment and increment
assigned to the leaderboard prizes can be portioned until the seed
value is paid off 50% of accumulation would still go to the
leaderboard prizes for growth, and 50% would pay off a portion of
the seed. Once the seed value has been earned 100% of accumulation
will go into the prize pools.
[0122] Prize Pools: The gaming controller 12 may implement two
major methods that can be used for Prize Pooling: Shared and
Independent. In a shared pool, all increment and deferment that
accumulates would be in one large pool. The prizes displayed to the
player would be portions of this pool. If any of the prizes are
awarded the size of the pool is reduced, and thus the sizes of the
other prizes are also reduced. In independent pools a portion of
all increment and deferment would be assigned to each prize pool.
If a prize is awarded only that prize's pool is affected, and the
other prizes do not change. For example, 5000 sessions on average
will award one 1.sup.st Prize, three 2.sup.nd Prizes and six
3.sup.rd Prizes on average. The accumulation tables shown in FIGS.
38-40 illustrate how much accumulation may occur in this time, but
generally there should be more accumulation than this due to player
bet choices. Players who play the 4 credit "training mode"
accumulate to all pools without having a chance to win them.
[0123] Leaderboard Prize Payout Structure--Shared Prize Pools: The
advantaged of a shared prize pool is that nothing ever resets
completely to 0. Only a portion of the pool is ever one, and the
remaining pool is redistributed over all prizes. The disadvantage
of a shared prize pool is that the top prize can be repeatedly
reduced in size from players winning lower prizes. When initiating
a level the player will be able to see the point thresholds and
prizes for that particular level, as shown in FIG. 31. After
winning a prize, the pool is redistributed. The above uses a
70%/20%/10% distribution. Referring to FIG. 31, if Prize 3 of
$70.00 is won, the resolved pool would distribute to the
distribution shown in FIG. 33. Then if Prize 1 of $441.00 is won,
and the resolved pool will be the distribution shown in FIG. 34.
Dynamically spreading the pool among all prizes will lower the pool
across the board when a prize is hit, but also makes it takes
several hits in a short period of time to clear the pool.
[0124] Leaderboard Prize Payout Structure--Independent Prize Pools:
in an independent prize pool structure all increment and deferment
is assigned to a prize when it accumulates. That prize pool is
maintained independently, and can only be reduced if the respective
prize is awarded. There are two ways to handle accumulation and
payout. The first is to directly accumulate and fully pay out, the
second is to split accumulation to future prizes. Take the
following example of both methods where the average amount of
accumulation for prize 1 between awards is $500:
[0125] 1) All accumulation is paid out. If $500 is accumulated in
prize 1, the next player who wins prize 1 received all $500 and the
prize resets to 0. Starting with the first prize the average prize
is $500 and the reset amount is always $0.
[0126] 2) Accumulation is split to future prizes. If $500 is
accumulated, it is split up over the next 5 prizes. The first
player to hit the prize receives $100. By the next time the prize
is awarded another $500 has been accumulated and split over the
next 5 prizes. The second player to hit the prize receives $200.
Likewise, the third player receives $300, the fourth player $400
and the fifth player and all future players receive $500. This
method takes some time to ramp up, but from the fifth player onward
the average prize is $500 and the average reset amount is $400.
[0127] The advantage of (1) is that the early prize winners get the
full accumulation, but the disadvantage of a $0 reset will motivate
players to stop playing once the prize has been hit. The
disadvantage of (2) is that the prizes take some time to ramp up,
but once they are hit the players are not motivated to leave the
machine. The ramp up is not horrible for a new machine either,
since it will take some time to establish a representative
leaderboard for the player base. If the leaderboard thresholds are
too high or too low on ramclear the scores will need time to
normalize. During normalization the prizes may be hit very
frequently or very rarely. The slow ramp up can also be somewhat
remedied with seeding the prizes if the operator chooses to do so.
The seeds are paid off slowly during the ramp up period. The prizes
are appealing at ramclear to attract players, and they never go to
0.
[0128] Exemplary embodiments of a gaming machine, a gaming system,
and a method of providing an award to a player are described above
in detail. The gaming machine, system, and method are not limited
to the specific embodiments described herein, but rather,
components of the gaming machine and/or system and/or steps of the
method may be utilized independently and separately from other
components and/or steps described herein. For example, the gaming
machine may also be used in combination with other gaming systems
and methods, and is not limited to practice with only the gaming
machine as described herein. Rather, an exemplary embodiment can be
implemented and utilized in connection with many other gaming
system applications.
[0129] A controller, computing device, or computer, such as
described herein, includes at least one or more processors or
processing units and a system memory. The controller typically also
includes at least some form of computer readable media. By way of
example and not limitation, computer readable media may include
computer storage media and communication media. Computer storage
media may include volatile and nonvolatile, removable and
non-removable media implemented in any method or technology that
enables storage of information, such as computer readable
instructions, data structures, program modules, or other data.
Communication media typically embody computer readable
instructions, data structures, program modules, or other data in a
modulated data signal such as a carrier wave or other transport
mechanism and include any information delivery media. Those skilled
in the art should be familiar with the modulated data signal, which
has one or more of its characteristics set or changed in such a
manner as to encode information in the signal. Combinations of any
of the above are also included within the scope of computer
readable media.
[0130] The order of execution or performance of the operations in
the embodiments of the invention illustrated and described herein
is not essential, unless otherwise specified. That is, the
operations described herein may be performed in any order, unless
otherwise specified, and embodiments of the invention may include
additional or fewer operations than those disclosed herein. For
example, it is contemplated that executing or performing a
particular operation before, contemporaneously with, or after
another operation is within the scope of aspects of the
invention.
[0131] In some embodiments, a processor, as described herein,
includes any programmable system including systems and
microcontrollers, reduced instruction set circuits (RISC),
application specific integrated circuits (ASIC), programmable logic
circuits (PLC), and any other circuit or processor capable of
executing the functions described herein. The above examples are
exemplary only, and thus are not intended to limit in any way the
definition and/or meaning of the term processor.
[0132] This written description uses examples to disclose the
invention, including the best mode, and also to enable any person
skilled in the art to practice the invention, including making and
using any devices or systems and performing any incorporated
methods. The patentable scope of the invention is defined by the
claims, and may include other examples that occur to those skilled
in the art. Other aspects and features of the present invention can
be obtained from a study of the drawings, the disclosure, and the
appended claims. The invention may be practiced otherwise than as
specifically described within the scope of the appended claims. It
should also be noted, that the steps and/or functions listed within
the appended claims, notwithstanding the order of which steps
and/or functions are listed therein, are not limited to any
specific order of operation.
[0133] Although specific features of various embodiments of the
invention may be shown in some drawings and not in others, this is
for convenience only. In accordance with the principles of the
invention, any feature of a drawing may be referenced and/or
claimed in combination with any feature of any other drawing.
* * * * *