The embodiments of the present invention relate generally to an electronically implemented gaming machine. More particularly, a slot machine incorporates a primary game and a secondary or bonus game.
Gaming machines are increasingly responsible for the bulk of revenues generated by casinos and other gaming establishments. Over time, electronic gaming machines, including slot machines, have systematically replaced table games as the most popular form of gaming in casinos. As a result, casino operators have a continuous desire for new games facilitated by electronic gaming machines.
One recently developed successful feature of slot machines is the secondary or bonus game. Secondary games are in electrical communication with a slot machine primary game and is actuated upon certain pre-established primary game outcomes. The primary game outcome is conventionally determined by a series of reels of the slot machine. The reels may be either mechanical or simulated in a video format. The reels incorporate gaming indicia which, along with one or more paylines, define the primary game outcomes.
One example of a popular slot machine incorporating a primary and secondary game is the popular Wheel of Fortune® slot machine. The Wheel of Fortune® slot machine includes a primary game comprising mechanical reels and a secondary game facilitated by a rotatable wheel analogous to the “wheel” associated with the game show of the same name. The secondary game is activated in response to a specific pre-established primary game outcome. In practice the specific primary game outcome occurs when the third reel payline of the primary game intersects a “spin the wheel” indicia. In fact, only the third reel includes a “spin the wheel” indicia. After the “spin the wheel” indicia appears, the player depresses a “spin the wheel” button causing the mechanical secondary wheel to spin thereby resulting in random secondary award.
Secondary games have become very popular because players enjoy the excitement and the extra opportunity to win an additional award. Moreover, the secondary games are conventionally programmed to result in a winning outcome on each activation. Thus, secondary games based on new and exciting themes are in constant demand.
Accordingly, the embodiments of the present invention are facilitated by an electronic gaming machine incorporating a primary game and a secondary game. The secondary game can be implemented in either a mechanical or video form.
The embodiments of the present invention incorporate a secondary game having a mechanical blender apparatus or a video depiction thereof. While the blender is preferred, it can also be replaced or associated with a drink shaker, beer mug or other bar related item. The blender apparatus or video blender holds ice cubes which display values or other symbols related to an actual secondary award amount or a multiplier award. Upon activation of the secondary game, the blender is actuated thereby causing the ice cubes to agitate within the blender. Within a pre-established time period, one or more of the ice cubes are randomly captured and isolated for determining the amount of the secondary award.
In a mechanical format, the blender apparatus is generally in the form of a conventional blender albeit larger to hold a significant number of simulated ice cubes and to attract players to the slot machines incorporating the same. Upon a pre-established primary game outcome (e.g., a primary game payline intersects an ice cube gaming indicia on the third reel) the blender becomes active. The blender can be automatically actuated upon the pre-established primary game outcome or the gaming machine may incorporate a means for the player to cause the blender to actuate.
In a first embodiment, the simulated ice cubes are formed of a lightweight transparent material to resemble the appearance of real ice cubes. An air source in communication with the blender agitates the simulated ice cubes within the blender. A transparent housing extending vertically from a blender top captures one or more agitating simulated ice cubes.
To increase the excitement level of the mechanical blender, a speaker incorporated within the gaming machine may be activated to output a sound recording of a blender motor and blender blades acting upon ice cubes.
In another embodiment, a video display in communication with the primary game displays a simulated blender and simulated ice cubes having numerals or symbols depicted thereon. As described below, the video embodiment provides much more versatility than the mechanical embodiment as the video display can show any prerecorded material, including animation, desired. However, the ice cubes and corresponding values or symbols depicted thereon effectuate the same objective as the mechanical embodiment—that is determining a secondary award.
a shows an alternative mechanical embodiment of the present invention;
a-e and 29 show an alternative mechanical embodiment of the present invention;
a-d and 31a-h show an alternative mechanical embodiment of the present invention;
a-f show an alternative mechanical embodiment of the present invention;
a-e show an alternative mechanical embodiment of the present invention;
a-d and 37a-d show an alternative mechanical embodiment of the present invention;
The operation of electronic gaming machines, more particularly slot machines, is well-known in the industry so that the minute details are not set forth herein. In general terms, a slot machine is controlled by a processor including, or in communication with, a random number generator. The random number generator generates the machine outcomes. Gaming indicia on mechanical or video reels and one or more pay lines determine random game outcomes.
Reference is now made to the figures wherein like parts are referred to by like numerals throughout.
The three reels 110-1 through 110-3 include gaming indicia 115-1 through 115-3 thereon. Upon activation, the three reels 110-1 through 110-3 spin until each reel from left to right are stopped by the machine processor at pre-established positions. A pay line 117 defines winning outcomes. While only a single pay line 117 is shown, multiple pay lines, including diagonal pay lines, may be incorporated. Based on the alignment of the gaming indicia 115-1 through 115-3 along the pay line 117 the processor determines a player's winnings, if any. A proposed pay table illustrating gaming indicia and associated pay outs is shown in
The machine 100 includes several player buttons which act as interfaces between the player and the machine processor. Player buttons include a spin button 120, a change button 130, a play one credit button 140, a play maximum credits button 150 and a secondary actuation button 160. Instead of the spin button 120, a player may activate the machine 100 by means of an arm 125 (i.e. handle). Each of the player buttons and the arm 125 are in electrical communication with the processor such the player may control the operations of the machine 100. A player interface may also be implemented through a touchscreen system.
The machine 100 also incorporates a coin acceptor 170, a credit display 180 and a bill validator 190. Players may insert coins or bills depending on the specific player's preference. The credit display 180 allows players to play on credit such that any gaming winnings or loses are immediately depicted in the display 180. Once a playing session ends, the player may cash out for any monies owed. While not shown, the machine 100 may also incorporate a ticket dispenser for printing tickets for redemption at a cashier window. Such cashless systems are becoming increasingly popular in gaming jurisdictions.
In one embodiment, a secondary game comprises a video display 200 and is activated by certain pre-established primary game outcomes. For example, if a pre-established gaming indicia of the third reel 110-3 aligns with the pay line 117, the secondary game may be activated. Ideally, the secondary game is actuated by the player depressing the secondary game button 160. Players will appreciate the ability to actuate the secondary game. In addition, players often believe in superstitions that can be exercised by deciding the exact time or method of depressing the secondary game button 160. Alternatively, the secondary game may be actuated automatically by the processor in response to a pre-established primary game outcome.
Participation in the secondary game may also be a function of the number of coins played. For example, the machine 100 may allow players to play one to three coins. Therefore, to participate in a secondary game the player must play three coins. Should the player play only one to two coins and receive the preestablished primary game outcome, the player is only eligible for the primary game award. Such an arrangement encourages the play of maximum number of coins.
The secondary game comprises a video depiction of a blender 210 containing ice cubes 220-1 through 220-N. Each ice cube 220-1 through 220-N has a value 230 or symbol depicted thereon. The value 230 or symbol is used to identify a bonus award or a multiplier. Once actuated, the video display 200 shows an animated bartender behind a bar ready to serve a customer. The video display 200 then shows a customer walk to the bar. The customer is intended to represent the player. The bartender then uses an ice scoop to place ice cubes 220-1 through 220-N into the blender 210. Once the ice cubes 220-1 through 220-N are placed into the blender 210, the bartender places a lid 240 on the blender 210 and presses a button to start the blender 210. The video display 200 then pans in to show a close-up view of the blender 210 and the ice cubes 220-1 through 220-N being agitated therein. The agitation of the ice cubes 220-1 through 220-N creates a high level of excitement as the player observes the different numbers 230 being randomly agitated and anticipates the ultimate award. As the blender 210 speed increases, the ice cubes 220-1 through 220-N rise to the top of the blender 210. At some point in time, the lid 240 is shown to partially dislodge permitting one or more of the ice cubes 220-1 through 220-N to be ejected from the blender 210. The ejected ice cube 220-E is shown sliding down the length of the bar. The value 230-E or symbol depicted on ejected ice cube 220-E defines the bonus award or multiplier.
If the ice cube 220-E acts a bonus award, the value 230-E depicted thereon corresponds to the secondary award. The bonus award is then summed to itself for each coin played (i.e., multiplied by the number of coins played). The secondary award is then applied to the credit display 180 or paid out in coins. Alternatively, the ejected ice cube 220-E may include a value 240-E in combination with an “×” symbol. The “×” symbol represents the multiplication symbol. Thus, an ice cube depicting “3×” signifies that the primary game award is multiplied by three.
In one embodiment, the secondary game is activated by a single pre-established gaming indicia on the third reel 110-3. In this embodiment, the ice cube 220-E acts as a bonus award when the pre-established gaming indicia 115-3 of the third reel 110-3 aligns with the pay line 117 and the gaming indicia 115-1, 115-2 of the first and second reels 110-1, 110-2 do not match one another. If gaming indicia 115-1, 115-2 of the first and second reels 110-1, 110-2 do match one another and the pre-established gaming indicia 115-3 of the third reel 110-3 aligns with the pay line 117, the ice cube 220-E acts as a multiplier. The processor, based on the primary game outcome, will determine which ice cubes (e.g. bonus or multiplier) are shown on the video display.
In another embodiment, a single identical pre-established gaming indicia is on each reel 110-1 through 110-3. A bonus award is paid when the identical pre-established gaming indicia of the first and second reels 110-1, 110-2 align with pay line 117. If only the pre-established gaming indicia of the third reel 110-3 aligns with the pay line 117, the primary game award is multiplied. If the pre-established gaming indicia of the first and second reels 110-1, 110-2 align with the pay line 117, two ice cubes are ejected from the blender and their sum is added together to derive the bonus award. If the pre-established gaming indicia of the first reel 110-1 or the second reel 110-2 and the third reel 110-3 align with the pay line 117, two ice cubes are ejected from the blender with the first acting as a bonus award and the second being a multiplier. Therefore, the bonus award is multiplied by the multiplier to derive the total bonus award. Should the pre-established gaming indicia of the first reel 110-1, the second reel 110-2 and the third reel 110-3 align with the pay line 117, three ice cubes are ejected. The first and second ice cubes are summed to obtain the bonus award which is then multiplied by the value of the third ice cube to derive the total bonus award. In other words, the first two reels 110-1 and 110-2 act as bonus reels and the third reel 110-3 acts as a multiplier reel.
To increase the excitement level of the embodiments of the present invention, the gaming machine 100 further incorporates one or more speakers for outputting certain audible noises corresponding to the activation of an actual mechanical blender. By way of example, when the bartender uses the ice scoop to place ice cubes into the blender 210, the one or more speakers will output corresponding sounds. Similarly, the speakers may output blender 210 sounds when appropriate.
Now referring to
In response to pre-established primary game outcomes, the indicators 420-1 through 420-N are agitated by the air supply such that the indicators 420-1 through 420-N randomly circulate within the blender 400. At the correct moment, a second tube 440 in communication with the lid 410 creates a vacuum within a lid protrusion 450. The vacuum causes the lid 410 to capture one or more indicators 420-C. The indicators 420-C depicts the bonus award or multiplier. As shown in
In the mechanical embodiment, the processor must be able to determine the value or symbol depicted on the captured indicator 420-C. In a first embodiment, each indicator 420 includes a readable bar code that is scanned as the indicator is captured by the lid 410. The scanned bar code includes the value 430 or symbol depicted on the captured indicator 420 so that the value 430 or symbol is transmitted to the processor. In an alternative embodiment, a video camera directed at the lid protrusion 450 may capture and recognize the value or symbol of the indicator 420-C and transmit the same to the processor. Alternatively, electrical contacts incorporated on the indicators 420-1 through 420-N mate with corresponding electrical contacts on an upper surface of the lid protrusion 450. The value or symbol of the indicator 420-C is then transmitted via the electrical contacts to the processor. Any means for determining and transmitting the value or symbol of the indicators 420-C can be used.
An alternative mechanical embodiment is shown in
Another alternative mechanical embodiment is shown in
Another alternative mechanical embodiment is shown in
a-e and 29 show another alternative mechanical embodiment comprising a plurality of cubes 790 are hinged to tracks 800 placed adjacent on opposite sides of a blender 810 or glass out of view from the player. Then, once an award is generated, the corresponding cube (e.g., 500) 790-1 rotates into the blender 810 so that the player may view the same. While in the blender 810 the cube descends and then rotates back out of view.
a-d and 31a-f show yet another mechanical embodiment comprising a rotatable tray 820 positioned adjacent to a blender or glass 830. Individual sections 840 of the tray 820 each contain a single cube 850 having a different numeral depicted thereon. Once an award is randomly generated, the tray 820 rotates to position the corresponding cube 850-1 adjacent to the glass 830. Then, a door 860 separating the tray 820 and glass 830 opens and an air source, spring or similar means acts upon the cube 850-1 to force it into the glass 830. Ideally, the cube 850-1 bounces energetically inside the glass 830 like an ice cube dropped in a glass. A rotatable ramp 865 on the bottom of the glass 830 rotates in an upward direction to cause the cube 850-1 to return to its section 840 on the tray 820. In this embodiment, like others, a portion of the glass 830 extends beyond a machine housing such that the cube 850-1 exits the player housing. Therefore, the glass 830 incorporates a lid (not shown) to prevent player interference. This mechanical embodiment may also be used in combination with the embodiments shown in
a-f show yet another mechanical embodiment comprising an upper conveyor belt section 870 and lower conveyor belt section 880. Cubes 890 are aligned on the upper conveyor belt section 870 and dropped through a guide member 885 into a blender or glass 900. In this manner, the cubes 890 are placed in a pre-established order which is repeated after a complete cycle of cubes 890 are dropped into the glass 900. After a pre-determined and brief time period, the lower conveyor belt section 910 receives the dropped cubes 890 from a door or similar access panel 905 and chute 910 and transports them back to the upper conveyor belt section 870. To enhance this embodiment, multiple glasses and conveyor systems may be incorporated into a single a gaming machine. Multiple glasses and conveyor systems would allow for more unique and random appearing awards. In an alternative conveyor alternative embodiment, shown in
The embodiments of the present invention may be further enhanced by several optional features. As shown in
Even though the embodiments of the present invention have been described as a secondary game, they may also be implemented as the primary game.
Although the invention has been described in detail with reference to a preferred embodiment, additional variations and modifications exist within the scope and spirit of the invention as described and defined in the following claims.
This application is a continuation-in-part of application Ser. No. 10/603,499 filed Jun. 24, 2003 now abandoned.
| Number | Name | Date | Kind |
|---|---|---|---|
| 4871171 | Rivero | Oct 1989 | A |
| 5360214 | Harmen | Nov 1994 | A |
| 5380007 | Travis et al. | Jan 1995 | A |
| 5823874 | Adams | Oct 1998 | A |
| 5848932 | Adams | Dec 1998 | A |
| 5882261 | Adams | Mar 1999 | A |
| 6089978 | Adams | Jul 2000 | A |
| D431843 | Seelig et al. | Oct 2000 | S |
| 6159097 | Gura | Dec 2000 | A |
| 6334814 | Adams | Jan 2002 | B1 |
| 6338678 | Seelig et al. | Jan 2002 | B1 |
| 6358146 | Adams | Mar 2002 | B1 |
| 6394901 | Marta | May 2002 | B1 |
| 6450884 | Seelig et al. | Sep 2002 | B1 |
| D470539 | Seelig et al. | Feb 2003 | S |
| 6533660 | Seelig et al. | Mar 2003 | B2 |
| 6860809 | Seelig et al. | Mar 2005 | B2 |
| 20020065126 | Miller et al. | May 2002 | A1 |
| Number | Date | Country | |
|---|---|---|---|
| Parent | 10603499 | Jun 2003 | US |
| Child | 10843795 | US |