Computer-controlled gaming apparatus and method

Information

  • Patent Grant
  • 6656047
  • Patent Number
    6,656,047
  • Date Filed
    Friday, November 12, 1999
    25 years ago
  • Date Issued
    Tuesday, December 2, 2003
    21 years ago
Abstract
An apparatus and a method facilitate single user and tournament play of wagering games on a computer-controlled machine. A player provides control input in order to control the game. The machine simulates the rolling of dice to obtain scoring combinations, and the player makes strategic gaming decisions concerning the holding, releasing and re-rolling of the dice, and the assignment of the resulting dice combinations to scoring categories. A game progresses as a player attempts to fill a plurality of scoring categories in order to achieve a high total score. A player wagers on each simulated roll of the dice, and is paid for winning assignments of combinations to categories. The computer-controlled slot machines are generally linked to a wide area network, facilitating tournament play among multiple players and progressive jackpots. Computer-controlled slot machines include machine-readable media reading and writing devices, allowing players to save and restore games in progress.
Description




FIELD OF THE INVENTION




The present invention relates generally to gaming systems, and in particular to computer-controlled casino dice games.




BACKGROUND OF THE INVENTION




Traditional slot machine play typically involves wagering on the spin of a mechanical or video-simulated reel. No decision making is involved, other than the decision to play. No skill is involved where the outcome of such gaming is based upon chance.




The interconnection of multiple gaming machines to facilitate a gaming system with progressive jackpots is in use today. Although such wide area links involve progressive jackpots, they do not take full advantage of the potential created by the interconnection of a plurality of gaming machines. Wide area links of gaming machines typically involve traditional computer-controlled slot machines, which, although popular, do not involve a substantial skill element.




Furthermore, traditional slot machines facilitate a limited persistence of play. After any given spin, a player is likely to leave the computer-controlled slot machine, because each spin is a completed cycle rather than part of an ongoing game. A game in which each spin or turn is a part of an ongoing game would be advantageous because such a system would encourage a player to continue playing in order to complete a game in progress.




Additionally, traditional slot machine play is a solitary activity. Players compete only against the house, in an introverted process in which they interact not with each other, but only with the gaming machines. With the advent of wide area links of gaming machines, a tremendous potential exists to facilitate multiple player tournaments, in which players would not only compete for the same progressive jackpots, but actually compete against each other in real time. Such multiple player gaming would be more socially interactive, and would facilitate a fun gaming dynamic.




Also, traditional slot machines are not equipped to permit a player to take a break, and to later resume game play. If a player physically leaves an individual slot machine, that player may never revisit the specific game state which the player left behind. Because players like to take short and long term breaks for a variety of reasons, a method to allow a player to save a game state and later restore the saved game would be advantageous. Players would like to be able to take breaks of any length and later resume a saved game at the same or another physical location.




SUMMARY OF THE INVENTION




The present invention provides apparatus and method for the playing various casino games on a variation of a standard computer-controlled slot machine. One such game is designated herein by the term Check. In the game of Check, a player spins (rolls) five simulated dice to obtain certain scoring combinations during each turn. Each turn lasts from one to three spins. After the first spin, a player may end the turn or spin again. If a player spins again, the player may re-spin all of the dice, or hold any number of the dice and re-spin the others. After a maximum of three spins in this manner, the turn ends. Once a turn is over, the player must assign the result of the dice to one of a number of categories on a scorecard. If the result of the dice does not fit any of the categories, the player must assign a zero to one of the categories. Over the course of multiple turns, the player attempts to fill out the multiple predefined categories on the scorecard. The game is over when the player has filled all of the predefined categories and the resulting point values are accumulated.




The game of Check involves a substantial skill element. During the course of a game, a player must make various decisions, for example, whether to assign an existing score to a category or to roll again, which dice to roll again and which dice to hold, and to which category to assign a score. The outcome of the game and the amount of a player's winnings or losses are directly dependent upon the decisions the player makes.




Another such game is denoted herein by the term Z Sixty Six. In the game of Z Sixty Six, a player spins (rolls) six simulated dice to obtain three, four, five, and six of a kind. A player must achieve a minimum of three of a kind in order to begin a game. Each turn of a game lasts from one to three spins. During the first spin of a turn, a player spins all six dice, attempting to achieve a resulting combination in which at least three of the dice are of the same numerical value. After the first spin of a turn, the number displayed by the largest plurality of the dice automatically becomes a target number for the current turn. The dice displaying the target number are automatically held, and if at least three dice displaying the target number have been generated, points are assigned to a score area associated with the target number.




After the first spin, the player re-spins the dice that were not held, attempting to generate more dice displaying the target number. Where more dice displaying the target number are generated, a predetermined number of points is added to the appropriate scoring category, and the additional scoring dice are held. After a maximum of three spins total, the turn ends. Over the course of multiple turns, the player attempts to fill out the multiple predefined, scoring categories. The game is over when the player has filled all of the predefined categories.




In both Check and Z Sixty Six, the player inserts coins (or utilizes credit play) for each spin (roll) of the dice, and is paid for filling the categories. Payouts are dependent upon the category filled, and the number of rolls needed to achieve the scoring dice combinations. Bonuses may be paid for successfully completing the scorecard.




Furthermore, both games directly facilitate persistence of play. Each spin is part of an ongoing game. A player is encouraged to continue playing to complete turns and games in order to maximize the resulting point values or scores accumulated on the scorecard.




The computer-controlled slot machines may be interlinked onto a local and wide-area network with other computer-controlled slot machines. This facilitates multiple player tournaments in which players compete against each other in real time, in contrast to playing “against the house.” The wide area network also facilitates the payment of progressive or other special jackpots. The wide-area link may have progressive jackpots or flat-rate jackpots, and these prizes may be paid daily, weekly, monthly, and/or yearly.




The present invention also includes a method to save and restore games in progress. A player may save a game onto a magnetic card, bar coded voucher, or other machine-readable medium. The player may later resume the saved game by inserting the machine-readable medium into any similar computer-controlled slot machine, either at the same location, or elsewhere on the wide area network. The computer-controlled slot machine is then initialized to the conditions and states determined by the saved game information from the machine-readable medium, and the player may resume the game from where previously terminated.











BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

is a perspective view of a computer-controlled slot machine, in accordance with one embodiment of the gaming system of the present invention.





FIG. 2

is a perspective view of four computer-controlled slot machines assembled in a bar table according to another embodiment of the present invention for single or simultaneous multiple user play.





FIG. 3

is a block diagram of a local area network of computer-controlled slot machines, according to the present invention for progressive gaming activity.





FIG. 4

is a block diagram of a wide area network of computer-controlled slot machines, according to the present invention for progressive gaming activity.





FIG. 5A

is a diagram of a touch-sensitive display of a computer-controlled slot machine, in accordance with one embodiment of the gaming system of the present invention.





FIG. 5B

is a diagram of a touch-sensitive display of a computer-controlled slot machine, in accordance with an alternative embodiment of the gaming system of the present invention.





FIG. 6

is a block diagram of the microprocessor-controlled computer and the computer program which facilitate game play according to one embodiment of the present invention.





FIG. 7

is a flowchart illustrating the steps of game play according to one embodiment of the present invention.





FIG. 8

is a flowchart illustrating the steps of game play according to an alternative embodiment of the present invention.





FIG. 9

is illustrates score categories comprising two distinct display areas, according to one embodiment of the present invention.











DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS




In a preferred embodiment of the present invention, the games of Check and Z Sixty Six are played on a computer-controlled slot machine, for example as shown in FIG.


1


. The computer-controlled slot machine


101


includes a microprocessor-controlled computer


103


within a tamperproof and lockable cabinet


109


having a coin acceptor


111


for wagers and a bill validator


113


for wager, and preferably including a touch-sensitive display


115


for player input and game display. In addition, the computer-controlled slot machine includes a sound speaker


17


for output of digital sound and voice simulations, a tower light [


119


] (not shown) to indicate jackpots and other game statistics, and a meter


121


to display progressive jackpot information and other text. The computer


103


controls release of coins to a coin hopper


123


for paying players, and controls a ticket printer


125


for generating vouchers. The computer


103


also controls a machine-readable medium reading and writing device


129


for saving and restoring games in progress.




An alternative embodiment of the computer-controlled slot machine is illustrated in

FIG. 2. A

“bar buddy” version of a computer-controlled slot machine


201


includes all of the features of the computer-controlled slot machine


101


. Each “bar buddy” computer-controlled slot machine


201


contains four such computer-controlled slot machines


101


, assembled within a bar table


203


. Each of the four touch-sensitive displays


115


for player input and game display are mounted in the surface of the bar table


203


. The bar buddy computer-controlled slot machine


201


enables from one to four players to play Check or Z Sixty Six simultaneously, either against each other or against the house. The various modes of game play are detailed below.




Each computer-controlled slot machine


101


is preferably connected to a local area computer network as illustrated in FIG.


3


. The local area computer network


301


is controlled by a microprocessor-controlled server computer


303


which controls game play, records game statistics, accounts for vouchers and jackpots, and links the games together. The local area computer network


301


also preferably includes a progressive meter display


305


for showing progressive jackpot information. a flat rate award display


307


for showing flat rate jackpot information, and an additional display


309


for showing the scores that presently qualify for jackpots on the local area network


301


. In the preferred embodiment of the present invention, all of the computer-controlled slot machines


101


are connected to the local area computer network


301


in conventional manner via private dedicated lines


311


. In an alternative embodiment, some or all of the computer-controlled slot machines


101


positioned at remote locations are connected to the local area computer network


301


via modems and public telephone lines operated in secure mode through encryption/decryption techniques.




Each local area network


301


of computer-controlled slot machines


101


may be connected to a wide area computer network as illustrated in FIG.


4


. The wide area computer network


401


includes local area computer networks


301


at various physical locations. The wide area computer network


401


is controlled by a central-site computer


403


which operates in 24-hour-a-day communication with all local area computer networks


301


on the wide area computer network


401


for security, accounting, and verification of games and jackpots. If a local area computer network


301


is connected to a wide area computer network


401


, the progressive meter display


305


, the flat rate award display


307


, and the additional display


309


of that local area computer network


301


all display jackpot and other information pertaining to the entire wide area network


401


. For example, the additional display


309


of a local area computer network


301


which is connected to a wide area computer network


401


shows scores that presently qualify for jackpots on the wide area network


401


. In the preferred embodiment of the present invention, each local area computer network


301


is connected to the wide area computer network


401


in conventional secured cryptographic manner via private dedicated lines


311


. In an alternative embodiment, some or all of the local area computer networks


301


are connected to the wide area computer network


401


in secured cryptographic manner via modems and public telephone lines.




In a preferred embodiment of the present invention, the computer-controlled slot machine


101


includes a touch-sensitive display


115


for player input and game display.

FIG. 5A

illustrates the layout of the touch-sensitive display in accordance with an embodiment of the present invention for playing the game of Check. The touch-sensitive display


115


allows the player to make input selections conveniently, and displays game information in various ways, depending upon game state. The upper left area of the display


115


displays a scorecard


501


which includes thirteen dual purpose score areas


503


pertaining to the thirteen possible scoring categories. These areas are utilized to accept a player's selection of a scoring category after achieving a scoring spin, and also to display the score achieved by a player in that category, as detailed below with respect to game play.




The computer-controlled display scorecard


501


is divided into two portions. The upper portion


505


of the scorecard


501


includes dual purpose score areas


503


of the display for Ones (or Aces)


507


, Twos (or Deuces)


509


, Threes


511


, Fours


513


, Fives


515


, and Sixes


517


. If the player exceeds a pre-determined score threshold on the upper portion


505


of the scorecard


501


, the player is awarded a bonus score which is displayed in the bonus score display area


519


of the upper portion


505


of the scorecard


501


. The upper portion


505


of the scorecard


501


also includes an upper portion score total display area


520


for displaying the total of all of the scores achieved in the scoring categories of the upper portion


505


of the scorecard


501


. A detailed explanation of scoring is provided below with respect to game play.




The lower portion


521


of the display scorecard


501


includes dual purpose score areas


503


for 3-of-a-Kind


523


, 4-of-a-Kind


525


, Full House


527


, a four-dice Straight


529


, a five-dice Straight


531


, the sum of all five dice (or Chance)


533


, and 5-of-a-Kind (or Check)


535


. The lower portion


521


of the scorecard


501


also includes a lower portion score total display area


537


for displaying the total of all of the scores achieved in the scoring categories of the lower portion


521


of the scorecard


501


.




The display


115


includes a grand total score display area


539


which displays a player's grand total score as the sum of the upper portion score total and the lower portion score total.




The bottom left area of the display


115


includes five simulated dice


541


. The bottom left area of the display


115


includes five hold buttons


543


immediately below the simulated dice


541


. These hold buttons


543


are touch-sensitive areas, and are for holding a specific simulated die


541


on a series of spins (rolls) when the player is attempting to obtain a certain combination, as detailed below with respect to game play.




The middle left area of the display


115


includes a text message box


545


for informing players of games states, such as number of spins remaining, winning combinations, game over, and for informing players of the amount of payouts.




The upper right area of the display


115


includes a message area


547


showing the position of the current scorecard


501


in the daily, weekly, monthly, or yearly prize jackpot award among multiple player networks for the prevailing scores. Alternatively, the message area


547


may show the top five scores on a multiple-player network that qualify for a jackpot, as well as the bottom five scores that so qualify, so that the player can see scores required to achieve a jackpot, as detailed below with respect to jackpots.




The bottom right area of the touch-sensitive display


115


includes a number of touch-sensitive areas which facilitate configuration and control of the game of Check. Specifically, a touch-sensitive spin button


549


activates a spin (roll) of the simulated dice


541


, a touch-sensitive reset button


551


resets the scorecard


501


, and a touch-sensitive start game button


553


starts a game. A touch-sensitive wager button


555


allows a player to select the number of credits to wager, a touch-sensitive game mode selection button


557


allows a player to switch between game modes, and a touch-sensitive save-restore game button


559


allows a player to save or restore a game in progress to or from a card or voucher of machine-readable medium. Of course, the various buttons or control inputs, for example


543


,


549


,


551


,


553


,


555


and


557


, described herein as touch-sensitive areas on the display,


115


may also be provided as mechanical electrical input devices, as desired.





FIG. 5B

illustrates the layout of the touch-sensitive


115


display in accordance with an embodiment of the present invention for playing the game of Z Sixty Six. The touch-sensitive display


115


allows the player to make input selections conveniently, and displays game information in various ways, depending upon game state. The upper left area of the display


115


displays a paytable


561


which indicates predetermined amounts to be paid for achieving specific scoring combinations. The paytable


561


is updated as the game progresses to reflect predetermined amounts to be paid for achieving scoring combinations at different stages of game play.




Below the paytable


561


are six score areas


503


of the display


115


. There is a score area for Ones (or Aces)


507


, for Twos (or Deuces)


509


, for Threes


511


, for Fours


513


, for Fives


515


, and for Sixes


517


. Scoring combinations are assigned to appropriate score areas


503


. A detailed explanation of scoring is provided below with respect to game play.




The bottom left area of the display


115


includes six simulated dice


541


. In the embodiment shown in

FIG. 5B

, the simulated dice are in the form of a video simulated dice reels. Below the video simulated dice


541


is a touch sensitive spin button


549


that activates a spin (roll) of the simulated dice


541


. In the embodiment illustrated in

FIG. 5B

, the spin button


549


is in the form of one spin bar common to all simulated dice


541


on the display


115


.




The upper central area of the display


115


includes a text message box


545


for informing players of games states, such as number of spins remaining, winning combinations, game over, and for informing players of the amount of payouts. The upper right area of the display


115


includes a message area


547


showing the top score on a multiple-player network that qualifies for a jackpot, as well as the bottom score that so qualifies, so that the player can see scores required to achieve a jackpot, as detailed below with respect to jackpots. Alternatively, the message area


547


may show the position of the current score in the daily, weekly, monthly, or yearly prize jackpot award among multiple player networks for the prevailing scores.




In the embodiment illustrated in

FIG. 5B

, a text message box


545


for informing players of payout amounts, and a text message box


545


for informing players of the number of accumulated credits are located below the message area


547


.




The bottom right area of the touch-sensitive display


115


includes a number of touch-sensitive areas which facilitate configuration and control of the game of Z Sixty Six. A touch-sensitive reset button


551


resets the game, and a touch-sensitive start game button


553


starts a game. A touch-sensitive game mode selection button


557


allows a player to switch single and multiple-player game modes. A touch-sensitive save-restore game button


559


allows a player to save or restore a game in progress to or from a card or voucher of machine-readable medium. A touch-sensitive collect button


563


allows a player to collect accumulated winnings. In one embodiment, a touch-sensitive translate button


565


allows a player to select a language to be used for display output. Of course, the various buttons or control inputs, for example


551


,


553


,


557


, and


559


described herein as touch-sensitive areas on the display


115


, may also be provided as mechanical electrical input devices, as desired.





FIG. 6

illustrates the computer system that facilities game play. In a preferred embodiment of the present invention for playing the game of Check, game play is facilitated by a computer program


601


executing in the microprocessor-controlled computer


103


within the computer-controlled slot machine


101


. In the preferred embodiment of the present invention, the computer program is stored on a read-only memory integrated circuit


603


that is operatively coupled to the microprocessor-controlled computer


103


in the computer-controlled slot machine


101


. Of course, in alternative embodiments, the computer program may be stored on various other storage media, such as semiconductor memory or optical or magnetic disk, or the like.




The computer program


601


executes from the random access memory


605


of the microprocessor-controlled computer


103


in the computer-controlled slot machine


101


, and includes code


607


and data


609


to facilitate the play of the game of Check in accordance with the game rules, as detailed below with respect to game play.




The computer program accepts user input from various user input devices


611


of the types previously described, including coin acceptor


111


, bill validator


113


, the touch-sensitive display


115


, and the machine-readable medium reading and writing device


129


. Other input devices including mechanical button type switches and lever-arm switch actuators may be used in alternative embodiments as desired.




The computer program also controls computer operation of the various output devices


613


such as the display


115


, the sound speaker


117


, a tower light


119


, the meter


121


, the coin hopper


123


, the ticket printer


125


, and the machine-readable medium reading and writing device


129


.




Preferably, the computer program


601


also controls communication with the microprocessor-controlled server computer


303


which controls the local area computer network


301


. The computer program


601


controls this communication via a network port


615


and network connectivity circuitry


617


contained within the microprocessor-controlled computer


103


.




The computer program


601


utilizes a random number generator


619


to produce random numbers that represent the results of the simulated rolling of the simulated dice


541


. The computer program


601


utilizes animation circuitry


621


to produce the simulation of dice on the display


115


.





FIG. 7

is a flowchart, illustrating play of the game of Check according to one embodiment of the present invention. The object of the game is to ‘spin’ the simulated dice


541


for scoring combinations, and to get the highest total score accumulated within scoring categories of possible dice combinations. A player begins by inserting


701


one or more coins into the coin acceptor


111


, by inserting


701


one or more bills into the bill validator


113


, or by utilizing credits. The player then presses


703


the touch-sensitive start game button


553


to begin game play. The player then selects


705


the number of credits to wager on the spin of the simulated dice


541


by utilizing the touch-sensitive wager button


555


which controls the selection of the number of credits to be wagered. The player next spins


707


the simulated dice


541


by pressing the touch-sensitive spin button


549


. The computer program


601


utilizes the random number generator


619


to produce random numbers that represent the results of the simulated roll of the simulated dice


541


.




On each turn, the player may spin


707


the simulated dice


541


up to three times in order to get the highest scoring combination for one of thirteen scoring categories. The thirteen scoring categories are illustrated by the following table:


















How the Dice Score



























Upper Portion of Scorecard








One (or aces)




Total of dice showing One only







Twos (or Deuces)




Total of dice showing Two only







Threes




Total of dice showing Three only







Fours




Total of dice showing Four only







Fives




Total of dice showing Five only







Sixes




Total of dice showing Six only







Bottom Portion of Scorecard







3-of-a-kind




Total of all five dice







4-of-a-Kind




Total of all five dice







Full House (3 of one number,




25







2 of another number)







Four-Dice Straight




30







Five-Dice Straight




40







5-of-a-Kind (or a Check)




50







Chance (any five dice)




Total of all five dice















After each spin the player may assign


709


the value of the simulated dice


541


to one of the possible scoring categories by utilizing the dual purpose score areas


503


of the touch-sensitive display


115


. If a player does so, the computer under program control senses the touched areas


503


and totals the value of the simulated dice


541


and calculates and displays the resulting score in the dual purpose score area


503


on the touch-sensitive display


115


. The total score of the upper portion


505


of the scorecard


501


is displayed on the upper portion score total display area


520


on the touch-sensitive display


115


. If the total score of the upper portion


505


of the scorecard


501


is 63 or higher, for example, then a bonus of 35 points, for example, is added to the upper portion score. This bonus is displayed on the bonus score display area


519


on the display


115


. The total score of the lower portion


521


of the scorecard


501


is displayed on the lower portion score total display area


537


on the display


115


. The grand total score is calculated by adding the upper portion and the lower portion scores together. The grand total score is displayed on the grand total score display area


539


on the display


115


.




Each scoring category can only be scored or selected once during a game. Once a category is used, it cannot be reused until the next game either when the game is over because the scorecard


501


is complete or the player presses the touch-sensitive reset button


551


. Pressing the touch-sensitive reset button


551


clears the entire scorecard


501


in preparation for the start of a new game.




Instead, if the player has not yet spun


707


three times during the present turn, the player may elect not to assign


709


the value of the simulated dice


541


, but instead to spin


707


again. If the player elects to spin


707


again, the player may hold


711


one or more of the simulated dice


541


by pressing one or more of the associated hold button(s)


543


. The player may also release


711


one or more of any held simulated dice


541


by again pressing the associated hold button(s)


543


. The player may also elect not to hold or release


711


any of the simulated dice


541


. The player then selects


705


the number of credits to wager on the spin of the simulated dice


541


by utilizing the touch-sensitive wager button


555


. The player next spins


707


the simulated dice


541


by pressing the touch-sensitive spin button


549


.




A turn is over after a player has spun


707


three times, or has assigned


709


the value of the simulated dice


541


to one of the possible scoring categories by utilizing the dual purpose score areas


503


of the touch-sensitive display


115


. After a player has spun


707


three times, the player must assign


709


the value of the simulated dice


541


to one of the possible scoring categories by utilizing the dual purpose score areas


503


of the touch-sensitive display


115


. If the score cannot be placed into one of the categories because it does not correspond or qualify, then the player must utilize the dual purpose score areas


503


of the touch-sensitive display to assign


709


a zero to one of the remaining categories.




If the player has achieved a scoring combination and assigns


709


it to one of the scoring categories, the player is paid


713


via the coin hopper


123


. Alternatively, the player may elect to receive credits. The computer program


601


calculates payment according to a paytable, which is based upon points scored per turn, and the number of spins needed to achieve the points, as shown, for example, in the following table:




















NUMBER OF COINS

















×3




×2




×1







CATEGORY




Spin 1




Spin 2




Spin 3











ONES




TOTAL × 3




TOTAL × 2




TOTAL OF 1's







TWOS




TOTAL × 3




TOTAL × 2




TOTAL OF 2's







THREES




TOTAL × 3




TOTAL × 2




TOTAL OF 3's







FOURS




TOTAL × 3




TOTAL × 2




TOTAL OF 4's







FIVES




TOTAL × 3




TOTAL × 2




TOTAL OF 5's







SIXES




TOTAL × 3




TOTAL × 2




TOTAL OF 6's







3 of a Kind




TOTAL × 3




TOTAL × 2




TOTAL × 1







4 of a Kind




TOTAL × 3




TOTAL × 2




TOTAL × 1







Full House




 75




 50




 25







Small Straight




 90




 60




 30







Large Straight




120




 80




 40







Chance




TOTAL × 3




TOTAL × 2




TOTAL × 1







Check




150




100




 50







Check Bonus 1




300




250




100







Check Bonus 2




300




200




100







Check Bonus 3




300




200




100















SCORECARD BONUSES

















TOP HALF 63+ POINTS




 +35 COINS







ALL CATEGORIES FILLED




 +100 COINS







SCORE 250-299 PTS.




 +50 COINS







SCORE 300-349 PTS.




 +100 COINS







SCORE 350-399 PTS.




 +150 COINS







SCORE 400-449 PTS.




 +200 COINS







SCORE 450-499 PTS.




 +250 COINS







SCORE 500-549 PTS.




 +300 COINS







SCORE 550-599 PTS.




 +350 COINS







SCORE 600-644 PTS.




 +400 COINS







PERFECT SCORE




+6000 COINS















If the player assigns


709


a zero score to one of the categories, the player is not paid. Alternative embodiments may employ different paytables, as desired.




The player may then proceed with the next turn and continue filling the scorecard


501


. To proceed with the next turn, the player utilizes the touch-sensitive wager button


555


to select


705


the number of credits to be wagered on the spin of the simulated dice. The player next spins


707


the simulated dice


541


by pressing the touch-sensitive spin button


549


and plays a turn, as described above. The game ends


715


when the player has filled all thirteen categories with a score or a zero or is out of credits to play the computer-controlled slot machine


101


.




Once the game has ended, the computer program


601


evaluates the player's scorecard


501


against other current scores to determine if a progressive jackpot will be awarded on a daily, weekly, monthly, or yearly basis. If the player has a currently qualifying scorecard


501


, the computer-controlled slot machine


101


prints


717


a voucher for the player with a control number and other pertinent information for later redemption, if the scorecard


501


is a winner.




Utilizing a local area computer network


301


and a wide area computer network


401


, multiple players may play the game of Check against one another instead of “against the house.” Utilizing a local area computer network


301


, each participating player deposits money into an individual computer-controlled slot machine


101


for each spin. The player who achieves the highest scorecard


501


of all of the players who are participating in that multiple player game on the local area computer network


301


wins the money deposited by the various participating players (typically, minus a percentage for the house). The same methodology can be utilized across a wide area computer network


401


, allowing players at different physical locations to compete against each other in real time.





FIG. 8

is a flowchart, illustrating play of the game of Z Sixty Six according to one embodiment of the present invention. The object of the game is to ‘spin’ the simulated dice


541


for scoring combinations, and to get the highest total score accumulated within scoring categories of possible dice combinations. A player begins by inserting


801


one or more coins into the coin acceptor


111


, by inserting


801


one or more bills into the bill validator


113


, or by utilizing credits. The player then presses


803


the touch-sensitive start game button


553


to begin game play. In one embodiment, three credits are automatically wagered


805


on each spin of the simulated dice


541


. In another embodiment, the player selects the number of credits to wager on the spin of the simulated dice


541


by utilizing the touch-sensitive wager button


555


which controls the selection of the number of credits to be wagered. The player next spins


807


the simulated dice


541


by pressing the touch-sensitive spin button


549


. The computer program


601


utilizes the random number generator


619


to produce random numbers that represent the results of the simulated roll of the simulated dice


541


.




The player must achieve at least three of kind on a single spin to begin play of an individual game. Until a spin generates at least three simulated dice


541


displaying identical numbers, the player must continue spinning


807


to attempt to generate the minimum achievement required for game entry. A wager is required for each spin of the simulated dice


541


. Once a spin generates at least three simulated dice


541


displaying identical numbers, those simulated dice


541


are automatically held


811


, and a predetermined number of points is automatically assigned


813


to the appropriate scoring area


503


. The number of points awarded is displayed in the appropriate score area


503


, which preferably changes color to indicate active status, for example as illustrated in the Appendices A


1


to A


36


attached hereto and formed a part hereof. The spin that generated the requisite achievement is counted as the first spin of a turn, and the scoring number becomes a target number for the remainder of the turn. A target number is a number that the player can receive points for generating during a given turn.




For example, if a first spin results in four aces (ones), the predetermined number of points for achieving four of a kind on the first spin of a first turn is automatically assigned


813


to the scoring area


503


for aces


507


. Aces becomes the target number for the remainder of the turn. Thus, on the subsequent spins of the turn, the player will receive additional points only for generating aces.




The requirement of generating at least three of a kind applies only to the first turn. A player must achieve three of a kind to enter the game and begin the first turn. Once a player has generated the requisite achievement and entered the game, subsequent turns do not require a minimum achievement to begin.




On each turn, the player may spin


807


the simulated dice


541


up to three times in order to get the highest scoring combination for one of six scoring categories. The six scoring categories are illustrated by the following table:



















Score Category




How the Dice Score













One (or aces)




Dice showing One only







Twos (or Deuces)




Dice showing Two only







Threes




Dice showing Three only







Fours




Dice showing Four only







Fives




Dice showing Five only







Sixes




Dice showing Six only















After the first spin of a turn, the number displayed by the largest plurality of the video simulated dice


541


automatically becomes the target number for the current turn. The simulated dice


541


of the target number are automatically held


811


, and the score area


503


for the target number preferably changes color to indicate that it is the active score area


503


for the turn. If at least three dice


541


displaying the target number have been generated, a predetermined number of points is assigned


813


to the score area


503


for the target number.




If the first spin does not result in a largest plurality of dice


541


displaying any one number, the player selects


809


a target number from amongst those displayed by an equal number of the simulated dice


541


. For example, if the first spin results in two aces, two deuces, one four and one five, the player may select


809


aces or deuces as the target number. The selection is made by touching the desired score area


503


of the touch-sensitive display


115


. Preferably, the score areas


503


which the player may touch to choose a target number blink or change color or size or otherwise provide visual indication of the choices available.




If the player has not yet spun


807


three times during the present turn, the player may spin


807


again. The player next spins


807


the simulated dice


541


by pressing the touch-sensitive spin button


549


. During the second and third spins of a turn, any generated dice


541


displaying the target number are held


811


. Preselected numbers of points are assigned


813


to the appropriate scoring area


503


for scoring three, four, five, or six of the target number.




After each spin, if the player has achieved a scoring combination, the player is paid


815


via the coin hopper


123


. Alternatively, the player may elect to receive credits. The number of predetermined points awarded for various scoring achievements is displayed in a paytable


545


on the display


115


. The paytable


545


is adjusted as the game progresses, reflecting predetermined numbers of points to be paid for various achievements at a particular stage of the game. For example, more points are awarded for achieving a six of a kind on a first spin than on a third spin. Amounts to be paid are based upon the odds of achieving various scoring combinations at a given stage of game play, taking into account number of unheld dice to be spun, and numbers removed from possible generation. An example of a paytable


545


for a first spin of a game appears below.




















NUMBER OF POINTS TO BE







ACHIEVMENT




PAID



























THREE OF A KIND




3







FOUR OF A KIND




10







FIVE OF A KIND




50







SIX OF A KIND




500















Alternative embodiments may employ different paytables


545


, as desired.




A turn ends


817


after a player has spun


807


three times, or achieved six of the target number prior to the third spin.




Each scoring category can only be scored or selected once during a game. Once a category is used, it cannot be reused until the next game either when the game is over because a score has been assigned to each category, or the player presses the touch-sensitive reset button


551


. Pressing the touch-sensitive reset button


551


terminates the current game and starts a new game. Once a scoring category for a given number has been used, that number is replaced for the remainder of the game by a non-numerical symbol, for example the letter “Z” or a graphic symbol of a piece of fruit, or as desired. During subsequent turns, when the random number generator


619


generates the used number, the non-numerical symbol is displayed instead.




After completing a turn, the player may then proceed with the next turn and continue filling the score areas


503


. To proceed with the next turn, the player next spins


707


the simulated dice


541


by pressing the touch-sensitive spin button


549


and plays a turn, as described above.




The game ends


819


when the player has filled all six score areas


503


with a score, or is out of credits to play the computer-controlled slot machine


101


.





FIG. 9

illustrates an embodiment of the present invention in which each score area


503


comprises two distinct display areas. A first display area


901


is utilized to display accumulation of points for the associated scoring category. A second display area


903


identifies the associated scoring category, for example by displaying an identification video simulated die


905


displaying the number of the scoring category. Additionally, the second display area


903


is used to indicate a current target number for a turn, preferably by changing color to indicate that the number of the associated scoring category is the active target number. Also, the second display area


903


is preferably utilized to choose a target number from amongst those displayed by an equal number of the simulated dice


541


when necessary. The player chooses a target number by touching the second display area


903


associated with the chosen target number. The second display areas


903


which the player may touch to choose a target number blink or change color or size or otherwise provide visual indication of the choices available. Additionally, once a scoring category for a given number has been filled, the indicator for the associated second display area is replaced for the remainder of the game by a non-numerical symbol


907


, for example the letter “Z” or a graphic symbol of a piece of fruit, or as desired.




In alternative embodiments, display of accumulated points, identification of score category, indication of current target number, indication of available choices of target number, and indication of filled categories (and in other embodiments more or fewer functions as desired) are divided between at least two display areas, in various combinations as desired.




Once the game has ended, the computer program


601


evaluates the player's score against other current scores to determine if a progressive jackpot will be awarded on a daily, weekly, monthly, or yearly basis. If the player has a currently qualifying score, the computer-controlled slot machine


101


prints


821


a voucher for the player with a control number and other pertinent information for later redemption, if the score is a winner. In various embodiment, jackpots are awarded for achieving high scores, for achieving [high scores] low scores, or for achieving both high and low scores as desired.




Utilizing a local area computer network


301


and a wide area computer network


401


, multiple players may play the game of Z Sixty Six against one another instead of “against the house.” Utilizing a local area computer network


301


, each participating player deposits money into an individual computer-controlled slot machine


101


for each spin. The player who achieves the highest game score of all of the players who are participating in that multiple player game on the local area computer network


301


wins the money deposited by the various participating players (typically, minus a percentage for the house). The same methodology can be utilized across a wide area computer network


401


, allowing players at different physical locations to compete against each other in real time.




Additionally in both Check and Z Sixty Six, daily, weekly, monthly, and yearly jackpot prizes may be awarded to any number of highest scores (or alternatively any number of lowest scores). Additional amounts may be deducted from deposited wagers (credits) to cover such jackpots which thus have the potential to become multi-million dollar jackpots. Alternatively, achieving a predetermined score may be utilized for awarding a predetermined jackpot. For instance, if a player achieves a perfect score, meaning the theoretically highest score for each category, then a jackpot may be awarded for such achievement.




Preferably, a player may save a game in progress by pressing the touch-sensitive save-restore game button


559


. The computer program


601


then utilizes the machine-readable medium reading and writing device


129


to write the present scores and game states to a card or voucher. The player may later resume the saved game by inserting such card or voucher of machine-readable medium into the reading and writing device


129


of any computer-controlled slot machine


101


. The saved game information is then read from the card or voucher to initialize the conditions and states of the computer-controlled slot machine


101


. In various embodiments, a magnetic or optical or semiconductor medium may be used as desired to store and transfer scores and game states and other pertinent data on such card or voucher produced by the video slot machine


101


.




In an alternative embodiment, the game of Check or Z Sixty Six may be played over the Internet among a random collection of players at diverse locations, forming a virtual wide area network of such competing players.




In alternative embodiments, numerous other wagering games, including but not limited to Poker Dice, and Aces in the Pot may be configured for play and display on the display


115


, and played over a local area computer network


401


or wide area computer network


501


of computer-controlled slot machines


101


.




As used herein, the term “computer-controlled slot machine” denotes a computer controlled machine which facilitates wagering, which generally requires the input of money in order to be operated, and which outputs money in response to the achievement of winning wagering results.




Of course, the present invention is not limited to the generation and display of images in the form of the video simulated dice


541


illustrated in

FIG. 5A

,

FIG. 5B

, and FIG.


9


. In other embodiments, other images are generated and displayed in the course of game play. For example, in one embodiment, the images generated and displayed are in the form of different colors. In another embodiment, graphical representations of different types of fruit are generated and displayed. In yet another embodiment, roman numerals are utilized. The generation and subsequent display of any image in a set of at least two display areas in the course of game play is within the scope of the present invention.



Claims
  • 1. A method of playing a game on a computer controlled gaming machine having a display comprising:displaying on the display a plurality of score areas pertaining to scoring categories, each scoring category corresponding to a particular target symbol; presenting a turn of a game comprising: displaying a set of symbols; determining if a predetermined number of said symbols are the same; if a predetermined number of said symbols are not the same, terminating the turn of the game; and if a predetermined number of said symbols are the same, designating that symbol the target symbol, displaying a replacement symbol for each of said displayed symbols not comprising the target symbol, generating a numerical score based upon the number of target symbols displayed, associating said score with said scoring category corresponding to the target symbol, and removing said target symbol from further play in said game; presenting additional turns of said game until each of said scoring categories are filled; and determining the outcome of said game based upon the individual scores or total of said scores.
  • 2. The method in accordance with claim 1 wherein said predetermined number of symbols comprises three.
  • 3. The method in accordance with claim 1 wherein said set of displayed symbols comprises six symbols.
  • 4. The method in accordance with claim 3 wherein each of said six symbols of said set of displayed symbols is selected from a sub-set of symbols.
  • 5. The method in accordance with claim 1 wherein said set of symbols comprise representations of the sides of one or more dice.
  • 6. The method in accordance with claim 1 including the step of accepting a wager before presenting said turn of said game.
  • 7. The method in accordance with claim 1 wherein if a predetermined number of two different symbols displayed in said set of symbols are the same, accepting input assigning one of said symbols said target symbol.
  • 8. A method of playing a dice game in which a player attempts to fill scoring categories, said game presented on a computer controlled gaming machine having a display, comprising:presenting a turn of a game comprising: accepting a wager; displaying a set of dice symbols; determining if a predetermined number of said dice symbols are the same; if a predetermined number of said symbols are not the same, terminating said turn of said game; if a predetermined number of said dice symbols are the same, designating that symbol a target symbol, displaying a replacement symbol for each displayed dice symbol that is not the target symbol up to two times, and generating a numerical score based upon the number of target symbols obtained; associating said numerical score with a scoring category corresponding to the target symbol; and removing the target symbol from further use in the game; and permitting further turns of said game until all scoring categories have associated scores.
  • 9. The method in accordance with claim 8 wherein six dice symbols are displayed in said set.
  • 10. The method in accordance with claim 8 wherein said predetermined number of dice symbols comprises three.
  • 11. The method in accordance with claim 8 wherein each of said displayed dice symbols is selected from a group of dice symbols representing all six sides of a standard die.
  • 12. The method in accordance with claim 8 wherein said scoring categories corresponde to the target symbols comprising the sides of a die.
  • 13. The method in accordance with claim 8 including the step of awarding winnings for each turn based upon the score received.
  • 14. The method in accordance with claim 8 wherein said score is based upon a number of target symbols received in said turn.
  • 15. The method in accordance with claim 14 wherein the numerical score for a number of target symbols received in a turn increases as target symbols are removed from play.
CROSS REFERENCE TO RELATED APPLICATION

This application is a continuation-in-part of Ser. No. 09/298,604 filed on Apr. 23, 1999, now abandoned, which is incorporated herein by reference.

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Continuation in Parts (1)
Number Date Country
Parent 09/298604 Apr 1999 US
Child 09/439934 US