U.S. patent application number 17/313683 was filed with the patent office on 2021-08-19 for gaming system and method for providing dynamic paytable awards.
The applicant listed for this patent is IGT. Invention is credited to Benjamin Holsclaw, Thomas Humphrey, Kera Skillings.
Application Number | 20210256807 17/313683 |
Document ID | / |
Family ID | 1000005568059 |
Filed Date | 2021-08-19 |
United States Patent
Application |
20210256807 |
Kind Code |
A1 |
Humphrey; Thomas ; et
al. |
August 19, 2021 |
GAMING SYSTEM AND METHOD FOR PROVIDING DYNAMIC PAYTABLE AWARDS
Abstract
Gaming systems and methods which utilize one or more persistent
supplemental awards to dynamically modify or otherwise alter one or
more awards associated with one or more game outcomes of a
paytable.
Inventors: |
Humphrey; Thomas; (Reno,
NV) ; Holsclaw; Benjamin; (Sparks, NV) ;
Skillings; Kera; (Reno, NV) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
IGT |
Las Vegas |
NV |
US |
|
|
Family ID: |
1000005568059 |
Appl. No.: |
17/313683 |
Filed: |
May 6, 2021 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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16406755 |
May 8, 2019 |
11011019 |
|
|
17313683 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G07F 17/3213 20130101;
G07F 17/3244 20130101; G07F 17/34 20130101 |
International
Class: |
G07F 17/32 20060101
G07F017/32; G07F 17/34 20060101 G07F017/34 |
Claims
1. A gaming system comprising: a processor; and a memory device
that stores a plurality of instructions that, when executed by the
processor, cause the processor to: prior to a first play of a game,
communicate data that results in a display, by a display device,
of: a plurality of ranked game outcomes comprising a first ranked
game outcome and a second ranked game outcome having a higher
ranking than the first ranked game outcome, and a supplemental
award currently associated with one of the ranked game outcomes,
and responsive to an occurrence of a modification event in
association with the first play of the game: disassociate the
supplemental award from being currently associated with the one of
the ranked game outcomes, and associate the supplemental award with
another one of the ranked game outcomes for a second play of the
game.
2. The gaming system of claim 1, wherein the modification event
occurs responsive to a game outcome determined for the first play
of the game comprising the one of the ranked game outcomes
currently associated with the supplemental award.
3. The gaming system of claim 2, wherein the one of the ranked game
outcomes currently associated with the supplemental award comprises
the first ranked game outcome and the other one of the ranked game
outcomes for the second play of the game comprises the second
ranked game outcome.
4. The gaming system of claim 2, wherein the one of the ranked game
outcomes currently associated with the supplemental award comprises
the second ranked game outcome and the other one of the ranked game
outcomes for the second play of the game comprises the first ranked
game outcome.
5. The gaming system of claim 1, wherein when executed by the
processor responsive to the occurrence of the modification event,
the instructions cause the processor to modify an amount of the
supplemental award.
6. The gaming system of claim 1, wherein the modification event
occurs responsive to a game outcome determined for the first play
of the game comprising any of the ranked game outcomes different
from the one ranked game outcome currently associated with the
supplemental award.
7. The gaming system of claim 1, wherein the modification event
occurs responsive to a game outcome determined for the first play
of the game comprising a losing game outcome.
8. A gaming system comprising: a processor; and a memory device
that stores a plurality of instructions that, when executed by the
processor, cause the processor to: prior to a first play of a game,
communicate data that results in a display, by a display device,
of: a plurality of ranked game outcomes comprising a first ranked
game outcome and a second ranked game outcome having a higher
ranking than the first ranked game outcome, and a persistent
supplemental award associated with one of the ranked game outcomes,
and responsive to an occurrence of a persistent supplemental award
association event, associate another persistent supplemental award
with another one of the plurality of ranked game outcomes.
9. The gaming system of claim 8, wherein the persistent
supplemental award association event occurs responsive to the
persistent supplemental award being associated with a ranked game
outcome having a highest ranking.
10. The gaming system of claim 8, wherein the persistent
supplemental award association event occurs responsive to the
persistent supplemental award being associated with any ranked game
outcome excluding the ranked game outcome having a lowest
ranking.
11. The gaming system of claim 8, wherein the persistent
supplemental award association event occurs responsive to a game
outcome determined for the first play of the game comprising the
one of the ranked game outcomes associated with the supplemental
award for the first play of the game.
12. The gaming system of claim 8, wherein the persistent
supplemental award association event occurs responsive to the
persistent supplemental award being disassociated from the one of
the ranked game outcomes and associated with another of the ranked
game outcomes.
13. The gaming system of claim 8, wherein when executed by the
processor responsive to an occurrence of a persistent supplemental
award reset event, the instructions cause the processor to remove
at least one of the persistent supplemental awards from being
associated with at least one of the plurality of ranked game
outcomes.
14. The gaming system of claim 13, wherein the persistent
supplemental award reset event occurs responsive to a game outcome
determined for the first play of the game comprising any game
outcome excluding a losing game outcome.
15. The gaming system of claim 13, wherein the persistent
supplemental award reset event occurs responsive to a game outcome
determined for the first play of the game comprising any ranked
game outcome associated with any persistent supplemental
awards.
16. The gaming system of claim 15, wherein when executed by the
processor, the instructions cause the processor to remove the
persistent supplemental award from being associated with the ranked
game outcome determined for the first play of the game.
17. A gaming system comprising: a processor; and a memory device
that stores a plurality of instructions that, when executed by the
processor, cause the processor to: during a first period of time,
communicate data that results in a display, by a display device, of
a first paytable associated with a first play of a game, the first
paytable comprising a plurality of ranked game outcomes, a
persistent supplemental award dynamically associated with a first
one of the plurality of ranked game outcomes and a first additional
award associated with the first one of the plurality of ranked game
outcomes, during a second period of time after a first occurrence
of a modification event, communicate data that results in a
display, by the display device, of a second paytable associated
with a second play of the game, the second paytable comprising the
plurality of ranked game outcomes, the persistent supplemental
award dynamically associated with the first one of the plurality of
ranked game outcomes, and a second, different additional award
associated with the first one of the plurality of ranked game
outcomes, and during a third period of time after a second
occurrence of the modification event, communicate data that results
in a display, by the display device, of a third paytable associated
with a third play of the game, the third paytable comprising the
plurality of ranked game outcomes, the persistent supplemental
award dynamically associated with a second, different one of the
plurality of ranked game outcomes, the second, different additional
award associated with the first one of the plurality of ranked game
outcomes, and a third additional award associated with the second,
different one of the plurality of ranked game outcomes.
18. The gaming system of claim 17, wherein the first one of the
plurality of ranked game outcomes comprises a highest ranked game
outcome.
19. The gaming system of claim 17, wherein when executed by the
processor during a fourth period of time after an occurrence of a
persistent supplemental award reset event, the instructions cause
the processor to communicate data that results in a display, by the
display device, of the first paytable associated with a fourth play
of the game.
20. The gaming system of claim 19, wherein the persistent
supplemental award reset event occurs responsive to a determined
game outcome comprising any ranked game outcome excluding a losing
game outcome.
Description
PRIORITY CLAIM
[0001] This application is a continuation of, claims priority to
and the benefit of U.S. patent application Ser. No. 16/406,755,
filed on May 8, 2019, the entire contents of which is incorporated
by reference herein.
BACKGROUND
[0002] Gaming machines may provide players awards in primary games.
Gaming machines generally require the player to place a wager to
activate the primary game. The award may be based on the player
obtaining a winning symbol or symbol combination and on the amount
of the wager.
BRIEF SUMMARY
[0003] In certain embodiments, the present disclosure relates to a
gaming system including a processor, and a memory device that
stores a plurality of instructions. When executed by the processor
prior to a first play of a game, the instructions cause the
processor to cause a display, by a display device, of: a plurality
of ranked game outcomes comprising a first ranked game outcome and
a second ranked game outcome having a higher ranking than the first
ranked game outcome, and a persistent supplemental award associated
with the first ranked game outcome. When executed by the processor
responsive to an occurrence of a persistent supplemental award
ranked game outcome increment event in association with the first
play of the game, the instructions cause the processor to
disassociate the persistent supplemental award from being
associated with the first ranked game outcome, and associate the
persistent supplemental award with the second ranked game outcome
for a second play of the game.
[0004] In certain embodiments, the present disclosure relates to a
gaming system including a processor, and a memory device that
stores a plurality of instructions. When executed by the processor
during a first period of time, the instructions cause the processor
to cause a display, by a display device, of a first paytable
associated with a first play of a game, the first paytable
including a plurality of ranked game outcomes, a plurality of
awards statically associated with the plurality of ranked game
outcomes and a persistent supplemental award dynamically associated
with a first one of the plurality of ranked game outcomes. When
executed by the processor during a second period of time after a
first occurrence of a persistent supplemental award ranked game
outcome increment event, the instructions cause the processor to
cause a display, by the display device, of a second paytable
associated with a second play of the game, the second paytable
including the plurality of ranked game outcomes, the plurality of
awards statically associated with the plurality of ranked game
outcomes and the persistent supplemental award dynamically
associated with a second, different one of the plurality of ranked
game outcomes. When executed by the processor during a third period
of time after a second occurrence of a persistent supplemental
award ranked game outcome increment event, the instructions cause
the processor to cause a display, by the display device, of a third
paytable associated with a third play of the game, the second
paytable including the plurality of ranked game outcomes, the
plurality of awards statically associated with the plurality of
ranked game outcomes and the persistent supplemental award
dynamically associated with a third, different one of the plurality
of ranked game outcomes. When executed by the processor during a
fourth period of time after an occurrence of a persistent
supplemental award reset event, the instructions cause the
processor to cause a display, by the display device, of the first
paytable associated with a fourth play of the game.
[0005] In certain embodiments, the present disclosure relates to a
method of operating a gaming system including, prior to a first
play of a game, displaying, by a display device: a plurality of
ranked game outcomes comprising a first ranked game outcome and a
second ranked game outcome having a higher ranking than the first
ranked game outcome, and a persistent supplemental award associated
with the first ranked game outcome. Responsive to an occurrence of
a persistent supplemental award ranked game outcome increment event
in association with the first play of the game, the method includes
disassociating, by a processor, the persistent supplemental award
from being associated with the first ranked game outcome, and
associating, by the processor, the persistent supplemental award
with the second ranked game outcome for a second play of the
game.
[0006] Additional features are described herein, and will be
apparent from the following Detailed Description and the
figures.
BRIEF DESCRIPTION OF SEVERAL VIEWS OF THE DRAWINGS
[0007] FIG. 1 is a flow chart an example process for operating a
gaming system which dynamically modifies one or more awards
associated with one or more game outcomes of a paytable via the use
of a persistent supplemental award.
[0008] FIGS. 2A, 2B, 2C, 2D, and 2E front views of one embodiment
of the gaming system disclosed herein illustrating the dynamically
modification of one or more awards associated with one or more game
outcomes of a paytable via the use of a persistent supplemental
award.
[0009] FIG. 3 is a schematic block diagram of one embodiment of an
electronic configuration of an example gaming system disclosed
herein.
[0010] FIGS. 4A and 4B are perspective views of example alternative
embodiments of the gaming system disclosed herein.
[0011] FIG. 4C is a front view of an example personal gaming device
of the gaming system disclosed herein.
DETAILED DESCRIPTION
Dynamic Paytable Awards
[0012] In various embodiments, the present disclosure relates
generally to gaming systems and methods which utilize one or more
persistent supplemental awards to dynamically modify or otherwise
alter one or more awards associated with one or more ranked game
outcomes of a paytable.
[0013] More specifically, in various embodiments, the gaming system
maintains a paytable including a plurality of ranked game outcomes
statically associated with a plurality of awards. The paytable
further includes or is otherwise associated with a persistent
supplemental award which is dynamically associated with different
ranked game outcomes for different plays of a game employing the
maintained paytable. For a play of a game, the gaming system
determines and displays a ranked game outcome as well as determines
and displays an award associated with the determined ranked game
outcome. In these embodiments, the award is based on the award
statically associated with the determined ranked game outcome and
may also be based on the persistent supplemental award (if the
persistent supplemental award is currently associated with the
determined ranked game outcome). As such, the gaming system
disclosed herein determines one or more awards based on certain
static aspects of a paytable as well as based on certain dynamic or
changing aspects of the same paytable.
[0014] In various embodiments, in addition to such award
determinations, upon an occurrence of a persistent supplemental
award ranked game outcome increment event, the gaming system
modifies which ranked game outcome of the paytable the persistent
supplemental award is associated with, such as by causing the
persistent supplemental award to be associated with the next
highest ranked game outcome (if any and relative to the ranked game
outcome the persistent supplemental award is currently associated
with) for one or more subsequent plays of the game. That is, upon
an occurrence of a designated event, the gaming system changes
which ranked game outcome of the paytable that the persistent
supplemental award is associated with for one or more upcoming
plays of the game. In these embodiments, the persistent
supplemental award persists or otherwise remains associated with
that ranked game outcome until another event occurs, thereby
ensuring that the gaming system dynamically operates differently
during different periods of time.
[0015] In various embodiments, upon an occurrence of a persistent
supplemental award reset event, the gaming system resets which
ranked game outcome of the paytable the persistent supplemental
award is associated with, such as by causing the persistent
supplemental award to be associated with the lowest ranked game
outcome for one or more subsequent plays of the game or by removing
the persistent supplemental award from being associated with any of
the ranked game outcomes of the maintained paytable. In other
words, in addition to modifying which ranked game outcome the
persistent supplemental award is associated with upon an occurrence
of a persistent supplemental award ranked game outcome increment
event, the gaming system further modifies which ranked game
outcome, if any, the persistent supplemental award is associated
with upon an occurrence of a persistent supplemental award reset
event.
[0016] Such a configuration of employing a persistent supplemental
award which is associated with different ranked game outcomes
responsive to different events occurring in association with
different plays of a game improves the operation of the gaming
system by providing that the dynamic paytable utilized for
different plays of the game changes as such games are played. Such
a configuration further provides an additional level of player
anticipation via enabling the player to view, prior to any
particular game being played, which ranked game outcome the
persistent supplemental award is currently associated with, thereby
introducing a degree of player strategy or skill as players may
interact with the gaming system differently based on the current
paytable structure employed by the gaming system (e.g., if a
persistent supplemental award is currently associated with one
ranked game outcome versus another ranked game outcome, certain
players may alter their strategy for a particular play of a game in
an attempt to achieve one ranked game outcome versus another ranked
game outcome).
[0017] While certain embodiments described below are directed to
modifying which ranked game outcome of a paytable of a primary game
that a persistent supplemental award is associated with, it should
be appreciated that such embodiments may additionally or
alternatively be employed in association with modifying which
ranked game outcome of a paytable of a secondary game that a
persistent supplemental award is associated with. Moreover, while
the player's credit balance, the player's wager, and any awards are
displayed as an amount of monetary credits or currency in certain
of the embodiments described below, one or more of such player's
credit balance, such player's wager, and any awards provided to
such a player may be for non-monetary credits, promotional credits,
and/or player tracking points or credits.
[0018] FIG. 1 is a flowchart of an example process or method of
operating the gaming system of the present disclosure. In various
embodiments, the process is represented by a set of instructions
stored in one or more memories and executed by one or more
processors. Although the process is described with reference to the
flowchart shown in FIG. 1, many other processes of performing the
acts associated with this illustrated process may be employed. For
example, the order of certain of the illustrated blocks or diamonds
may be changed, certain of the illustrated blocks or diamonds may
be optional, or certain of the illustrated blocks or diamonds may
not be employed.
[0019] In different embodiments, prior to an initiation of a play
of a game, the gaming system displays a paytable including a
plurality of ranked game outcomes, a plurality of awards statically
associated with the ranked game outcomes, and one or more
persistent supplemental awards dynamically associated with one or
more of the ranked game outcomes as indicated in block 102. That
is, in addition to displaying a paytable including a plurality of
ranked game outcomes and which award is statically associated with
which ranked game outcome, the gaming system also displays which
ranked game outcome is currently associated with which persistent
supplemental awards. For example, as seen in FIG. 2A, upon a gaming
session triggering event, the gaming system displays a paytable
including ten ranked winning game outcomes 202a to 202j which are
respectively associated with ten awards 204a to 204j, and a
persistent supplemental award of a 3.times. multiplier 206a
currently associated with the lowest ranked winning game outcome
202 of three banana symbols.
[0020] In certain embodiments, the persistent supplemental award is
a static award which does not change value from play to play of a
game. In these embodiments, regardless of which ranked game outcome
the persistent supplemental award is currently associated with, the
value of the persistent supplemental award does not change. It
should be appreciated that in these embodiments, while the value of
the persistent supplemental award may not change, the affect of the
persistent supplemental award may change based on which ranked game
outcome the persistent supplemental award is currently associated
with. For example, a persistent supplemental award of a 3.times.
multiplier will have a greater affect on a first award associated
with a first ranked game outcome than a second, lower award
associated with a second, lower ranked game outcome.
[0021] In certain embodiments, the persistent supplemental award is
a dynamic award which changes value from one play of a game to
another play of the game, such as increments in a progressive
fashion as more games are played and/or more wagers are placed on
such games. In these embodiments, based on which ranked game
outcome the persistent supplemental award is currently associated
with, the value of the persistent supplemental award potentially
changes, such as incrementing from a 2.times. multiplier to a
3.times. multiplier in association with going from being associated
with a first ranked game outcome to be associated with a second,
relatively higher ranked game outcome.
[0022] It should be appreciated that in certain embodiments, the
gaming system initially associates a persistent supplemental award
with a ranked game outcome of the paytable based on an event
independent of any displayed event associated with any play of any
game. In one such embodiment, the gaming system initially
associates a persistent supplemental award with a ranked game
outcome of the paytable upon a suitable power-up event of the
gaming system. In this embodiment, in conjunction with the gaming
system otherwise being placed in a state or condition to accept
wagers on the plays of a primary game, the gaming system initially
associates a persistent supplemental award with a ranked game
outcome of the paytable. In another such embodiment, the gaming
system initially associates a persistent supplemental award with a
ranked game outcome of the paytable upon a suitable card-in event
of the gaming system. In this embodiment, upon the gaming system
identifying a player in association with a player tracking system,
the gaming system initially associates a persistent supplemental
award with a ranked game outcome of the paytable. In these
embodiments, the gaming system initially associates a persistent
supplemental award with a ranked game outcome of the paytable prior
to one or more plays of the game such that the player (or a
passerby) can view which ranked game outcomes of the paytable are
associated with which persistent supplemental awards for a
subsequent play of the game. In another embodiment, the gaming
system initially associates a persistent supplemental award with a
ranked game outcome of the paytable based on a displayed event
associated with a play of a game. In this embodiment, one play of a
game results in the initial association of a persistent
supplemental award with a ranked game outcome of the paytable which
is then displayed to the player (or a passerby) in association with
a subsequent play of the game.
[0023] In these embodiments, upon an occurrence of a game
triggering event, the gaming system initiates a play of a game as
indicated in block 104. In certain embodiments, the game comprises
a primary game, such as a primary wagering game, wherein the game
triggering event includes the placement of a wager on the play of
the primary game. In another embodiment, the game comprises a
secondary game, such as a free spin game, wherein the game
triggering event occurs based on a displayed event associated with
a play of a primary game. In another embodiment wherein the game
comprises a secondary game, such as a free spin game, the game
triggering event occurs based on an event independent of any
displayed event associated with the play of the primary game.
[0024] In various embodiments, the gaming system employs any
suitable game (including a wagering game, a non-wagering game
and/or a bonus game) for the initiated play of the game. In
different embodiments, such an initiated play of a game includes,
but is not limited to: a play of any suitable video or mechanical
slot game; a play of any suitable card game, such as but not
limited to any suitable poker game, any suitable blackjack game, or
any suitable Baccarat game; a play of any suitable keno game; a
play of any suitable bingo game; a play of any suitable table game
(whether or not such table game is occurring at a gaming table); a
play of any suitable wheel game; a play of any suitable offer and
acceptance game; a play of any suitable award ladder game; a play
of any suitable puzzle-type game; a play of any suitable
persistence game; a play of any suitable selection game; a play of
any suitable cascading symbols game; a play of any suitable ways to
win game; a play of any suitable scatter pay game; a play of any
suitable coin-pusher game; a play of any suitable elimination game;
a play of any suitable stacked wilds game; a play of any suitable
trail game; a play of any suitable bingo game; a play of any
suitable video scratch-off game; a play of any suitable
pick-until-complete game; a play of any suitable shooting
simulation game; a play of any suitable racing game; a play of any
suitable promotional game; a play of any suitable high-low game; a
play of any suitable lottery game; a play of any suitable number
selection game; a play of any suitable dice game; a play of any
suitable skill game; a play of any suitable auction game; a play of
any suitable reverse-auction game; and/or a play of any suitable
group game.
[0025] For the initiated play of the game, the gaming system
determines and displays a ranked game outcome as indicated in
blocks 106 and 108 of FIG. 1. The gaming system also determines and
displays the award statically associated with the determined ranked
game outcome as indicated in blocks 110 and 112. For example, as
seen in FIG. 2B, the gaming system displays a plurality of reels
208a to 208c associated with a plurality of symbol display
positions 210a to 210i displaying a plurality of symbols 212a to
212i which do not form any winning symbol combinations (i.e., a
non-ranked losing game outcome statically associated with an award
of zero credits). It should be appreciated that while displayed as
a three reel game including nine symbol display positions, any
suitable quantity of reels including any suitable number of symbol
display positions may be employed in association with an initiated
reel game.
[0026] In addition to displaying the award statically associated
with the determined ranked game outcome, the gaming system
determines if the determined ranked game outcome is currently
associated with a persistent supplemental award as indicated in
diamond 114 of FIG. 1. In other words, since the persistent
supplemental award is associated with different ranked game
outcomes at different points in time, the gaming system determines
whether or not the determined game outcome is associated with the
persistent supplemental award for the currently played game.
[0027] If the gaming system determines that the determined ranked
game outcome is currently associated with a persistent supplemental
award, the gaming system provides the persistent supplemental award
in association with the initiated play of the game as indicated in
block 116. That is, in addition to winning any award associated
with the displayed game outcome in accordance with the currently
employed paytable, if that displayed game outcome is currently
associated with the persistent supplemental award, the player wins
that persistent supplemental award as well.
[0028] In certain embodiments the persistent supplemental award
takes the form of a modifier, such as a multiplier, wherein the
gaming system modifies the award statically associated with the
displayed ranked game outcome by the persistent supplemental award.
In certain embodiments, the persistent supplemental award takes the
form of an award value, wherein the gaming system adds the
persistent supplemental award to the award statically associated
with the displayed game outcome. In different embodiments, the
persistent supplemental award (and/or one or more awards provided
in association with the initiated play of the game) includes, but
is not limited to, one or more of: a quantity of monetary credits,
a quantity of non-monetary credits, a quantity of promotional
credits, a quantity of player tracking points, a progressive award,
a quantity of free plays of one or more games, a quantity of plays
of one or more secondary or bonus games, a multiplier of a quantity
of free plays of a game, one or more lottery based awards, such as
lottery or drawing tickets, a wager match for one or more plays of
one or more games, an increase in the average expected payback
percentage for one or more plays of one or more games, one or more
comps, such as a free dinner, a free night's stay at a hotel, a
high value product such as a free car, or a low value product, one
or more bonus credits usable for online play, a lump sum of player
tracking points or credits, a multiplier for player tracking points
or credits, an increase in a membership or player tracking level,
one or more coupons or promotions usable within and/or outside of
the gaming establishment (e.g., a 20% off coupon for use at a
convenience store), virtual goods associated with the gaming
system, virtual goods not associated with the gaming system, an
access code usable to unlock content on an internet.
[0029] In certain embodiments, the persistent supplemental award
takes the form of an activation of a feature, wherein the gaming
system activates that feature for that play of the game and/or one
or more subsequent plays of the game. That is, in certain
embodiments, the persistent supplemental award includes the
activation or modification of one or more features for one or more
subsequently initiated plays of the game. In different embodiments,
such features include, but are not limited to: a feature which
modifies one or more game outcomes of one or more plays of a game
(e.g., the symbols evaluated for the play(s) of the game); a
feature which modifies the paytable utilized for one or more plays
of the game; a feature which modifies any award determined for one
or more plays of the game; a feature which superimposed one or more
symbols over the randomly generated symbols of the reels; a feature
which replaces one or more symbols of the randomly generated
symbols of the reels with a predetermined symbol pattern; a feature
which replaces one or more symbols of the randomly generated
symbols of the reels with a predetermined pattern of wild symbols;
a book-end wild symbols feature; a stacked wild symbols feature; an
expanding wild symbols feature; a nudging wild symbols feature; a
retrigger symbol feature; an anti-terminator symbol feature; a
locking reel feature, a locking symbol position feature; a feature
which provides an additional award amount to a player; a feature
modifying an amount of credits of a credit balance; a feature
modifying an amount of promotional credits; a feature modifying a
rate of earning player tracking points; a feature modifying a
triggering event of a play of a secondary or bonus game; a feature
modifying an activation of a secondary or bonus display (such as an
award generator); a feature modifying a quantity of activations of
a secondary or bonus display (e.g., a feature modifying a quantity
of spins of an award generator); a feature modifying a quantity of
sections of a secondary or bonus display (e.g., a feature modifying
a quantity of sections of an award generator); a feature modifying
one or more awards of a secondary or bonus display; a feature
modifying an activation of a community award generator; a feature
modifying a quantity of activations of a community award generator;
a feature modifying a quantity of sections of a community award
generator; a feature modifying one or more awards of a community
award generator; a feature modifying a generated outcome (or a
designated generated outcome) in a secondary game; a feature
modifying a placed wager amount; a feature modifying a placed side
wager amount; a feature modifying a number of wagered on paylines;
a feature modifying a wager placed on one or more paylines (or on
one or more designated paylines); a feature modifying a number of
ways to win wagered on; a feature modifying a wager placed on one
or more ways to win (or on one or more designated ways to win); a
feature modifying an average expected payback percentage of a play
of a game; a feature modifying an average expected payout of a play
of a game; a feature modifying one or more awards available; a
feature modifying a range of awards available; a feature modifying
a type of awards available; a feature modifying one or more
progressive awards; a feature modifying which progressive awards
are available to be won; a feature modifying an activation of a
reel (or a designated reel); a feature modifying an activation of a
plurality of reels; a feature modifying a generated outcome (or a
designated generated outcome) on a designated payline; a feature
modifying a generated outcome (or a designated generated outcome)
in a scatter configuration; a feature modifying a winning way to
win (or a designated winning way to win); a feature modifying a
designated symbol or symbol combination; a feature modifying a
generation of a designated symbol or symbol combination on a
designated payline; a feature modifying a generation of a
designated symbol or symbol combination in a scatter configuration;
a feature modifying a quantity of picks in a selection game; a
feature modifying a quantity of offers in an offer and acceptance
game; a feature modifying a quantity of moves in a trail game; a
feature modifying an amount of free spins provided; a feature
modifying a game terminating or ending condition; a feature
modifying how one or more aspects of one or more games (e.g.,
colors, speeds, sound) are displayed to a player; and/or a feature
modifying any game play feature associated with any play of any
game disclosed herein.
[0030] In certain embodiments, the gaming system funds the provided
persistent supplemental award by the placement of a side bet,
wherein at least part of the placed side bet funds the persistent
supplemental award feature. In certain embodiments, the gaming
system funds the provided persistent supplemental award by the
placement of a wager on the initiated play of the game wherein a
portion of the placed wager is accounted for in the paytable as
funding the persistent supplemental award feature. In certain
embodiments, the gaming system funds the provided persistent
supplemental award via gaming establishment marketing funds. It
should be appreciated that any suitable way of funding the
persistent supplemental award feature may be employed in accordance
with the present disclosure.
[0031] It should be further appreciated that since the persistent
supplemental award persists from game to game in association with a
ranked game outcome of the paytable, even if the ranked game
outcome currently associated with the persistent supplemental award
was not determined during the play of the game, the gaming system
continues to display the persistent supplemental award in
association with a ranked game outcome of the paytable as the
gaming system awaits for another occurrence of the game triggering
event. As such, even if the gaming system did not provide a
persistent supplemental award in association with one play of a
game, the persistent nature of such a supplemental award provides
that the gaming system will provide the player another opportunity
to be provided the persistent supplemental award in association
with another play of another game.
[0032] Following any providing of the persistent supplemental award
in association with the initiated play of the game or upon a
determination that the determined ranked game outcome is not
currently associated with a persistent supplemental award, the
gaming system determines if a persistent supplemental award ranked
game outcome increment event has occurred in association with the
initiated play of the game as indicated in diamond 118.
[0033] In certain embodiments, the persistent supplemental award
ranked game outcome increment event occurs based on a displayed
event associated with the initiated play of the game. In certain
embodiments, the persistent supplemental award ranked game outcome
increment event occurs if the displayed game outcome is a losing
game outcome. In certain embodiments, the persistent supplemental
award ranked game outcome increment event occurs if the displayed
game outcome is a winning game outcome. In certain embodiments, the
persistent supplemental award ranked game outcome increment event
occurs if the displayed game outcome is a winning game outcome
statically associated with an award greater than a designated award
value. In certain embodiments, the persistent supplemental award
ranked game outcome increment event occurs based on an event
independent of any displayed event associated with the initiated
play of the game.
[0034] If the gaming system determines that the persistent
supplemental award ranked game outcome increment event occurred in
association with the initiated play of the game, the gaming system
increments the ranked game outcome which the persistent
supplemental award is associated with as indicated in block 120 of
FIG. 1. That is, upon an occurrence of a persistent supplemental
award ranked game outcome increment event, the gaming system
disassociates the persistent supplemental award from being
associated with one ranked game outcome and associates the
persistent supplemental award with a higher ranking game outcome.
In these embodiments, the gaming system displays the persistent
supplemental award as moving up the paytable to be associated with
a higher ranked game outcome. For example, as seen in FIG. 2C, upon
determining that no winning symbol combination was formed by the
plurality of symbols 206a to 206i of the plurality of reels 202a to
202c and that the persistent supplemental award ranked game outcome
increment event occurred because the displayed game outcome is a
losing game outcome, the gaming system increments the persistent
supplemental award from being associated with the winning banana
symbol combination 202a to being associated with a winning orange
symbol combination 202b.
[0035] Following any incrementing of the ranked game outcome
associated with the persistent supplemental award or upon a
determination that the persistent supplemental award ranked game
outcome increment event has not occurred, the gaming system
determines if a persistent supplemental award reset event occurred
as indicated in diamond 122 of FIG. 1.
[0036] In certain embodiments, the persistent supplemental award
reset event occurs based on a displayed event associated with the
initiated play of the game. In certain embodiments, the persistent
supplemental award reset event occurs if the displayed game outcome
is a winning game outcome. In one such embodiment, any winning game
outcome qualifies as an occurrence of a persistent supplemental
award reset event. In another such embodiment, obtaining a ranked
game outcome currently associated with the persistent supplemental
award qualifies as an occurrence of a persistent supplemental award
reset event. In certain embodiments, the persistent supplemental
award reset event occurs if the displayed game outcome is a winning
game outcome statically associated with an award greater than a
designated award value. In certain embodiments, the persistent
supplemental award reset event occurs if the displayed game outcome
is a losing game outcome. In certain embodiments, the persistent
supplemental award reset event occurs based on an event independent
of any displayed event associated with the initiated play of the
game.
[0037] If the gaming system determines that no persistent
supplemental award reset event occurred, the gaming system returns
to block 104 and awaits another occurrence of the game triggering
event. That is, upon a determination not to reset which ranked game
outcome the persistent supplemental award is currently associated
with, the gaming system maintains the persistent supplemental award
in association with the currently ranked game outcome of the
paytable and awaits another play of another game.
[0038] On the other hand, if the gaming system determines that a
persistent supplemental award reset event occurred, the gaming
system resets the association of the persistent supplemental award
to being associated with the lowest ranked winning game outcome of
the paytable as indicated in block 124 of FIG. 1. That is, upon an
occurrence of a persistent supplemental award reset event, the
gaming system disassociates the persistent supplemental award from
being associated with one ranked game outcome and associates the
persistent supplemental award with a lower ranking game outcome,
such as the lowest ranked winning game outcome. In these
embodiments, the gaming system displays the persistent supplemental
award as moving down the paytable to being again associated with a
starting or default ranked winning game outcome. For example, as
seen in FIG. 2D, following six more losing game outcomes (i.e., six
more occurrences of the persistent supplemental award ranked game
outcome increment event) over six more plays of the game (not
shown) such that the persistent supplemental award is currently
associated with the winning queen symbol combination 202h, the
generation of a winning symbol combination of queen symbol
212k-queen symbol 212n-queen symbol 212q resulted in both providing
the persistent supplemental award in association with the next
initiated play of the game and an occurrence of the persistent
supplemental award reset event. That is, since the determined
ranked winning game outcome of three queen symbols is currently
associated with the persistent supplemental award of a 3.times.
multiplier 206, the gaming system modifies the award of
two-hundred-fifty credits associated with the winning queen symbol
combination to result in a modified award of seven-hundred-fifty
credits. Moreover, since the determined ranked game outcome of
three queen symbols is a winning game outcome and since the
generation of a winning game outcome qualifies as the occurrence of
the persistent supplemental award reset event, as seen in FIG. 2E,
the gaming system resets the association of the persistent
supplemental award of a 3.times. multiplier to being associated
with the three banana symbol combination (i.e., a determined lowest
ranked winning game outcome).
[0039] Following any reset of which ranked game outcome the
persistent supplemental award is currently associated with, the
gaming system returns to block 104 and awaits another occurrence of
the game triggering event as described above.
[0040] Accordingly, employing a persistent supplemental award which
is associated with different ranked game outcomes responsive to
different events occurring in association with different plays of a
game improves the operation of the gaming system by providing that
the dynamic paytable utilized for different plays of the game
changes as such games are played. Such a configuration thus
provides an additional level of player anticipation via enabling
the player to view, prior to any particular game being played,
which ranked game outcome the persistent supplemental award is
currently associated with, thereby introducing a degree of player
strategy or skill as players may interact with the gaming system
differently based on the current paytable structure employed by the
gaming system (e.g., if a persistent supplemental award is
currently associated with one ranked game outcome versus another
ranked game outcome, certain players may alter their strategy for a
particular play of a game in an attempt to achieve one ranked game
outcome versus another ranked game outcome).
[0041] In certain embodiments, in addition to dynamically
reassociating a persistent supplemental award with different ranked
game outcomes of a paytable, the gaming system monitors for an
occurrence of an additional persistent supplemental award event
wherein upon such an occurrence, one or more additional persistent
supplemental awards are added to being associated with one or more
ranked game outcomes of the paytable.
[0042] In one such embodiment, if the persistent supplemental award
is currently associated with the highest ranked game outcome of the
paytable and a persistent supplemental award ranked game outcome
increment event occurs, the gaming system adds another persistent
supplemental award to be associated with another ranked game
outcome of the paytable. For example, if a persistent supplemental
award reaches the top of a paytable, another persistent
supplemental award is added to the bottom of the paytable.
[0043] In another such embodiment, an additional persistent
supplemental award event occurs when a persistent supplemental
award ranked game outcome increment event occurs. In this
embodiment, when a persistent supplemental award moves from being
associated with a first ranked game outcome to a second ranked game
outcome, another persistent supplemental award is associated with
the first ranked game outcome (or another ranked game outcome
different from the second ranked game outcome). That is, each time
a persistent supplemental award moves up the paytable, another
persistent supplemental award takes its place on the paytable.
[0044] In certain embodiments wherein multiple persistent
supplemental award are dynamically associated with multiple ranked
game outcomes of the paytable, multiple persistent supplemental
awards may each be associated with the same ranked game outcome for
at least one play of a game. In these embodiments, the gaming
system combines the persistent supplemental awards for such plays
of the game. In certain embodiments wherein multiple persistent
supplemental award are dynamically associated with multiple ranked
game outcomes of the paytable, multiple persistent supplemental
awards may not each be associated with the same ranked game outcome
for at least one play of a game.
[0045] In certain embodiments wherein multiple persistent
supplemental award are dynamically associated with multiple ranked
game outcomes of the paytable, an occurrence of a persistent
supplemental award reset event results in the removal of any
additional persistent supplemental awards previously added to the
paytable. In certain embodiments wherein multiple persistent
supplemental award are dynamically associated with multiple ranked
game outcomes of the paytable, an occurrence of a persistent
supplemental award reset event results in the removal of one or
more, but not all, of the additional persistent supplemental awards
previously added to the paytable.
[0046] In certain embodiments wherein multiple persistent
supplemental award are dynamically associated with multiple ranked
game outcomes of the paytable, the persistent supplemental award
reset event occurs for each of the multiple persistent supplemental
awards if the persistent supplemental award reset event occurs for
any of the persistent supplemental awards. For example, if a
paytable currently includes three distinct persistent supplemental
awards dynamically associated with three different ranked game
outcomes and a persistent supplemental award reset event occurs in
association with one of the persistent supplemental awards, the
gaming system proceeds as if the persistent supplemental award
reset event occurred for all three distinct persistent supplemental
awards.
[0047] In certain embodiments wherein multiple persistent
supplemental award are dynamically associated with multiple ranked
game outcomes of the paytable, the persistent supplemental award
reset event occurs for less than each of the multiple persistent
supplemental awards if the persistent supplemental award reset
event occurs for any of the persistent supplemental awards. For
example, if a paytable currently includes three distinct persistent
supplemental awards dynamically associated with three different
ranked game outcomes and a persistent supplemental award reset
event occurs in association with one of the persistent supplemental
awards, the gaming system proceeds as if the persistent
supplemental award reset event occurred for that one persistent
supplemental awards (thereby resetting or removing that one
persistent supplemental award) without otherwise modifying the
other persistent supplemental awards currently associated with the
paytable.
[0048] In certain embodiments, if the persistent supplemental award
is currently associated with the highest ranked game outcome of the
paytable, the gaming system disables any persistent supplemental
award ranked game outcome increment event from occurring. In
certain embodiments, if the persistent supplemental award is
currently associated with the highest ranked game outcome of the
paytable when a persistent supplemental award ranked game outcome
increment event occurs, the gaming system causes a persistent
supplemental award reset event to occur. That is, if the persistent
supplemental award has moved to the top of the ranked outcomes of
the paytable, a subsequent movement of the persistent supplemental
award results in the persistent supplemental award being
reassociated with the lowest ranked winning game outcome of the
paytable.
[0049] In certain embodiments, if the persistent supplemental award
is currently associated with the highest ranked game outcome of the
paytable when a persistent supplemental award ranked game outcome
increment event occurs, the gaming system increases the persistent
supplemental award. That is, if the persistent supplemental award
has moved to the top of the ranked outcomes of the paytable and an
event occurs which would otherwise cause a subsequent movement of
the persistent supplemental award, the gaming system causes the
persistent supplemental award to increase in value. For example, if
the persistent supplemental award has a value of 100 credits and is
currently associated with a royal flush outcome (i.e., the highest
ranked game outcome of a paytable) which is associated with a
static award of 4000 credits, a subsequent occurrence of the
persistent supplemental award ranked game outcome increment event
results in the persistent supplemental value increasing to 200
credits. In one such embodiment, the gaming system enables the
persistent supplemental award to increase in value a designated
quantity of times wherein any attempted increase in value results
in another persistent supplemental award being associated with
another ranked game outcome. Continuing with the above example, if
after nine more occurrences of the persistent supplemental award
ranked game outcome increment event (which have resulted in the
persistent supplemental award increasing in value to 1000 credits
and the designated quantity of times being reached), a subsequent
occurrence of persistent supplemental award ranked game outcome
increment event results in another persistent supplemental award of
100 credits being associated with the straight flush outcome (i.e.,
the second highest ranked game outcome of the paytable). This
process continues until either a persistent supplemental award
reset event occurs or each of the ranked game outcomes are
associated with persistent supplemental values that have
incremented the designated quantity of time.
[0050] In certain embodiments, in addition to moving a persistent
supplemental award to be associated with a higher ranked game
outcome if a persistent supplemental award ranked game outcome
increment event occurs, the gaming system moves a persistent
supplemental award to be associated with a lower ranked game
outcome if a persistent supplemental award ranked game outcome
decrement event occurs. In these embodiments, the persistent
supplemental award may move in different directions (relative to
the ranked game outcomes of a paytable) for different plays of the
game.
[0051] In certain embodiments, in addition to or alternative from
moving a persistent supplemental award to be associated with a
higher ranked game outcome if a persistent supplemental award
ranked game outcome increment event occurs, the gaming system
modifies one or more persistent supplemental awards based on
obtaining the same winning game outcome a quantity of consecutive
times. In these embodiments, each time a winning game outcome is
achieved "in a row" and not counting any losing game outcomes, the
gaming system increases the persistent supplemental award
associated with that winning game outcome. For example, a paytable
displays a plurality of default awards and for a first play of a
poker game, a player obtains a straight game outcome which causes
the gaming system to modify the award associated with the straight
game outcome from a default award of thirty credits to thirty-five
credits. If the next winning play of the poker game (i.e., the next
play in which the player does not obtain a losing game outcome)
results in another straight game outcome, the gaming system
modifies the award associated with the straight game outcome from
thirty-five credits to forty credits. If the next winning play of
the poker game (i.e., the next play in which the player does not
obtain a losing game outcome) results in a full house game outcome,
the gaming system resets the award associated with the straight
game outcome from forty credits back to the default award of thirty
credits and modifies the award associated with the full house game
outcome from a default award of fifty credits to sixty credits.
[0052] In one embodiment, the gaming system causes at least one
display device of the gaming system to display the dynamic paytable
and one or more plays of the game. In another embodiment, the
gaming system additionally or alternatively causes one or more
community or overhead display devices to display part or all of the
dynamic paytable and one or more plays of the game to one or more
other players or bystanders either at a gaming establishment or
viewing over a network, such as the internet. In another
embodiment, the gaming system additionally or alternatively causes
one or more internet sites to each display the dynamic paytable and
one or more plays of the game such that a player is enabled to log
on from a personal web browser.
[0053] In different embodiments, a game triggering event, a
persistent supplemental award ranked game outcome increment event,
and/or a persistent supplemental award reset event occurs based on
an outcome associated with one or more plays of any primary games.
In one embodiment, such determinations are symbol driven based on
the generation of one or more designated symbols or symbol
combinations. In various embodiments, a generation of a designated
symbol (or sub-symbol) or a designated set of symbols (or
sub-symbols) over one or more plays of a primary game causes such
conditions to be satisfied and/or one or more of such events to
occur.
[0054] In different embodiments, the gaming system does not provide
any apparent reasons to the players for an occurrence of an
initiation event, secondary event triggering event and/or feature
activation event. In these embodiments, such determinations are not
triggered by an event in a primary game or based specifically on
any of the plays of any primary games. That is, these events occur
without any explanation or alternatively with simple
explanations.
[0055] In one such embodiment, a game triggering event, a
persistent supplemental award ranked game outcome increment event,
and/or a persistent supplemental award reset event occurs based on
an amount of coin-in. In this embodiment, the gaming system
determines if an amount of coin-in reaches or exceeds a designated
amount of coin-in (i.e., a threshold coin-in amount). Upon the
amount of coin-in wagered reaching or exceeding the threshold
coin-in amount, the gaming system causes one or more of such events
or conditions to occur. In another such embodiment, a game
triggering event, a persistent supplemental award ranked game
outcome increment event, and/or a persistent supplemental award
reset event occurs based on an amount of virtual currency-in. In
this embodiment, the gaming system determines if an amount of
virtual currency-in wagered reaches or exceeds a designated amount
of virtual currency-in (i.e., a threshold virtual currency-in
amount). Upon the amount of virtual currency-in wagered reaching or
exceeding the threshold virtual currency-in amount, the gaming
system causes one or more of such events or conditions to occur. In
different embodiments, the threshold coin-in amount and/or the
threshold virtual currency-in amount is predetermined, randomly
determined, determined based on a player's status (such as
determined through a player tracking system), determined based on a
generated symbol or symbol combination, determined based on a
random determination by the central controller, determined based on
a random determination at the EGM, determined based on one or more
side wagers placed, determined based on the player's primary game
wager, determined based on time (such as the time of day) or
determined based on any other suitable method or criteria.
[0056] In one such embodiment, a game triggering event, a
persistent supplemental award ranked game outcome increment event,
and/or a persistent supplemental award reset event occurs based on
an amount of coin-out. In this embodiment, the gaming system
determines if an amount of coin-out reaches or exceeds a designated
amount of coin-out (i.e., a threshold coin-out amount). Upon the
amount of coin-out reaching or exceeding the threshold coin-out
amount, the gaming system causes one or more of such events or
conditions to occur. In another such embodiment, a game triggering
event, a persistent supplemental award ranked game outcome
increment event, and/or a persistent supplemental award reset event
occurs based on an amount of virtual currency-out. In this
embodiment, the gaming system determines if an amount of virtual
currency-out reaches or exceeds a designated amount of virtual
currency-out (i.e., a threshold virtual currency-out amount). Upon
the amount of virtual currency-out reaching or exceeding the
threshold virtual currency-out amount, the gaming system causes one
or more of such events or conditions to occur. In different
embodiments, the threshold coin-out amount and/or the threshold
virtual currency-out amount is predetermined, randomly determined,
determined based on a player's status (such as determined through a
player tracking system), determined based on a generated symbol or
symbol combination, determined based on a random determination by
the central controller, determined based on a random determination
at the EGM, determined based on one or more side wagers placed,
determined based on the player's primary game wager, determined
based on time (such as the time of day) or determined based on any
other suitable method or criteria.
[0057] In different embodiments, a game triggering event, a
persistent supplemental award ranked game outcome increment event,
and/or a persistent supplemental award reset event occurs based on
a predefined variable reaching a defined parameter threshold. For
example, when the 500,000.sup.th player has played an EGM
(ascertained from a player tracking system), one or more of such
events or conditions occur. In different embodiments, the
predefined parameter thresholds include a length of time, a length
of time after a certain dollar amount is hit, a wager level
threshold for a specific device (which EGM is the first to
contribute $250,000), a number of EGMs active, or any other
parameter that defines a suitable threshold.
[0058] In different embodiments, a game triggering event, a
persistent supplemental award ranked game outcome increment event,
and/or a persistent supplemental award reset event occurs based on
a quantity of games played. In this embodiment, a quantity of games
played is set for when one or more of such events or conditions
will occur. In one embodiment, such a set quantity of games played
is based on historic data.
[0059] In different embodiments, a game triggering event, a
persistent supplemental award ranked game outcome increment event,
and/or a persistent supplemental award reset event occurs based on
time. In this embodiment, a time is set for when one or more of
such events or conditions will occur. In one embodiment, such a set
time is based on historic data.
[0060] In different embodiments, a game triggering event, a
persistent supplemental award ranked game outcome increment event,
and/or a persistent supplemental award reset event occurs based
upon gaming system operator defined player eligibility parameters
stored on a player tracking system (such as via a player tracking
card or other suitable manner). In this embodiment, the parameters
for eligibility are defined by the gaming system operator based on
any suitable criterion. In one embodiment, the gaming system
recognizes the player's identification (via the player tracking
system) when the player inserts or otherwise associates their
player tracking card in the EGM and/or logs into the player
tracking system using a mobile device, such as a personal gaming
device. The gaming system determines the player tracking level of
the player and if the current player tracking level defined by the
gaming system operator is eligible for one or more of such events
or conditions. In one embodiment, the gaming system operator
defines minimum bet levels required for such events or conditions
to occur based on the player's card level.
[0061] In different embodiments, a game triggering event, a
persistent supplemental award ranked game outcome increment event,
and/or a persistent supplemental award reset event occurs based on
a system determination, including one or more random selections by
the central controller. For example, as described above, the gaming
system tracks all active EGMs and the wagers they placed, wherein
based on the EGM's state as well as one or more wager pools
associated with the EGM, the gaming system determines whether to
one or more of such events or conditions will occur. In one such
embodiment, the player who consistently places a higher wager is
more likely to be associated with an occurrence of one or more of
such events or conditions than a player who consistently places a
minimum wager. It should be appreciated that the criteria for
determining whether a player is in active status or inactive status
for determining if one or more of such events occur may the same
as, substantially the same as, or different than the criteria for
determining whether a player is in active status or inactive status
for another one of such events to occur.
[0062] In different embodiments, a game triggering event, a
persistent supplemental award ranked game outcome increment event,
and/or a persistent supplemental award reset event occurs based on
a determination of if any numbers allotted to an EGM match a
randomly selected number. In this embodiment, upon or prior to each
play of each EGM, an EGM selects a random number from a range of
numbers and during each primary game, the EGM allocates the first N
numbers in the range, where N is the number of credits bet by the
player in that primary game. At the end of the primary game, the
randomly selected number is compared with the numbers allocated to
the player and if a match occurs, one or more of such events or
conditions occur.
[0063] It should be appreciated that any suitable manner of causing
a game triggering event, a persistent supplemental award ranked
game outcome increment event, and/or a persistent supplemental
award reset event to occur may be implemented in accordance with
the gaming system and method disclosed herein. It should be further
appreciated that one or more of the above-described triggers
occurring may be combined in one or more different embodiments.
Alternative Embodiments
[0064] It should be appreciated that in different embodiments, one
or more of: [0065] i. when a game triggering event, a persistent
supplemental award ranked game outcome increment event, and/or a
persistent supplemental award reset event occurs; [0066] ii. which
ranked game outcomes to initially associate with which persistent
supplemental awards; [0067] iii. a quantity of persistent
supplemental awards to associated with a quantity of ranked game
outcomes of a paytable; [0068] iv. which ranked game outcome to
associate a persistent supplemental award with upon an occurrence
of a persistent supplemental award ranked game outcome increment
event; [0069] v. which ranked game outcome to associate a
persistent supplemental award with upon an occurrence of a
persistent supplemental award reset event; [0070] vi. which
persistent supplemental award to employ; [0071] vii. which type of
game to employ; and/or [0072] viii. any determination disclosed
herein; is/are predetermined, randomly determined, randomly
determined based on one or more weighted percentages, determined
based on a generated symbol or symbol combination, determined
independent of a generated symbol or symbol combination, determined
based on a random determination by the central controller,
determined independent of a random determination by the central
controller, determined based on a random determination at the
gaming system, determined independent of a random determination at
the gaming system, determined based on at least one play of at
least one game, determined independent of at least one play of at
least one game, determined based on a player's selection,
determined independent of a player's selection, determined based on
one or more side wagers placed, determined independent of one or
more side wagers placed, determined based on the player's primary
game wager, determined independent of the player's primary game
wager, determined based on time (such as the time of day),
determined independent of time (such as the time of day),
determined based on an amount of coin-in accumulated in one or more
pools, determined independent of an amount of coin-in accumulated
in one or more pools, determined based on a status of the player
(i.e., a player tracking status), determined independent of a
status of the player (i.e., a player tracking status), determined
based on one or more other determinations disclosed herein,
determined independent of any other determination disclosed herein
or determined based on any other suitable method or criteria.
Gaming Systems
[0073] The above-described embodiments of the present disclosure
may be implemented in accordance with or in conjunction with one or
more of a variety of different types of gaming systems, such as,
but not limited to, those described below.
[0074] The present disclosure contemplates a variety of different
gaming systems each having one or more of a plurality of different
features, attributes, or characteristics. A "gaming system" as used
herein refers to various configurations of: (a) one or more central
servers, central controllers, or remote hosts; (b) one or more
electronic gaming machines such as those located on a casino floor;
and/or (c) one or more personal gaming devices, such as desktop
computers, laptop computers, tablet computers or computing devices,
personal digital assistants, mobile phones, and other mobile
computing devices. Moreover, an EGM as used herein refers to any
suitable electronic gaming machine which enables a player to play a
game (including but not limited to a game of chance, a game of
skill, and/or a game of partial skill) to potentially win one or
more awards, wherein the EGM comprises, but is not limited to: a
slot machine, a video poker machine, a video lottery terminal, a
terminal associated with an electronic table game, a video keno
machine, a video bingo machine located on a casino floor, a sports
betting terminal, or a kiosk, such as a sports betting kiosk.
[0075] In various embodiments, the gaming system of the present
disclosure includes: (a) one or more electronic gaming machines in
combination with one or more central servers, central controllers,
or remote hosts; (b) one or more personal gaming devices in
combination with one or more central servers, central controllers,
or remote hosts; (c) one or more personal gaming devices in
combination with one or more electronic gaming machines; (d) one or
more personal gaming devices, one or more electronic gaming
machines, and one or more central servers, central controllers, or
remote hosts in combination with one another; (e) a single
electronic gaming machine; (f) a plurality of electronic gaming
machines in combination with one another; (g) a single personal
gaming device; (h) a plurality of personal gaming devices in
combination with one another; (i) a single central server, central
controller, or remote host; and/or (j) a plurality of central
servers, central controllers, or remote hosts in combination with
one another.
[0076] For brevity and clarity and unless specifically stated
otherwise, "EGM" as used herein represents one EGM or a plurality
of EGMs, "personal gaming device" as used herein represents one
personal gaming device or a plurality of personal gaming devices,
and "central server, central controller, or remote host" as used
herein represents one central server, central controller, or remote
host or a plurality of central servers, central controllers, or
remote hosts.
[0077] As noted above, in various embodiments, the gaming system
includes an EGM (or personal gaming device) in combination with a
central server, central controller, or remote host. In such
embodiments, the EGM (or personal gaming device) is configured to
communicate with the central server, central controller, or remote
host through a data network or remote communication link. In
certain such embodiments, the EGM (or personal gaming device) is
configured to communicate with another EGM (or personal gaming
device) through the same data network or remote communication link
or through a different data network or remote communication link.
For example, the gaming system includes a plurality of EGMs that
are each configured to communicate with a central server, central
controller, or remote host through a data network.
[0078] In certain embodiments in which the gaming system includes
an EGM (or personal gaming device) in combination with a central
server, central controller, or remote host, the central server,
central controller, or remote host is any suitable computing device
(such as a server) that includes at least one processor and at
least one memory device or data storage device. As further
described herein, the EGM (or personal gaming device) includes at
least one EGM (or personal gaming device) processor configured to
transmit and receive data or signals representing events, messages,
commands, or any other suitable information between the EGM (or
personal gaming device) and the central server, central controller,
or remote host. The at least one processor of that EGM (or personal
gaming device) is configured to execute the events, messages, or
commands represented by such data or signals in conjunction with
the operation of the EGM (or personal gaming device). Moreover, the
at least one processor of the central server, central controller,
or remote host is configured to transmit and receive data or
signals representing events, messages, commands, or any other
suitable information between the central server, central
controller, or remote host and the EGM (or personal gaming device).
The at least one processor of the central server, central
controller, or remote host is configured to execute the events,
messages, or commands represented by such data or signals in
conjunction with the operation of the central server, central
controller, or remote host. One, more than one, or each of the
functions of the central server, central controller, or remote host
may be performed by the at least one processor of the EGM (or
personal gaming device). Further, one, more than one, or each of
the functions of the at least one processor of the EGM (or personal
gaming device) may be performed by the at least one processor of
the central server, central controller, or remote host.
[0079] In certain such embodiments, computerized instructions for
controlling any games (such as any primary or base games and/or any
secondary or bonus games) displayed by the EGM (or personal gaming
device) are executed by the central server, central controller, or
remote host. In such "thin client" embodiments, the central server,
central controller, or remote host remotely controls any games (or
other suitable interfaces) displayed by the EGM (or personal gaming
device), and the EGM (or personal gaming device) is utilized to
display such games (or suitable interfaces) and to receive one or
more inputs or commands. In other such embodiments, computerized
instructions for controlling any games displayed by the EGM (or
personal gaming device) are communicated from the central server,
central controller, or remote host to the EGM (or personal gaming
device) and are stored in at least one memory device of the EGM (or
personal gaming device). In such "thick client" embodiments, the at
least one processor of the EGM (or personal gaming device) executes
the computerized instructions to control any games (or other
suitable interfaces) displayed by the EGM (or personal gaming
device).
[0080] In various embodiments in which the gaming system includes a
plurality of EGMs (or personal gaming devices), one or more of the
EGMs (or personal gaming devices) are thin client EGMs (or personal
gaming devices) and one or more of the EGMs (or personal gaming
devices) are thick client EGMs (or personal gaming devices). In
other embodiments in which the gaming system includes one or more
EGMs (or personal gaming devices), certain functions of one or more
of the EGMs (or personal gaming devices) are implemented in a thin
client environment, and certain other functions of one or more of
the EGMs (or personal gaming devices) are implemented in a thick
client environment. In one such embodiment in which the gaming
system includes an EGM (or personal gaming device) and a central
server, central controller, or remote host, computerized
instructions for controlling any primary or base games displayed by
the EGM (or personal gaming device) are communicated from the
central server, central controller, or remote host to the EGM (or
personal gaming device) in a thick client configuration, and
computerized instructions for controlling any secondary or bonus
games or other functions displayed by the EGM (or personal gaming
device) are executed by the central server, central controller, or
remote host in a thin client configuration.
[0081] In certain embodiments in which the gaming system includes:
(a) an EGM (or personal gaming device) configured to communicate
with a central server, central controller, or remote host through a
data network; and/or (b) a plurality of EGMs (or personal gaming
devices) configured to communicate with one another through a data
network, the data network is a local area network (LAN) in which
the EGMs (or personal gaming devices) are located substantially
proximate to one another and/or the central server, central
controller, or remote host. In one example, the EGMs (or personal
gaming devices) and the central server, central controller, or
remote host are located in a gaming establishment or a portion of a
gaming establishment.
[0082] In other embodiments in which the gaming system includes:
(a) an EGM (or personal gaming device) configured to communicate
with a central server, central controller, or remote host through a
data network; and/or (b) a plurality of EGMs (or personal gaming
devices) configured to communicate with one another through a data
network, the data network is a wide area network (WAN) in which one
or more of the EGMs (or personal gaming devices) are not
necessarily located substantially proximate to another one of the
EGMs (or personal gaming devices) and/or the central server,
central controller, or remote host. For example, one or more of the
EGMs (or personal gaming devices) are located: (a) in an area of a
gaming establishment different from an area of the gaming
establishment in which the central server, central controller, or
remote host is located; or (b) in a gaming establishment different
from the gaming establishment in which the central server, central
controller, or remote host is located. In another example, the
central server, central controller, or remote host is not located
within a gaming establishment in which the EGMs (or personal gaming
devices) are located. In certain embodiments in which the data
network is a WAN, the gaming system includes a central server,
central controller, or remote host and an EGM (or personal gaming
device) each located in a different gaming establishment in a same
geographic area, such as a same city or a same state. Gaming
systems in which the data network is a WAN are substantially
identical to gaming systems in which the data network is a LAN,
though the quantity of EGMs (or personal gaming devices) in such
gaming systems may vary relative to one another.
[0083] In further embodiments in which the gaming system includes:
(a) an EGM (or personal gaming device) configured to communicate
with a central server, central controller, or remote host through a
data network; and/or (b) a plurality of EGMs (or personal gaming
devices) configured to communicate with one another through a data
network, the data network is an internet (such as the Internet) or
an intranet. In certain such embodiments, an Internet browser of
the EGM (or personal gaming device) is usable to access an Internet
game page from any location where an Internet connection is
available. In one such embodiment, after the EGM (or personal
gaming device) accesses the Internet game page, the central server,
central controller, or remote host identifies a player before
enabling that player to place any wagers on any plays of any
wagering games. In one example, the central server, central
controller, or remote host identifies the player by requiring a
player account of the player to be logged into via an input of a
unique player name and password combination assigned to the player.
The central server, central controller, or remote host may,
however, identify the player in any other suitable manner, such as
by validating a player tracking identification number associated
with the player; by reading a player tracking card or other smart
card inserted into a card reader (as described below); by
validating a unique player identification number associated with
the player by the central server, central controller, or remote
host; or by identifying the EGM (or personal gaming device), such
as by identifying the MAC address or the IP address of the Internet
facilitator. In various embodiments, once the central server,
central controller, or remote host identifies the player, the
central server, central controller, or remote host enables
placement of one or more wagers on one or more plays of one or more
primary or base games and/or one or more secondary or bonus games,
and displays those plays via the Internet browser of the EGM (or
personal gaming device). Examples of implementations of
Internet-based gaming are further described in U.S. Pat. No.
8,764,566, entitled "Internet Remote Game Server," and U.S. Pat.
No. 8,147,334, entitled "Universal Game Server".
[0084] The central server, central controller, or remote host and
the EGM (or personal gaming device) are configured to connect to
the data network or remote communications link in any suitable
manner. In various embodiments, such a connection is accomplished
via: a conventional phone line or other data transmission line, a
digital subscriber line (DSL), a T-1 line, a coaxial cable, a fiber
optic cable, a wireless or wired routing device, a mobile
communications network connection (such as a cellular network or
mobile Internet network), or any other suitable medium. The
expansion in the quantity of computing devices and the quantity and
speed of Internet connections in recent years increases
opportunities for players to use a variety of EGMs (or personal
gaming devices) to play games from an ever-increasing quantity of
remote sites. Additionally, the enhanced bandwidth of digital
wireless communications may render such technology suitable for
some or all communications, particularly if such communications are
encrypted. Higher data transmission speeds may be useful for
enhancing the sophistication and response of the display and
interaction with players.
EGM Components
[0085] FIG. 3 is a block diagram of an example EGM 1000 and FIGS.
4A and 4B include two different example EGMs 2000a and 2000b. The
EGMs 1000, 2000a, and 2000b are merely example EGMs, and different
EGMs may be implemented using different combinations of the
components shown in the EGMs 1000, 2000a, and 2000b. Although the
below refers to EGMs, in various embodiments personal gaming
devices (such as personal gaming device 2000c of FIG. 4C) may
include some or all of the below components.
[0086] In these embodiments, the EGM 1000 includes a master gaming
controller 1012 configured to communicate with and to operate with
a plurality of peripheral devices 1022.
[0087] The master gaming controller 1012 includes at least one
processor 1010. The at least one processor 1010 is any suitable
processing device or set of processing devices, such as a
microprocessor, a microcontroller-based platform, a suitable
integrated circuit, or one or more application-specific integrated
circuits (ASICs), configured to execute software enabling various
configuration and reconfiguration tasks, such as: (1) communicating
with a remote source (such as a server that stores authentication
information or game information) via a communication interface 1006
of the master gaming controller 1012; (2) converting signals read
by an interface to a format corresponding to that used by software
or memory of the EGM; (3) accessing memory to configure or
reconfigure game parameters in the memory according to indicia read
from the EGM; (4) communicating with interfaces and the peripheral
devices 1022 (such as input/output devices); and/or (5) controlling
the peripheral devices 1022. In certain embodiments, one or more
components of the master gaming controller 1012 (such as the at
least one processor 1010) reside within a housing of the EGM
(described below), while in other embodiments at least one
component of the master gaming controller 1012 resides outside of
the housing of the EGM.
[0088] The master gaming controller 1012 also includes at least one
memory device 1016, which includes: (1) volatile memory (e.g., RAM
1009, which can include non-volatile RAM, magnetic RAM,
ferroelectric RAM, and any other suitable forms); (2) non-volatile
memory 1019 (e.g., disk memory, FLASH memory, EPROMs, EEPROMs,
memristor-based non-volatile solid-state memory, etc.); (3)
unalterable memory (e.g., EPROMs 1008); (4) read-only memory;
and/or (5) a secondary memory storage device 1015, such as a
non-volatile memory device, configured to store gaming software
related information (the gaming software related information and
the memory may be used to store various audio files and games not
currently being used and invoked in a configuration or
reconfiguration). Any other suitable magnetic, optical, and/or
semiconductor memory may operate in conjunction with the EGM
disclosed herein. In certain embodiments, the at least one memory
device 1016 resides within the housing of the EGM (described
below), while in other embodiments at least one component of the at
least one memory device 1016 resides outside of the housing of the
EGM. In these embodiments, any combination of one or more computer
readable media may be utilized. The computer readable media may be
a computer readable signal medium or a computer readable storage
medium. A computer readable storage medium may be, for example, but
not limited to, an electronic, magnetic, optical, electromagnetic,
or semiconductor system, apparatus, or device, or any suitable
combination of the foregoing. More specific examples (a
non-exhaustive list) of the computer readable storage medium would
include the following: a portable computer diskette, a hard disk, a
random access memory (RAM), a read-only memory (ROM), an erasable
programmable read-only memory (EPROM or Flash memory), an
appropriate optical fiber with a repeater, a portable compact disc
read-only memory (CD-ROM), an optical storage device, a magnetic
storage device, or any suitable combination of the foregoing. In
the context of this document, a computer readable storage medium
may be any tangible medium that can contain, or store a program for
use by or in connection with an instruction execution system,
apparatus, or device.
[0089] A computer readable signal medium may include a propagated
data signal with computer readable program code embodied therein,
for example, in baseband or as part of a carrier wave. Such a
propagated signal may take any of a variety of forms, including,
but not limited to, electro-magnetic, optical, or any suitable
combination thereof. A computer readable signal medium may be any
computer readable medium that is not a computer readable storage
medium and that can communicate, propagate, or transport a program
for use by or in connection with an instruction execution system,
apparatus, or device. Program code embodied on a computer readable
signal medium may be transmitted using any appropriate medium,
including but not limited to wireless, wireline, optical fiber
cable, RF, etc., or any suitable combination of the foregoing.
[0090] The at least one memory device 1016 is configured to store,
for example: (1) configuration software 1014, such as all the
parameters and settings for a game playable on the EGM; (2)
associations 1018 between configuration indicia read from an EGM
with one or more parameters and settings; (3) communication
protocols configured to enable the at least one processor 1010 to
communicate with the peripheral devices 1022; and/or (4)
communication transport protocols (such as TCP/IP, USB, Firewire,
IEEE1394, Bluetooth, IEEE 802.11x (IEEE 802.11 standards),
hiperlan/2, HomeRF, etc.) configured to enable the EGM to
communicate with local and non-local devices using such protocols.
In one implementation, the master gaming controller 1012
communicates with other devices using a serial communication
protocol. A few non-limiting examples of serial communication
protocols that other devices, such as peripherals (e.g., a bill
validator or a ticket printer), may use to communicate with the
master game controller 1012 include USB, RS-232, and Netplex (a
proprietary protocol developed by IGT).
[0091] As will be appreciated by one skilled in the art, aspects of
the present disclosure may be illustrated and described herein in
any of a number of patentable classes or context including any new
and useful process, machine, manufacture, or composition of matter,
or any new and useful improvement thereof. Accordingly, aspects of
the present disclosure may be implemented entirely hardware,
entirely software (including firmware, resident software,
micro-code, etc.) or combining software and hardware implementation
that may all generally be referred to herein as a "circuit,"
"module," "component," or "system." Furthermore, aspects of the
present disclosure may take the form of a computer program product
embodied in one or more computer readable media having computer
readable program code embodied thereon.
[0092] Computer program code for carrying out operations for
aspects of the present disclosure may be written in any combination
of one or more programming languages, including an object oriented
programming language such as Java, Scala, Smalltalk, Eiffel, JADE,
Emerald, C++, C#, VB.NET, Python or the like, conventional
procedural programming languages, such as the "C" programming
language, Visual Basic, Fortran 2003, Perl, COBOL 2002, PHP, ABAP,
dynamic programming languages such as Python, Ruby and Groovy, or
other programming languages. The program code may execute entirely
on the player's computer, partly on the player's computer, as a
stand-alone software package, partly on the player's computer and
partly on a remote computer or entirely on the remote computer or
server. In the latter scenario, the remote computer may be
connected to the player's computer through any type of network,
including a local area network (LAN) or a wide area network (WAN),
or the connection may be made to an external computer (for example,
through the Internet using an Internet Service Provider) or in a
cloud computing environment or offered as a service such as a
Software as a Service (SaaS).
[0093] Aspects of the present disclosure are described herein with
reference to flowchart illustrations and/or block diagrams of
methods, apparatuses (systems) and computer program products
according to embodiments of the disclosure. It will be understood
that each block of the flowchart illustrations and/or block
diagrams, and combinations of blocks in the flowchart illustrations
and/or block diagrams, can be implemented by computer program
instructions. These computer program instructions may be provided
to a processor of a general purpose computer, special purpose
computer, or other programmable data processing apparatus to
produce a machine, such that the instructions, which execute via
the processor of the computer or other programmable instruction
execution apparatus, create a mechanism for implementing the
functions/acts specified in the flowchart and/or block diagram
block or blocks.
[0094] These computer program instructions may also be stored in a
computer readable medium that when executed can direct a computer,
other programmable data processing apparatus, or other devices to
function in a particular manner, such that the instructions when
stored in the computer readable medium produce an article of
manufacture including instructions which when executed, cause a
computer to implement the function/act specified in the flowchart
and/or block diagram block or blocks. The computer program
instructions may also be loaded onto a computer, other programmable
instruction execution apparatus, or other devices to cause a series
of operational steps to be performed on the computer, other
programmable apparatuses or other devices to produce a computer
implemented process such that the instructions which execute on the
computer or other programmable apparatus provide processes for
implementing the functions/acts specified in the flowchart and/or
block diagram block or blocks.
[0095] In certain embodiments, the at least one memory device 1016
is configured to store program code and instructions executable by
the at least one processor of the EGM to control the EGM. The at
least one memory device 1016 of the EGM also stores other operating
data, such as image data, event data, input data, random number
generators (RNGs) or pseudo-RNGs, paytable data or information,
and/or applicable game rules that relate to the play of one or more
games on the EGM. In various embodiments, part or all of the
program code and/or the operating data described above is stored in
at least one detachable or removable memory device including, but
not limited to, a cartridge, a disk, a CD ROM, a DVD, a USB memory
device, or any other suitable non-transitory computer readable
medium. In certain such embodiments, an operator (such as a gaming
establishment operator) and/or a player uses such a removable
memory device in an EGM to implement at least part of the present
disclosure. In other embodiments, part or all of the program code
and/or the operating data is downloaded to the at least one memory
device of the EGM through any suitable data network described above
(such as an Internet or intranet).
[0096] The at least one memory device 1016 also stores a plurality
of device drivers 1042. Examples of different types of device
drivers include device drivers for EGM components and device
drivers for the peripheral components 1022. Typically, the device
drivers 1042 utilize various communication protocols that enable
communication with a particular physical device. The device driver
abstracts the hardware implementation of that device. For example,
a device driver may be written for each type of card reader that
could potentially be connected to the EGM. Non-limiting examples of
communication protocols used to implement the device drivers
include Netplex, USB, Serial, Ethernet 175, Firewire, I/O
debouncer, direct memory map, serial, PCI, parallel, RF,
Bluetooth.TM., near-field communications (e.g., using near-field
magnetics), 802.11 (WiFi), etc. In one embodiment, when one type of
a particular device is exchanged for another type of the particular
device, the at least one processor of the EGM loads the new device
driver from the at least one memory device to enable communication
with the new device. For instance, one type of card reader in the
EGM can be replaced with a second different type of card reader
when device drivers for both card readers are stored in the at
least one memory device.
[0097] In certain embodiments, the software units stored in the at
least one memory device 1016 can be upgraded as needed. For
instance, when the at least one memory device 1016 is a hard drive,
new games, new game options, new parameters, new settings for
existing parameters, new settings for new parameters, new device
drivers, and new communication protocols can be uploaded to the at
least one memory device 1016 from the master game controller 1012
or from some other external device. As another example, when the at
least one memory device 1016 includes a CD/DVD drive including a
CD/DVD configured to store game options, parameters, and settings,
the software stored in the at least one memory device 1016 can be
upgraded by replacing a first CD/DVD with a second CD/DVD. In yet
another example, when the at least one memory device 1016 uses
flash memory 1019 or EPROM 1008 units configured to store games,
game options, parameters, and settings, the software stored in the
flash and/or EPROM memory units can be upgraded by replacing one or
more memory units with new memory units that include the upgraded
software. In another embodiment, one or more of the memory devices,
such as the hard drive, may be employed in a game software download
process from a remote software server.
[0098] In some embodiments, the at least one memory device 1016
also stores authentication and/or validation components 1044
configured to authenticate/validate specified EGM components and/or
information, such as hardware components, software components,
firmware components, peripheral device components, player input
device components, information received from one or more player
input devices, information stored in the at least one memory device
1016, etc. Examples of various authentication and/or validation
components are described in U.S. Pat. No. 6,620,047, entitled
"Electronic Gaming Apparatus Having Authentication Data Sets".
[0099] In certain embodiments, the peripheral devices 1022 include
several device interfaces, such as: (1) at least one output device
1020 including at least one display device 1035; (2) at least one
input device 1030 (which may include contact and/or non-contact
interfaces); (3) at least one transponder 1054; (4) at least one
wireless communication component 1056; (5) at least one
wired/wireless power distribution component 1058; (6) at least one
sensor 1060; (7) at least one data preservation component 1062; (8)
at least one motion/gesture analysis and interpretation component
1064; (9) at least one motion detection component 1066; (10) at
least one portable power source 1068; (11) at least one geolocation
module 1076; (12) at least one player identification module 1077;
(13) at least one player/device tracking module 1078; and (14) at
least one information filtering module 1079.
[0100] The at least one output device 1020 includes at least one
display device 1035 configured to display any game(s) displayed by
the EGM and any suitable information associated with such game(s).
In certain embodiments, the display devices are connected to or
mounted on a housing of the EGM (described below). In various
embodiments, the display devices serve as digital glass configured
to advertise certain games or other aspects of the gaming
establishment in which the EGM is located. In various embodiments,
the EGM includes one or more of the following display devices: (a)
a central display device; (b) a player tracking display configured
to display various information regarding a player's player tracking
status (as described below); (c) a secondary or upper display
device in addition to the central display device and the player
tracking display; (d) a credit display configured to display a
current quantity of credits, amount of cash, account balance, or
the equivalent; and (e) a bet display configured to display an
amount wagered for one or more plays of one or more games. The
example EGM 2000a illustrated in FIG. 4A includes a central display
device 2116, a player tracking display 2140, a credit display 2120,
and a bet display 2122. The example EGM 2000b illustrated in FIG.
4B includes a central display device 2116, an upper display device
2118, a player tracking display 2140, a credit display 2120, and a
bet display 2122.
[0101] In various embodiments, the display devices include, without
limitation: a monitor, a television display, a plasma display, a
liquid crystal display (LCD), a display based on light emitting
diodes (LEDs), a display based on a plurality of organic
light-emitting diodes (OLEDs), a display based on polymer
light-emitting diodes (PLEDs), a display based on a plurality of
surface-conduction electron-emitters (SEDs), a display including a
projected and/or reflected image, or any other suitable electronic
device or display mechanism. In certain embodiments, as described
above, the display device includes a touch-screen with an
associated touch-screen controller. The display devices may be of
any suitable sizes, shapes, and configurations.
[0102] The display devices of the EGM are configured to display one
or more game and/or non-game images, symbols, and indicia. In
certain embodiments, the display devices of the EGM are configured
to display any suitable visual representation or exhibition of the
movement of objects; dynamic lighting; video images; images of
people, characters, places, things, and faces of cards; and the
like. In certain embodiments, the display devices of the EGM are
configured to display one or more video reels, one or more video
wheels, and/or one or more video dice. In other embodiments,
certain of the displayed images, symbols, and indicia are in
mechanical form. That is, in these embodiments, the display device
includes any electromechanical device, such as one or more
rotatable wheels, one or more reels, and/or one or more dice,
configured to display at least one or a plurality of game or other
suitable images, symbols, or indicia.
[0103] In various embodiments, the at least one output device 1020
includes a payout device. In these embodiments, after the EGM
receives an actuation of a cashout device (described below), the
EGM causes the payout device to provide a payment to the player. In
one embodiment, the payout device is one or more of: (a) a ticket
printer and dispenser configured to print and dispense a ticket or
credit slip associated with a monetary value, wherein the ticket or
credit slip may be redeemed for its monetary value via a cashier, a
kiosk, or other suitable redemption system; (b) a bill dispenser
configured to dispense paper currency; (c) a coin dispenser
configured to dispense coins or tokens (such as into a coin payout
tray); and (d) any suitable combination thereof. The example EGMs
2000a and 2000b illustrated in FIGS. 4A and 4B each include a
ticket printer and dispenser 2136. Examples of ticket-in ticket-out
(TITO) technology are described in U.S. Pat. No. 5,429,361,
entitled "Gaming Machine Information, Communication and Display
System"; U.S. Pat. No. 5,470,079, entitled "Gaming Machine
Accounting and Monitoring System"; U.S. Pat. No. 5,265,874,
entitled "Cashless Gaming Apparatus and Method"; U.S. Pat. No.
6,729,957, entitled "Gaming Method and Host Computer with
Ticket-In/Ticket-Out Capability"; U.S. Pat. No. 6,729,958, entitled
"Gaming System with Ticket-In/Ticket-Out Capability"; U.S. Pat. No.
6,736,725, entitled "Gaming Method and Host Computer with
Ticket-In/Ticket-Out Capability"; U.S. Pat. No. 7,275,991, entitled
"Slot Machine with Ticket-In/Ticket-Out Capability"; and U.S. Pat.
No. 6,048,269, entitled "Coinless Slot Machine System and
Method".
[0104] In certain embodiments, rather than dispensing bills, coins,
or a physical ticket having a monetary value to the player
following receipt of an actuation of the cashout device, the payout
device is configured to cause a payment to be provided to the
player in the form of an electronic funds transfer, such as via a
direct deposit into a bank account, a casino account, or a prepaid
account of the player; via a transfer of funds onto an
electronically recordable identification card or smart card of the
player; or via sending a virtual ticket having a monetary value to
an electronic device of the player. Examples of providing payment
using virtual tickets are described in U.S. Pat. No. 8,613,659,
entitled "Virtual Ticket-In and Ticket-Out on a Gaming
Machine".
[0105] While any credit balances, any wagers, any values, and any
awards are described herein as amounts of monetary credits or
currency, one or more of such credit balances, such wagers, such
values, and such awards may be for non-monetary credits,
promotional credits, of player tracking points or credits.
[0106] In certain embodiments, the at least one output device 1020
is a sound generating device controlled by one or more sound cards.
In one such embodiment, the sound generating device includes one or
more speakers or other sound generating hardware and/or software
configured to generate sounds, such as by playing music for any
games or by playing music for other modes of the EGM, such as an
attract mode. The example EGMs 2000a and 2000b illustrated in FIGS.
4A and 4B each include a plurality of speakers 2150. In another
such embodiment, the EGM provides dynamic sounds coupled with
attractive multimedia images displayed on one or more of the
display devices to provide an audio-visual representation or to
otherwise display full-motion video with sound to attract players
to the EGM. In certain embodiments, the EGM displays a sequence of
audio and/or visual attraction messages during idle periods to
attract potential players to the EGM. The videos may be customized
to provide any appropriate information.
[0107] The at least one input device 1030 may include any suitable
device that enables an input signal to be produced and received by
the at least one processor 1010 of the EGM.
[0108] In one embodiment, the at least one input device 1030
includes a payment device configured to communicate with the at
least one processor of the EGM to fund the EGM. In certain
embodiments, the payment device includes one or more of: (a) a bill
acceptor into which paper money is inserted to fund the EGM; (b) a
ticket acceptor into which a ticket or a voucher is inserted to
fund the EGM; (c) a coin slot into which coins or tokens are
inserted to fund the EGM; (d) a reader or a validator for credit
cards, debit cards, or credit slips into which a credit card, debit
card, or credit slip is inserted to fund the EGM; (e) a player
identification card reader into which a player identification card
is inserted to fund the EGM; or (f) any suitable combination
thereof. The example EGMs 2000a and 2000b illustrated in FIGS. 4A
and 4B each include a combined bill and ticket acceptor 2128 and a
coin slot 2126.
[0109] In one embodiment, the at least one input device 1030
includes a payment device configured to enable the EGM to be funded
via an electronic funds transfer, such as a transfer of funds from
a bank account. In another embodiment, the EGM includes a payment
device configured to communicate with a mobile device of a player,
such as a mobile phone, a radio frequency identification tag, or
any other suitable wired or wireless device, to retrieve relevant
information associated with that player to fund the EGM. Examples
of funding an EGM via communication between the EGM and a mobile
device (such as a mobile phone) of a player are described in U.S.
Patent Application Publication No. 2013/0344942, entitled "Avatar
as Security Measure for Mobile Device Use with Electronic Gaming
Machine". When the EGM is funded, the at least one processor
determines the amount of funds entered and displays the
corresponding amount on a credit display or any other suitable
display as described below.
[0110] In certain embodiments, the at least one input device 1030
includes at least one wagering or betting device. In various
embodiments, the one or more wagering or betting devices are each:
(1) a mechanical button supported by the housing of the EGM (such
as a hard key or a programmable soft key), or (2) an icon displayed
on a display device of the EGM (described below) that is actuatable
via a touch screen of the EGM (described below) or via use of a
suitable input device of the EGM (such as a mouse or a joystick).
One such wagering or betting device is as a maximum wager or bet
device that, when actuated, causes the EGM to place a maximum wager
on a play of a game. Another such wagering or betting device is a
repeat bet device that, when actuated, causes the EGM to place a
wager that is equal to the previously-placed wager on a play of a
game. A further such wagering or betting device is a bet one device
that, when actuated, causes the EGM to increase the wager by one
credit. Generally, upon actuation of one of the wagering or betting
devices, the quantity of credits displayed in a credit meter
(described below) decreases by the amount of credits wagered, while
the quantity of credits displayed in a bet display (described
below) increases by the amount of credits wagered.
[0111] In various embodiments, the at least one input device 1030
includes at least one game play activation device. In various
embodiments, the one or more game play initiation devices are each:
(1) a mechanical button supported by the housing of the EGM (such
as a hard key or a programmable soft key), or (2) an icon displayed
on a display device of the EGM (described below) that is actuatable
via a touch screen of the EGM (described below) or via use of a
suitable input device of the EGM (such as a mouse or a joystick).
After a player appropriately funds the EGM and places a wager, the
EGM activates the game play activation device to enable the player
to actuate the game play activation device to initiate a play of a
game on the EGM (or another suitable sequence of events associated
with the EGM). After the EGM receives an actuation of the game play
activation device, the EGM initiates the play of the game. The
example EGMs 2000a and 2000b illustrated in FIGS. 4A and 4B each
include a game play activation device in the form of a game play
initiation button 2132. In other embodiments, the EGM begins game
play automatically upon appropriate funding rather than upon
utilization of the game play activation device.
[0112] In other embodiments, the at least one input device 1030
includes a cashout device. In various embodiments, the cashout
device is: (1) a mechanical button supported by the housing of the
EGM (such as a hard key or a programmable soft key), or (2) an icon
displayed on a display device of the EGM (described below) that is
actuatable via a touch screen of the EGM (described below) or via
use of a suitable input device of the EGM (such as a mouse or a
joystick). When the EGM receives an actuation of the cashout device
from a player and the player has a positive (i.e.,
greater-than-zero) credit balance, the EGM initiates a payout
associated with the player's credit balance. The example EGMs 2000a
and 2000b illustrated in FIGS. 4A and 4B each include a cashout
device in the form of a cashout button 2134.
[0113] In various embodiments, the at least one input device 1030
includes a plurality of buttons that are programmable by the EGM
operator to, when actuated, cause the EGM to perform particular
functions. For instance, such buttons may be hard keys,
programmable soft keys, or icons icon displayed on a display device
of the EGM (described below) that are actuatable via a touch screen
of the EGM (described below) or via use of a suitable input device
of the EGM (such as a mouse or a joystick). The example EGMs 2000a
and 2000b illustrated in FIGS. 4A and 4B each include a plurality
of such buttons 2130.
[0114] In certain embodiments, the at least one input device 1030
includes a touch-screen coupled to a touch-screen controller or
other touch-sensitive display overlay to enable interaction with
any images displayed on a display device (as described below). One
such input device is a conventional touch-screen button panel. The
touch-screen and the touch-screen controller are connected to a
video controller. In these embodiments, signals are input to the
EGM by touching the touch screen at the appropriate locations.
[0115] In embodiments including a player tracking system, as
further described below, the at least one input device 1030
includes a card reader in communication with the at least one
processor of the EGM. The example EGMs 2000a and 2000b illustrated
in FIGS. 4A and 4B each include a card reader 2138. The card reader
is configured to read a player identification card inserted into
the card reader.
[0116] The at least one wireless communication component 1056
includes one or more communication interfaces having different
architectures and utilizing a variety of protocols, such as (but
not limited to) 802.11 (WiFi); 802.15 (including Bluetooth.TM.);
802.16 (WiMax); 802.22; cellular standards such as CDMA, CDMA2000,
and WCDMA; Radio Frequency (e.g., RFID); infrared; and Near Field
Magnetic communication protocols. The at least one wireless
communication component 1056 transmits electrical, electromagnetic,
or optical signals that carry digital data streams or analog
signals representing various types of information.
[0117] The at least one wired/wireless power distribution component
1058 includes components or devices that are configured to provide
power to other devices. For example, in one embodiment, the at
least one power distribution component 1058 includes a magnetic
induction system that is configured to provide wireless power to
one or more player input devices near the EGM. In one embodiment, a
player input device docking region is provided, and includes a
power distribution component that is configured to recharge a
player input device without requiring metal-to-metal contact. In
one embodiment, the at least one power distribution component 1058
is configured to distribute power to one or more internal
components of the EGM, such as one or more rechargeable power
sources (e.g., rechargeable batteries) located at the EGM.
[0118] In certain embodiments, the at least one sensor 1060
includes at least one of: optical sensors, pressure sensors, RF
sensors, infrared sensors, image sensors, thermal sensors, and
biometric sensors. The at least one sensor 1060 may be used for a
variety of functions, such as: detecting movements and/or gestures
of various objects within a predetermined proximity to the EGM;
detecting the presence and/or identity of various persons (e.g.,
players, casino employees, etc.), devices (e.g., player input
devices), and/or systems within a predetermined proximity to the
EGM.
[0119] The at least one data preservation component 1062 is
configured to detect or sense one or more events and/or conditions
that, for example, may result in damage to the EGM and/or that may
result in loss of information associated with the EGM.
Additionally, the data preservation system 1062 may be operable to
initiate one or more appropriate action(s) in response to the
detection of such events/conditions.
[0120] The at least one motion/gesture analysis and interpretation
component 1064 is configured to analyze and/or interpret
information relating to detected player movements and/or gestures
to determine appropriate player input information relating to the
detected player movements and/or gestures. For example, in one
embodiment, the at least one motion/gesture analysis and
interpretation component 1064 is configured to perform one or more
of the following functions: analyze the detected gross motion or
gestures of a player; interpret the player's motion or gestures
(e.g., in the context of a casino game being played) to identify
instructions or input from the player; utilize the interpreted
instructions/input to advance the game state; etc. In other
embodiments, at least a portion of these additional functions may
be implemented at a remote system or device.
[0121] The at least one portable power source 1068 enables the EGM
to operate in a mobile environment. For example, in one embodiment,
the EGM 300 includes one or more rechargeable batteries.
[0122] The at least one geolocation module 1076 is configured to
acquire geolocation information from one or more remote sources and
use the acquired geolocation information to determine information
relating to a relative and/or absolute position of the EGM. For
example, in one implementation, the at least one geolocation module
1076 is configured to receive GPS signal information for use in
determining the position or location of the EGM. In another
implementation, the at least one geolocation module 1076 is
configured to receive multiple wireless signals from multiple
remote devices (e.g., EGMs, servers, wireless access points, etc.)
and use the signal information to compute position/location
information relating to the position or location of the EGM.
[0123] The at least one player identification module 1077 is
configured to determine the identity of the current player or
current owner of the EGM. For example, in one embodiment, the
current player is required to perform a login process at the EGM in
order to access one or more features. Alternatively, the EGM is
configured to automatically determine the identity of the current
player based on one or more external signals, such as an RFID tag
or badge worn by the current player and that provides a wireless
signal to the EGM that is used to determine the identity of the
current player. In at least one embodiment, various security
features are incorporated into the EGM to prevent unauthorized
players from accessing confidential or sensitive information.
[0124] The at least one information filtering module 1079 is
configured to perform filtering (e.g., based on specified criteria)
of selected information to be displayed at one or more displays
1035 of the EGM.
[0125] In various embodiments, the EGM includes a plurality of
communication ports configured to enable the at least one processor
of the EGM to communicate with and to operate with external
peripherals, such as: accelerometers, arcade sticks, bar code
readers, bill validators, biometric input devices, bonus devices,
button panels, card readers, coin dispensers, coin hoppers, display
screens or other displays or video sources, expansion buses,
information panels, keypads, lights, mass storage devices,
microphones, motion sensors, motors, printers, reels, SCSI ports,
solenoids, speakers, thumbsticks, ticket readers, touch screens,
trackballs, touchpads, wheels, and wireless communication devices.
U.S. Pat. No. 7,290,072 describes a variety of EGMs including one
or more communication ports that enable the EGMs to communicate and
operate with one or more external peripherals.
[0126] As generally described above, in certain embodiments, such
as the example EGMs 2000a and 2000b illustrated in FIGS. 4A and 4B,
the EGM has a support structure, housing, or cabinet that provides
support for a plurality of the input devices and the output devices
of the EGM. Further, the EGM is configured such that a player may
operate it while standing or sitting. In various embodiments, the
EGM is positioned on a base or stand, or is configured as a
pub-style tabletop game (not shown) that a player may operate
typically while sitting. As illustrated by the different example
EGMs 2000a and 2000b shown in FIGS. 4A and 4B, EGMs may have
varying housing and display configurations.
[0127] In certain embodiments, the EGM is a device that has
obtained approval from a regulatory gaming commission, and in other
embodiments, the EGM is a device that has not obtained approval
from a regulatory gaming commission.
[0128] The EGMs described above are merely three examples of
different types of EGMs. Certain of these example EGMs may include
one or more elements that may not be included in all gaming
systems, and these example EGMs may not include one or more
elements that are included in other gaming systems. For example,
certain EGMs include a coin acceptor while others do not.
Operation of Primary or Base Games and/or Secondary or Bonus
Games
[0129] In various embodiments, an EGM may be implemented in one of
a variety of different configurations. In various embodiments, the
EGM may be implemented as one of: (a) a dedicated EGM in which
computerized game programs executable by the EGM for controlling
any primary or base games (referred to herein as "primary games")
and/or any secondary or bonus games or other functions (referred to
herein as "secondary games") displayed by the EGM are provided with
the EGM before delivery to a gaming establishment or before being
provided to a player; and (b) a changeable EGM in which
computerized game programs executable by the EGM for controlling
any primary games and/or secondary games displayed by the EGM are
downloadable or otherwise transferred to the EGM through a data
network or remote communication link; from a USB drive, flash
memory card, or other suitable memory device; or in any other
suitable manner after the EGM is physically located in a gaming
establishment or after the EGM is provided to a player.
[0130] As generally explained above, in various embodiments in
which the gaming system includes a central server, central
controller, or remote host and a changeable EGM, the at least one
memory device of the central server, central controller, or remote
host stores different game programs and instructions executable by
the at least one processor of the changeable EGM to control one or
more primary games and/or secondary games displayed by the
changeable EGM. More specifically, each such executable game
program represents a different game or a different type of game
that the at least one changeable EGM is configured to operate. In
one example, certain of the game programs are executable by the
changeable EGM to operate games having the same or substantially
the same game play but different paytables. In different
embodiments, each executable game program is associated with a
primary game, a secondary game, or both. In certain embodiments, an
executable game program is executable by the at least one processor
of the at least one changeable EGM as a secondary game to be played
simultaneously with a play of a primary game (which may be
downloaded to or otherwise stored on the at least one changeable
EGM), or vice versa.
[0131] In operation of such embodiments, the central server,
central controller, or remote host is configured to communicate one
or more of the stored executable game programs to the at least one
processor of the changeable EGM. In different embodiments, a stored
executable game program is communicated or delivered to the at
least one processor of the changeable EGM by: (a) embedding the
executable game program in a device or a component (such as a
microchip to be inserted into the changeable EGM); (b) writing the
executable game program onto a disc or other media; or (c)
uploading or streaming the executable game program over a data
network (such as a dedicated data network). After the executable
game program is communicated from the central server, central
controller, or remote host to the changeable EGM, the at least one
processor of the changeable EGM executes the executable game
program to enable the primary game and/or the secondary game
associated with that executable game program to be played using the
display device(s) and/or the input device(s) of the changeable EGM.
That is, when an executable game program is communicated to the at
least one processor of the changeable EGM, the at least one
processor of the changeable EGM changes the game or the type of
game that may be played using the changeable EGM.
[0132] In certain embodiments, the gaming system randomly
determines any game outcome(s) (such as a win outcome) and/or
award(s) (such as a quantity of credits to award for the win
outcome) for a play of a primary game and/or a play of a secondary
game based on probability data. In certain such embodiments, this
random determination is provided through utilization of an RNG,
such as a true RNG or a pseudo RNG, or any other suitable
randomization process. In one such embodiment, each game outcome or
award is associated with a probability, and the gaming system
generates the game outcome(s) and/or the award(s) to be provided
based on the associated probabilities. In these embodiments, since
the gaming system generates game outcomes and/or awards randomly or
based on one or more probability calculations, there is no
certainty that the gaming system will ever provide any specific
game outcome and/or award.
[0133] In certain embodiments, the gaming system maintains one or
more predetermined pools or sets of predetermined game outcomes
and/or awards. In certain such embodiments, upon generation or
receipt of a game outcome and/or award request, the gaming system
independently selects one of the predetermined game outcomes and/or
awards from the one or more pools or sets. The gaming system flags
or marks the selected game outcome and/or award as used. Once a
game outcome or an award is flagged as used, it is prevented from
further selection from its respective pool or set; that is, the
gaming system does not select that game outcome or award upon
another game outcome and/or award request. The gaming system
provides the selected game outcome and/or award. Examples of this
type of award evaluation are described in U.S. Pat. No. 7,470,183,
entitled "Finite Pool Gaming Method and Apparatus"; U.S. Pat. No.
7,563,163, entitled "Gaming Device Including Outcome Pools for
Providing Game Outcomes"; U.S. Pat. No. 7,833,092, entitled "Method
and System for Compensating for Player Choice in a Game of Chance";
U.S. Pat. No. 8,070,579, entitled "Bingo System with Downloadable
Common Patterns"; and U.S. Pat. No. 8,398,472, entitled "Central
Determination Poker Game".
[0134] In certain embodiments, the gaming system determines a
predetermined game outcome and/or award based on the results of a
bingo, keno, or lottery game. In certain such embodiments, the
gaming system utilizes one or more bingo, keno, or lottery games to
determine the predetermined game outcome and/or award provided for
a primary game and/or a secondary game. The gaming system is
provided or associated with a bingo card. Each bingo card consists
of a matrix or array of elements, wherein each element is
designated with separate indicia. After a bingo card is provided,
the gaming system randomly selects or draws a plurality of the
elements. As each element is selected, a determination is made as
to whether the selected element is present on the bingo card. If
the selected element is present on the bingo card, that selected
element on the provided bingo card is marked or flagged. This
process of selecting elements and marking any selected elements on
the provided bingo cards continues until one or more predetermined
patterns are marked on one or more of the provided bingo cards.
After one or more predetermined patterns are marked on one or more
of the provided bingo cards, game outcome and/or award is
determined based, at least in part, on the selected elements on the
provided bingo cards. Examples of this type of award determination
are described in U.S. Pat. No. 7,753,774, entitled "Using Multiple
Bingo Cards to Represent Multiple Slot Paylines and Other Class III
Game Options"; U.S. Pat. No. 7,731,581, entitled "Multi-Player
Bingo Game with Multiple Alternative Outcome Displays"; U.S. Pat.
No. 7,955,170, entitled "Providing Non-Bingo Outcomes for a Bingo
Game"; U.S. Pat. No. 8,070,579, entitled "Bingo System with
Downloadable Common Patterns"; and U.S. Pat. No. 8,500,538,
entitled "Bingo Gaming System and Method for Providing Multiple
Outcomes from Single Bingo Pattern".
[0135] In certain embodiments in which the gaming system includes a
central server, central controller, or remote host and an EGM, the
EGM is configured to communicate with the central server, central
controller, or remote host for monitoring purposes only. In such
embodiments, the EGM determines the game outcome(s) and/or award(s)
to be provided in any of the manners described above, and the
central server, central controller, or remote host monitors the
activities and events occurring on the EGM. In one such embodiment,
the gaming system includes a real-time or online accounting and
gaming information system configured to communicate with the
central server, central controller, or remote host. In this
embodiment, the accounting and gaming information system includes:
(a) a player database configured to store player profiles, (b) a
player tracking module configured to track players (as described
below), and (c) a credit system configured to provide automated
transactions. Examples of such accounting systems are described in
U.S. Pat. No. 6,913,534, entitled "Gaming Machine Having a Lottery
Game and Capability for Integration with Gaming Device Accounting
System and Player Tracking System," and U.S. Pat. No. 8,597,116,
entitled "Virtual Player Tracking and Related Services".
[0136] As noted above, in various embodiments, the gaming system
includes one or more executable game programs executable by at
least one processor of the gaming system to provide one or more
primary games and one or more secondary games. The primary game(s)
and the secondary game(s) may comprise any suitable games and/or
wagering games, such as, but not limited to: electro-mechanical or
video slot or spinning reel type games; video card games such as
video draw poker, multi-hand video draw poker, other video poker
games, video blackjack games, and video baccarat games; video keno
games; video bingo games; and video selection games.
[0137] In certain embodiments in which the primary game is a slot
or spinning reel type game, the gaming system includes one or more
reels in either an electromechanical form with mechanical rotating
reels or in a video form with simulated reels and movement thereof.
Each reel displays a plurality of indicia or symbols, such as
bells, hearts, fruits, numbers, letters, bars, or other images that
typically correspond to a theme associated with the gaming system.
In certain such embodiments, the gaming system includes one or more
paylines associated with the reels. The example EGM 2000b shown in
FIG. 4B includes a payline 1152 and a plurality of reels 1154. In
certain embodiments, one or more of the reels are independent reels
or unisymbol reels. In such embodiments, each independent reel
generates and displays one symbol.
[0138] In various embodiments, one or more of the paylines is
horizontal, vertical, circular, diagonal, angled, or any suitable
combination thereof. In other embodiments, each of one or more of
the paylines is associated with a plurality of adjacent symbol
display areas on a requisite number of adjacent reels. In one such
embodiment, one or more paylines are formed between at least two
symbol display areas that are adjacent to each other by either
sharing a common side or sharing a common corner (i.e., such
paylines are connected paylines). The gaming system enables a wager
to be placed on one or more of such paylines to activate such
paylines. In other embodiments in which one or more paylines are
formed between at least two adjacent symbol display areas, the
gaming system enables a wager to be placed on a plurality of symbol
display areas, which activates those symbol display areas.
[0139] In various embodiments, the gaming system provides one or
more awards after a spin of the reels when specified types and/or
configurations of the indicia or symbols on the reels occur on an
active payline or otherwise occur in a winning pattern, occur on
the requisite number of adjacent reels, and/or occur in a scatter
pay arrangement.
[0140] In certain embodiments, the gaming system employs a ways to
win award determination. In these embodiments, any outcome to be
provided is determined based on a number of associated symbols that
are generated in active symbol display areas on the requisite
number of adjacent reels (i.e., not on paylines passing through any
displayed winning symbol combinations). If a winning symbol
combination is generated on the reels, one award for that
occurrence of the generated winning symbol combination is provided.
Examples of ways to win award determinations are described in U.S.
Pat. No. 8,012,011, entitled "Gaming Device and Method Having
Independent Reels and Multiple Ways of Winning"; U.S. Pat. No.
8,241,104, entitled "Gaming Device and Method Having Designated
Rules for Determining Ways To Win"; and U.S. Pat. No. 8,430,739,
entitled "Gaming System and Method Having Wager Dependent Different
Symbol Evaluations".
[0141] In various embodiments, the gaming system includes a
progressive award. Typically, a progressive award includes an
initial amount and an additional amount funded through a portion of
each wager placed to initiate a play of a primary game. When one or
more triggering events occurs, the gaming system provides at least
a portion of the progressive award. After the gaming system
provides the progressive award, an amount of the progressive award
is reset to the initial amount and a portion of each subsequent
wager is allocated to the next progressive award. Examples of
progressive gaming systems are described in U.S. Pat. No.
7,585,223, entitled "Server Based Gaming System Having Multiple
Progressive Awards"; U.S. Pat. No. 7,651,392, entitled "Gaming
Device System Having Partial Progressive Payout"; U.S. Pat. No.
7,666,093, entitled "Gaming Method and Device Involving Progressive
Wagers"; U.S. Pat. No. 7,780,523, entitled "Server Based Gaming
System Having Multiple Progressive Awards"; and U.S. Pat. No.
8,337,298, entitled "Gaming Device Having Multiple Different Types
of Progressive Awards".
[0142] As generally noted above, in addition to providing winning
credits or other awards for one or more plays of the primary
game(s), in various embodiments the gaming system provides credits
or other awards for one or more plays of one or more secondary
games. The secondary game typically enables an award to be obtained
addition to any award obtained through play of the primary game(s).
The secondary game(s) typically produces a higher level of player
excitement than the primary game(s) because the secondary game(s)
provides a greater expectation of winning than the primary game(s)
and is accompanied with more attractive or unusual features than
the primary game(s). The secondary game(s) may be any type of
suitable game, either similar to or completely different from the
primary game.
[0143] In various embodiments, the gaming system automatically
provides or initiates the secondary game upon the occurrence of a
triggering event or the satisfaction of a qualifying condition. In
other embodiments, the gaming system initiates the secondary game
upon the occurrence of the triggering event or the satisfaction of
the qualifying condition and upon receipt of an initiation input.
In certain embodiments, the triggering event or qualifying
condition is a selected outcome in the primary game(s) or a
particular arrangement of one or more indicia on a display device
for a play of the primary game(s), such as a "BONUS" symbol
appearing on three adjacent reels along a payline following a spin
of the reels for a play of the primary game. In other embodiments,
the triggering event or qualifying condition occurs based on a
certain amount of game play (such as number of games, number of
credits, amount of time) being exceeded, or based on a specified
number of points being earned during game play. Any suitable
triggering event or qualifying condition or any suitable
combination of a plurality of different triggering events or
qualifying conditions may be employed.
[0144] In other embodiments, at least one processor of the gaming
system randomly determines when to provide one or more plays of one
or more secondary games. In one such embodiment, no apparent reason
is provided for providing the secondary game. In this embodiment,
qualifying for a secondary game is not triggered by the occurrence
of an event in any primary game or based specifically on any of the
plays of any primary game. That is, qualification is provided
without any explanation or, alternatively, with a simple
explanation. In another such embodiment, the gaming system
determines qualification for a secondary game at least partially
based on a game triggered or symbol triggered event, such as at
least partially based on play of a primary game.
[0145] In various embodiments, after qualification for a secondary
game has been determined, the secondary game participation may be
enhanced through continued play on the primary game. Thus, in
certain embodiments, for each secondary game qualifying event, such
as a secondary game symbol, that is obtained, a given number of
secondary game wagering points or credits is accumulated in a
"secondary game meter" configured to accrue the secondary game
wagering credits or entries toward eventual participation in the
secondary game. In one such embodiment, the occurrence of multiple
such secondary game qualifying events in the primary game results
in an arithmetic or exponential increase in the number of secondary
game wagering credits awarded. In another such embodiment, any
extra secondary game wagering credits may be redeemed during the
secondary game to extend play of the secondary game.
[0146] In certain embodiments, no separate entry fee or buy-in for
the secondary game is required. That is, entry into the secondary
game cannot be purchased; rather, in these embodiments entry must
be won or earned through play of the primary game, thereby
encouraging play of the primary game. In other embodiments,
qualification for the secondary game is accomplished through a
simple "buy-in." For example, qualification through other specified
activities is unsuccessful, payment of a fee or placement of an
additional wager "buys-in" to the secondary game. In certain
embodiments, a separate side wager must be placed on the secondary
game or a wager of a designated amount must be placed on the
primary game to enable qualification for the secondary game. In
these embodiments, the secondary game triggering event must occur
and the side wager (or designated primary game wager amount) must
have been placed for the secondary game to trigger.
[0147] In various embodiments in which the gaming system includes a
plurality of EGMs, the EGMs are configured to communicate with one
another to provide a group gaming environment. In certain such
embodiments, the EGMs enable players of those EGMs to work in
conjunction with one another, such as by enabling the players to
play together as a team or group, to win one or more awards. In
other such embodiments, the EGMs enable players of those EGMs to
compete against one another for one or more awards. In one such
embodiment, the EGMs enable the players of those EGMs to
participate in one or more gaming tournaments for one or more
awards. Examples of group gaming systems are described in U.S. Pat.
No. 8,070,583, entitled "Server Based Gaming System and Method for
Selectively Providing One or More Different Tournaments"; U.S. Pat.
No. 8,500,548, entitled "Gaming System and Method for Providing
Team Progressive Awards"; and U.S. Pat. No. 8,562,423, entitled
"Method and Apparatus for Rewarding Multiple Game Players for a
Single Win".
[0148] In various embodiments, the gaming system includes one or
more player tracking systems. Such player tracking systems enable
operators of the gaming system (such as casinos or other gaming
establishments) to recognize the value of customer loyalty by
identifying frequent customers and rewarding them for their
patronage. Such a player tracking system is configured to track a
player's gaming activity. In one such embodiment, the player
tracking system does so through the use of player tracking cards.
In this embodiment, a player is issued a player identification card
that has an encoded player identification number that uniquely
identifies the player. When the player's playing tracking card is
inserted into a card reader of the gaming system to begin a gaming
session, the card reader reads the player identification number off
the player tracking card to identify the player. The gaming system
timely tracks any suitable information or data relating to the
identified player's gaming session. The gaming system also timely
tracks when the player tracking card is removed to conclude play
for that gaming session. In another embodiment, rather than
requiring insertion of a player tracking card into the card reader,
the gaming system utilizes one or more portable devices, such as a
mobile phone, a radio frequency identification tag, or any other
suitable wireless device, to track when a gaming session begins and
ends. In another embodiment, the gaming system utilizes any
suitable biometric technology or ticket technology to track when a
gaming session begins and ends.
[0149] In such embodiments, during one or more gaming sessions, the
gaming system tracks any suitable information or data, such as any
amounts wagered, average wager amounts, and/or the time at which
these wagers are placed. In different embodiments, for one or more
players, the player tracking system includes the player's account
number, the player's card number, the player's first name, the
player's surname, the player's preferred name, the player's player
tracking ranking, any promotion status associated with the player's
player tracking card, the player's address, the player's birthday,
the player's anniversary, the player's recent gaming sessions, or
any other suitable data. In various embodiments, such tracked
information and/or any suitable feature associated with the player
tracking system is displayed on a player tracking display. In
various embodiments, such tracked information and/or any suitable
feature associated with the player tracking system is displayed via
one or more service windows that are displayed on the central
display device and/or the upper display device. Examples of player
tracking systems are described in U.S. Pat. No. 6,722,985, entitled
"Universal Player Tracking System"; U.S. Pat. No. 6,908,387,
entitled "Player Tracking Communication Mechanisms in a Gaming
Machine"; U.S. Pat. No. 7,311,605, entitled "Player Tracking
Assembly for Complete Patron Tracking for Both Gaming and
Non-Gaming Casino Activity"; U.S. Pat. No. 7,611,411, entitled
"Player Tracking Instruments Having Multiple Communication Modes";
U.S. Pat. No. 7,617,151, entitled "Alternative Player Tracking
Techniques"; and U.S. Pat. No. 8,057,298, entitled "Virtual Player
Tracking and Related Services".
Web-Based Gaming
[0150] In various embodiments, the gaming system includes one or
more servers configured to communicate with a personal gaming
device--such as a smartphone, a tablet computer, a desktop
computer, or a laptop computer--to enable web-based game play using
the personal gaming device. In various embodiments, the player must
first access a gaming website via an Internet browser of the
personal gaming device or execute an application (commonly called
an "app") installed on the personal gaming device before the player
can use the personal gaming device to participate in web-based game
play. In certain embodiments, the one or more servers and the
personal gaming device operate in a thin-client environment. In
these embodiments, the personal gaming device receives inputs via
one or more input devices (such as a touch screen and/or physical
buttons), the personal gaming device sends the received inputs to
the one or more servers, the one or more servers make various
determinations based on the inputs and determine content to be
displayed (such as a randomly determined game outcome and
corresponding award), the one or more servers send the content to
the personal gaming device, and the personal gaming device displays
the content.
[0151] In certain such embodiments, the one or more servers must
identify the player before enabling game play on the personal
gaming device (or, in some embodiments, before enabling monetary
wager-based game play on the personal gaming device). In these
embodiments, the player must identify herself to the one or more
servers, such as by inputting the player's unique playername and
password combination, providing an input to a biometric sensor
(e.g., a fingerprint sensor, a retinal sensor, a voice sensor, or a
facial-recognition sensor), or providing any other suitable
information.
[0152] Once identified, the one or more servers enable the player
to establish an account balance from which the player can draw
credits usable to wager on plays of a game. In certain embodiments,
the one or more servers enable the player to initiate an electronic
funds transfer to transfer funds from a bank account to the
player's account balance. In other embodiments, the one or more
servers enable the player to make a payment using the player's
credit card, debit card, or other suitable device to add money to
the player's account balance. In other embodiments, the one or more
servers enable the player to add money to the player's account
balance via a peer-to-peer type application, such as PayPal or
Venmo. The one or more servers also enable the player to cash out
the player's account balance (or part of it) in any suitable
manner, such as via an electronic funds transfer, by initiating
creation of a paper check that is mailed to the player, or by
initiating printing of a voucher at a kiosk in a gaming
establishment.
[0153] In certain embodiments, the one or more servers include a
payment server that handles establishing and cashing out players'
account balances and a separate game server configured to determine
the outcome and any associated award for a play of a game. In these
embodiments, the game server is configured to communicate with the
personal gaming device and the payment device, and the personal
gaming device and the payment device are not configured to directly
communicate with one another. In these embodiments, when the game
server receives data representing a request to start a play of a
game at a desired wager, the game server sends data representing
the desired wager to the payment server. The payment server
determines whether the player's account balance can cover the
desired wager (i.e., includes a monetary balance at least equal to
the desired wager).
[0154] If the payment server determines that the player's account
balance cannot cover the desired wager, the payment server notifies
the game server, which then instructs the personal gaming device to
display a suitable notification to the player that the player's
account balance is too low to place the desired wager. If the
payment server determines that the player's account balance can
cover the desired wager, the payment server deducts the desired
wager from the account balance and notifies the game server. The
game server then determines an outcome and any associated award for
the play of the game. The game server notifies the payment server
of any nonzero award, and the payment server increases the player's
account balance by the nonzero award. The game server sends data
representing the outcome and any award to the personal gaming
device, which displays the outcome and any award.
[0155] In certain embodiments, the one or more servers enable
web-based game play using a personal gaming device only if the
personal gaming device satisfies one or more jurisdictional
requirements. In one embodiment, the one or more servers enable
web-based game play using the personal gaming device only if the
personal gaming device is located within a designated geographic
area (such as within certain state or county lines or within the
boundaries of a gaming establishment). In this embodiment, the
geolocation module of the personal gaming device determines the
location of the personal gaming device and sends the location to
the one or more servers, which determine whether the personal
gaming device is located within the designated geographic area. In
various embodiments, the one or more servers enable non-monetary
wager-based game play if the personal gaming device is located
outside of the designated geographic area.
[0156] In various embodiments, the gaming system includes an EGM
configured to communicate with a personal gaming device--such as a
smartphone, a tablet computer, a desktop computer, or a laptop
computer--to enable tethered mobile game play using the personal
gaming device. Generally, in these embodiments, the EGM establishes
communication with the personal gaming device and enables the
player to play games on the EGM remotely via the personal gaming
device. In certain embodiments, the gaming system includes a
geo-fence system that enables tethered game play within a
particular geographic area but not outside of that geographic area.
Examples of tethering an EGM to a personal gaming device and
geo-fencing are described in U.S. Patent Appl. Pub. No.
2013/0267324, entitled "Remote Gaming Method Allowing Temporary
Inactivation Without Terminating Playing Session Due to Game
Inactivity".
Social Network Integration
[0157] In certain embodiments, the gaming system is configured to
communicate with a social network server that hosts or partially
hosts a social networking website via a data network (such as the
Internet) to integrate a player's gaming experience with the
player's social networking account. This enables the gaming system
to send certain information to the social network server that the
social network server can use to create content (such as text, an
image, and/or a video) and post it to the player's wall, newsfeed,
or similar area of the social networking website accessible by the
player's connections (and in certain cases the public) such that
the player's connections can view that information. This also
enables the gaming system to receive certain information from the
social network server, such as the player's likes or dislikes or
the player's list of connections. In certain embodiments, the
gaming system enables the player to link the player's player
account to the player's social networking account(s). This enables
the gaming system to, once it identifies the player and initiates a
gaming session (such as via the player logging in to a website (or
an application) on the player's personal gaming device or via the
player inserting the player's player tracking card into an EGM),
link that gaming session to the player's social networking
account(s). In other embodiments, the gaming system enables the
player to link the player's social networking account(s) to
individual gaming sessions when desired by providing the required
login information.
[0158] For instance, in one embodiment, if a player wins a
particular award (e.g., a progressive award or a jackpot award) or
an award that exceeds a certain threshold (e.g., an award exceeding
$1,000), the gaming system sends information about the award to the
social network server to enable the server to create associated
content (such as a screenshot of the outcome and associated award)
and to post that content to the player's wall (or other suitable
area) of the social networking website for the player's connections
to see (and to entice them to play). In another embodiment, if a
player joins a multiplayer game and there is another seat
available, the gaming system sends that information to the social
network sever to enable the server to create associated content
(such as text indicating a vacancy for that particular game) and to
post that content to the player's wall (or other suitable area) of
the social networking website for the player's connections to see
(and to entice them to fill the vacancy). In another embodiment, if
the player consents, the gaming system sends advertisement
information or offer information to the social network server to
enable the social network server to create associated content (such
as text or an image reflecting an advertisement and/or an offer)
and to post that content to the player's wall (or other suitable
area) of the social networking website for the player's connections
to see. In another embodiment, the gaming system enables the player
to recommend a game to the player's connections by posting a
recommendation to the player's wall (or other suitable area) of the
social networking website.
Differentiating Certain Gaming Systems from General Purpose
Computing Devices
[0159] Certain of the gaming systems described herein, such as EGMs
located in a casino or another gaming establishment, include
certain components and/or are configured to operate in certain
manners that differentiate these systems from general purpose
computing devices, i.e., certain personal gaming devices such as
desktop computers and laptop computers.
[0160] For instance, EGMs are highly regulated to ensure fairness
and, in many cases, EGMs are configured to award monetary awards up
to multiple millions of dollars. To satisfy security and regulatory
requirements in a gaming environment, hardware and/or software
architectures are implemented in EGMs that differ significantly
from those of general purpose computing devices. For purposes of
illustration, a description of EGMs relative to general purpose
computing devices and some examples of these additional (or
different) hardware and/or software architectures found in EGMs are
described below.
[0161] At first glance, one might think that adapting general
purpose computing device technologies to the gaming industry and
EGMs would be a simple proposition because both general purpose
computing devices and EGMs employ processors that control a variety
of devices. However, due to at least: (1) the regulatory
requirements placed on EGMs, (2) the harsh environment in which
EGMs operate, (3) security requirements, and (4) fault tolerance
requirements, adapting general purpose computing device
technologies to EGMs can be quite difficult. Further, techniques
and methods for solving a problem in the general purpose computing
device industry, such as device compatibility and connectivity
issues, might not be adequate in the gaming industry. For instance,
a fault or a weakness tolerated in a general purpose computing
device, such as security holes in software or frequent crashes, is
not tolerated in an EGM because in an EGM these faults can lead to
a direct loss of funds from the EGM, such as stolen cash or loss of
revenue when the EGM is not operating properly or when the random
outcome determination is manipulated.
[0162] Certain differences between general purpose computing
devices and EGMs are described below. A first difference between
EGMs and general purpose computing devices is that EGMs are
state-based systems. A state-based system stores and maintains its
current state in a non-volatile memory such that, in the event of a
power failure or other malfunction, the state-based system can
return to that state when the power is restored or the malfunction
is remedied. For instance, for a state-based EGM, if the EGM
displays an award for a game of chance but the power to the EGM
fails before the EGM provides the award to the player, the EGM
stores the pre-power failure state in a non-volatile memory,
returns to that state upon restoration of power, and provides the
award to the player. This requirement affects the software and
hardware design on EGMs. General purpose computing devices are not
state-based machines, and a majority of data is usually lost when a
malfunction occurs on a general purpose computing device.
[0163] A second difference between EGMs and general purpose
computing devices is that, for regulatory purposes, the software on
the EGM utilized to operate the EGM has been designed to be static
and monolithic to prevent cheating by the operator of the EGM. For
instance, one solution that has been employed in the gaming
industry to prevent cheating and to satisfy regulatory requirements
has been to manufacture an EGM that can use a proprietary processor
running instructions to provide the game of chance from an EPROM or
other form of non-volatile memory. The coding instructions on the
EPROM are static (non-changeable) and must be approved by a gaming
regulators in a particular jurisdiction and installed in the
presence of a person representing the gaming jurisdiction. Any
changes to any part of the software required to generate the game
of chance, such as adding a new device driver used to operate a
device during generation of the game of chance, can require burning
a new EPROM approved by the gaming jurisdiction and reinstalling
the new EPROM on the EGM in the presence of a gaming regulator.
Regardless of whether the EPROM solution is used, to gain approval
in most gaming jurisdictions, an EGM must demonstrate sufficient
safeguards that prevent an operator or a player of an EGM from
manipulating the EGM's hardware and software in a manner that gives
him an unfair, and in some cases illegal, advantage.
[0164] A third difference between EGMs and general purpose
computing devices is authentication--EGMs storing code are
configured to authenticate the code to determine if the code is
unaltered before executing the code. If the code has been altered,
the EGM prevents the code from being executed. The code
authentication requirements in the gaming industry affect both
hardware and software designs on EGMs. Certain EGMs use hash
functions to authenticate code. For instance, one EGM stores game
program code, a hash function, and an authentication hash (which
may be encrypted). Before executing the game program code, the EGM
hashes the game program code using the hash function to obtain a
result hash and compares the result hash to the authentication
hash. If the result hash matches the authentication hash, the EGM
determines that the game program code is valid and executes the
game program code. If the result hash does not match the
authentication hash, the EGM determines that the game program code
has been altered (i.e., may have been tampered with) and prevents
execution of the game program code. Examples of EGM code
authentication are described in U.S. Pat. No. 6,962,530, entitled
"Authentication in a Secure Computerized Gaming System"; U.S. Pat.
No. 7,043,641, entitled "Encryption in a Secure Computerized Gaming
System"; U.S. Pat. No. 7,201,662, entitled "Method and Apparatus
for Software Authentication"; and U.S. Pat. No. 8,627,097, entitled
"System and Method Enabling Parallel Processing of Hash Functions
Using Authentication Checkpoint Hashes".
[0165] A fourth difference between EGMs and general purpose
computing devices is that EGMs have unique peripheral device
requirements that differ from those of a general purpose computing
device, such as peripheral device security requirements not usually
addressed by general purpose computing devices. For instance,
monetary devices, such as coin dispensers, bill validators, and
ticket printers and computing devices that are used to govern the
input and output of cash or other items having monetary value (such
as tickets) to and from an EGM have security requirements that are
not typically addressed in general purpose computing devices.
Therefore, many general purpose computing device techniques and
methods developed to facilitate device connectivity and device
compatibility do not address the emphasis placed on security in the
gaming industry.
[0166] To address some of the issues described above, a number of
hardware/software components and architectures are utilized in EGMs
that are not typically found in general purpose computing devices.
These hardware/software components and architectures, as described
below in more detail, include but are not limited to watchdog
timers, voltage monitoring systems, state-based software
architecture and supporting hardware, specialized communication
interfaces, security monitoring, and trusted memory.
[0167] Certain EGMs use a watchdog timer to provide a software
failure detection mechanism. In a normally-operating EGM, the
operating software periodically accesses control registers in the
watchdog timer subsystem to "re-trigger" the watchdog. Should the
operating software fail to access the control registers within a
preset timeframe, the watchdog timer will timeout and generate a
system reset. Typical watchdog timer circuits include a loadable
timeout counter register to enable the operating software to set
the timeout interval within a certain range of time. A
differentiating feature of some circuits is that the operating
software cannot completely disable the function of the watchdog
timer. In other words, the watchdog timer always functions from the
time power is applied to the board.
[0168] Certain EGMs use several power supply voltages to operate
portions of the computer circuitry. These can be generated in a
central power supply or locally on the computer board. If any of
these voltages falls out of the tolerance limits of the circuitry
they power, unpredictable operation of the EGM may result. Though
most modern general purpose computing devices include voltage
monitoring circuitry, these types of circuits only report voltage
status to the operating software. Out of tolerance voltages can
cause software malfunction, creating a potential uncontrolled
condition in the general purpose computing device. Certain EGMs
have power supplies with relatively tighter voltage margins than
that required by the operating circuitry. In addition, the voltage
monitoring circuitry implemented in certain EGMs typically has two
thresholds of control. The first threshold generates a software
event that can be detected by the operating software and an error
condition then generated. This threshold is triggered when a power
supply voltage falls out of the tolerance range of the power
supply, but is still within the operating range of the circuitry.
The second threshold is set when a power supply voltage falls out
of the operating tolerance of the circuitry. In this case, the
circuitry generates a reset, halting operation of the EGM.
[0169] As described above, certain EGMs are state-based machines.
Different functions of the game provided by the EGM (e.g., bet,
play, result, points in the graphical presentation, etc.) may be
defined as a state. When the EGM moves a game from one state to
another, the EGM stores critical data regarding the game software
in a custom non-volatile memory subsystem. This ensures that the
player's wager and credits are preserved and to minimize potential
disputes in the event of a malfunction on the EGM. In general, the
EGM does not advance from a first state to a second state until
critical information that enables the first state to be
reconstructed has been stored. This feature enables the EGM to
recover operation to the current state of play in the event of a
malfunction, loss of power, etc. that occurred just before the
malfunction. In at least one embodiment, the EGM is configured to
store such critical information using atomic transactions.
[0170] Generally, an atomic operation in computer science refers to
a set of operations that can be combined so that they appear to the
rest of the system to be a single operation with only two possible
outcomes: success or failure. As related to data storage, an atomic
transaction may be characterized as series of database operations
which either all occur, or all do not occur. A guarantee of
atomicity prevents updates to the database occurring only
partially, which can result in data corruption.
[0171] To ensure the success of atomic transactions relating to
critical information to be stored in the EGM memory before a
failure event (e.g., malfunction, loss of power, etc.), memory that
includes one or more of the following criteria be used: direct
memory access capability; data read/write capability which meets or
exceeds minimum read/write access characteristics (such as at least
5.08 Mbytes/sec (Read) and/or at least 38.0 Mbytes/sec (Write)).
Memory devices that meet or exceed the above criteria may be
referred to as "fault-tolerant" memory devices.
[0172] Typically, battery-backed RAM devices may be configured to
function as fault-tolerant devices according to the above criteria,
whereas flash RAM and/or disk drive memory are typically not
configurable to function as fault-tolerant devices according to the
above criteria. Accordingly, battery-backed RAM devices are
typically used to preserve EGM critical data, although other types
of non-volatile memory devices may be employed. These memory
devices are typically not used in typical general purpose computing
devices.
[0173] Thus, in at least one embodiment, the EGM is configured to
store critical information in fault-tolerant memory (e.g.,
battery-backed RAM devices) using atomic transactions. Further, in
at least one embodiment, the fault-tolerant memory is able to
successfully complete all desired atomic transactions (e.g.,
relating to the storage of EGM critical information) within a time
period of 200 milliseconds or less. In at least one embodiment, the
time period of 200 milliseconds represents a maximum amount of time
for which sufficient power may be available to the various EGM
components after a power outage event has occurred at the EGM.
[0174] As described previously, the EGM may not advance from a
first state to a second state until critical information that
enables the first state to be reconstructed has been atomically
stored. After the state of the EGM is restored during the play of a
game of chance, game play may resume and the game may be completed
in a manner that is no different than if the malfunction had not
occurred. Thus, for example, when a malfunction occurs during a
game of chance, the EGM may be restored to a state in the game of
chance just before when the malfunction occurred. The restored
state may include metering information and graphical information
that was displayed on the EGM in the state before the malfunction.
For example, when the malfunction occurs during the play of a card
game after the cards have been dealt, the EGM may be restored with
the cards that were previously displayed as part of the card game.
As another example, a bonus game may be triggered during the play
of a game of chance in which a player is required to make a number
of selections on a video display screen. When a malfunction has
occurred after the player has made one or more selections, the EGM
may be restored to a state that shows the graphical presentation
just before the malfunction including an indication of selections
that have already been made by the player. In general, the EGM may
be restored to any state in a plurality of states that occur in the
game of chance that occurs while the game of chance is played or to
states that occur between the play of a game of chance.
[0175] Game history information regarding previous games played
such as an amount wagered, the outcome of the game, and the like
may also be stored in a non-volatile memory device. The information
stored in the non-volatile memory may be detailed enough to
reconstruct a portion of the graphical presentation that was
previously presented on the EGM and the state of the EGM (e.g.,
credits) at the time the game of chance was played. The game
history information may be utilized in the event of a dispute. For
example, a player may decide that in a previous game of chance that
they did not receive credit for an award that they believed they
won. The game history information may be used to reconstruct the
state of the EGM before, during, and/or after the disputed game to
demonstrate whether the player was correct or not in the player's
assertion. Examples of a state-based EGM, recovery from
malfunctions, and game history are described in U.S. Pat. No.
6,804,763, entitled "High Performance Battery Backed RAM
Interface"; U.S. Pat. No. 6,863,608, entitled "Frame Capture of
Actual Game Play"; U.S. Pat. No. 7,111,141, entitled "Dynamic
NV-RAM"; and U.S. Pat. No. 7,384,339, entitled, "Frame Capture of
Actual Game Play".
[0176] Another feature of EGMs is that they often include unique
interfaces, including serial interfaces, to connect to specific
subsystems internal and external to the EGM. The serial devices may
have electrical interface requirements that differ from the
"standard" EIA serial interfaces provided by general purpose
computing devices. These interfaces may include, for example, Fiber
Optic Serial, optically coupled serial interfaces, current loop
style serial interfaces, etc. In addition, to conserve serial
interfaces internally in the EGM, serial devices may be connected
in a shared, daisy-chain fashion in which multiple peripheral
devices are connected to a single serial channel.
[0177] The serial interfaces may be used to transmit information
using communication protocols that are unique to the gaming
industry. For example, IGT's Netplex is a proprietary communication
protocol used for serial communication between EGMs. As another
example, SAS is a communication protocol used to transmit
information, such as metering information, from an EGM to a remote
device. Often SAS is used in conjunction with a player tracking
system.
[0178] Certain EGMs may alternatively be treated as peripheral
devices to a casino communication controller and connected in a
shared daisy chain fashion to a single serial interface. In both
cases, the peripheral devices are assigned device addresses. If so,
the serial controller circuitry must implement a method to generate
or detect unique device addresses. General purpose computing device
serial ports are not able to do this.
[0179] Security monitoring circuits detect intrusion into an EGM by
monitoring security switches attached to access doors in the EGM
cabinet. Access violations result in suspension of game play and
can trigger additional security operations to preserve the current
state of game play. These circuits also function when power is off
by use of a battery backup. In power-off operation, these circuits
continue to monitor the access doors of the EGM. When power is
restored, the EGM can determine whether any security violations
occurred while power was off, e.g., via software for reading status
registers. This can trigger event log entries and further data
authentication operations by the EGM software.
[0180] Trusted memory devices and/or trusted memory sources are
included in an EGM to ensure the authenticity of the software that
may be stored on less secure memory subsystems, such as mass
storage devices. Trusted memory devices and controlling circuitry
are typically designed to not enable modification of the code and
data stored in the memory device while the memory device is
installed in the EGM. The code and data stored in these devices may
include authentication algorithms, random number generators,
authentication keys, operating system kernels, etc. The purpose of
these trusted memory devices is to provide gaming regulatory
authorities a root trusted authority within the computing
environment of the EGM that can be tracked and verified as
original. This may be accomplished via removal of the trusted
memory device from the EGM computer and verification of the secure
memory device contents is a separate third party verification
device. Once the trusted memory device is verified as authentic,
and based on the approval of the verification algorithms included
in the trusted device, the EGM is enabled to verify the
authenticity of additional code and data that may be located in the
gaming computer assembly, such as code and data stored on hard disk
drives. Examples of trusted memory devices are described in U.S.
Pat. No. 6,685,567, entitled "Process Verification".
[0181] In at least one embodiment, at least a portion of the
trusted memory devices/sources may correspond to memory that cannot
easily be altered (e.g., "unalterable memory") such as EPROMS,
PROMS, Bios, Extended Bios, and/or other memory sources that are
able to be configured, verified, and/or authenticated (e.g., for
authenticity) in a secure and controlled manner.
[0182] According to one embodiment, when a trusted information
source is in communication with a remote device via a network, the
remote device may employ a verification scheme to verify the
identity of the trusted information source. For example, the
trusted information source and the remote device may exchange
information using public and private encryption keys to verify each
other's identities. In another embodiment, the remote device and
the trusted information source may engage in methods using zero
knowledge proofs to authenticate each of their respective
identities.
[0183] EGMs storing trusted information may utilize apparatuses or
methods to detect and prevent tampering. For instance, trusted
information stored in a trusted memory device may be encrypted to
prevent its misuse. In addition, the trusted memory device may be
secured behind a locked door. Further, one or more sensors may be
coupled to the memory device to detect tampering with the memory
device and provide some record of the tampering. In yet another
example, the memory device storing trusted information might be
designed to detect tampering attempts and clear or erase itself
when an attempt at tampering has been detected. Examples of trusted
memory devices/sources are described in U.S. Pat. No. 7,515,718,
entitled "Secured Virtual Network in a Gaming Environment".
[0184] Mass storage devices used in a general purpose computing
devices typically enable code and data to be read from and written
to the mass storage device. In a gaming environment, modification
of the gaming code stored on a mass storage device is strictly
controlled and would only be enabled under specific maintenance
type events with electronic and physical enablers required. Though
this level of security could be provided by software, EGMs that
include mass storage devices include hardware level mass storage
data protection circuitry that operates at the circuit level to
monitor attempts to modify data on the mass storage device and will
generate both software and hardware error triggers should a data
modification be attempted without the proper electronic and
physical enablers being present. Examples of using a mass storage
device are described in U.S. Pat. No. 6,149,522, entitled "Method
of Authenticating Game Data Sets in an Electronic Casino Gaming
System".
[0185] Various changes and modifications to the present embodiments
described herein will be apparent to those skilled in the art. Such
changes and modifications can be made without departing from the
spirit and scope of the present subject matter and without
diminishing its intended technical scope. It is therefore intended
that such changes and modifications be covered by the appended
claims.
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