Electronic gaming machines (“EGMs”) or gaming devices provide a variety of wagering games such as slot games, video poker games, video blackjack games, roulette games, video bingo games, keno games and other types of games that are frequently offered at casinos and other locations. Play on EGMs typically involves a player establishing a credit balance by inputting money, or another form of monetary credit, and placing a monetary wager (from the credit balance) on one or more outcomes of an instance (or single play) of a primary or base game. In some cases, a player may qualify for a special mode of the base game, a secondary game, or a bonus round of the base game by attaining a certain winning combination or triggering event in, or related to, the base game, or after the player is randomly awarded the special mode, secondary game, or bonus round. In the special mode, secondary game, or bonus round, the player is given an opportunity to win extra game credits, game tokens or other forms of payout. In the case of “game credits” that are awarded during play, the game credits are typically added to a credit meter total on the EGM and can be provided to the player upon completion of a gaming session or when the player wants to “cash out.”
Typical games use a random number generator (RNG) to randomly determine the outcome of each game. The game is designed to return a certain percentage of the amount wagered back to the player over the course of many plays or instances of the game, which is generally referred to as return to player (RTP). The RTP and randomness of the RNG ensure the fairness of the games and are highly regulated. Upon initiation of play, the RNG randomly determines a game outcome and symbols are then selected which correspond to that outcome. Notably, some games may include an element of skill on the part of the player and are therefore not entirely random.
Described herein is a computer-based video keno game that awards bonus games and bonus game multipliers in a manner that allows close management of the RTP and volatility of the game, while also providing improved game functionality. A game system may be configured to display a keno game including a set of game pieces of a game board of the keno game, each respective game piece of the game board corresponding to a respective number. A user interface may receive a player input for the keno game, where the player input specifies a set of selected game pieces (e.g., selected numbers). A game controller may select a set of numbers from a pool of numbers and determine an amount of matches between the set of selected numbers and the set of selected game pieces. If the amount of matches satisfies a condition (e.g., a threshold amount of the selected numbers match a certain type of selected game pieces), the game controller determines an amount of preliminarily earned bonus games. If the last selected number of the set of selected numbers matches one of the game pieces of the set of selected game pieces, the amount of preliminarily earned bonus games may be multiplied by a multiplier value to determine an amount of earned bonus games, which are then awarded to the user.
Gaming devices, such as those described herein, may be used to implement a video keno game or other game. The game may include a base game having an associated base game play user interface and a bonus round having an associated bonus game play user interface. During a base game instance, users may select a set of primary game pieces, and the game controller may select a set of numbers (or other identifiers) from a pool of numbers (or other identifiers). Depending on the amount of matches between the selected game pieces and the selected set of numbers, a win amount may be determined. (As used herein, a match between a selected number and a game piece may be referred to as a “hit.”) Additionally, when selecting the set of primary game pieces, users may also select a set of special game pieces which may be available to the user as a feature of the game. If a threshold number of the special game pieces match the selected set of numbers (e.g., if the player gets a threshold number of hits on the special game pieces), the user may be awarded with one or more bonus games to be played in a bonus round. The set of game pieces selected for the base game, which may include both primary game pieces and special game pieces, may be referred to as “base game pieces.”
A bonus round may consist of a series of bonus game instances. During a bonus game instance, the game controller may identify a set of game pieces, which may be the same game pieces that were selected in the base game (e.g., the primary game pieces and the special game pieces used in the base game) or a different set of game pieces selected by the user for the bonus game, or some mixture of both. The game controller may select a set of supplemental outcome identifiers (e.g., numbers) from the pool of numbers, and a win amount may be determined based on the number of matches between the set of supplemental outcome identifiers and the game pieces selected for the bonus game. The set of game pieces selected for the bonus game, which may include both primary game pieces and special game pieces, may be referred to herein as “bonus game pieces.”
As noted above, bonus games may be awarded if a threshold number of special game pieces match the selected set of numbers (e.g., if the user gets a threshold number of hits on the special game pieces). If the player is awarded bonus games, a bonus game multiplier may be applied to the number of awarded bonus games under certain conditions. In particular, if the last number drawn from the pool is a “hit” on one of the selected game pieces (either a primary game piece or a special game piece), the bonus game multiplier may be awarded to increase the number of bonus games awarded to the player. The value of the bonus game multiplier may be determined by the game controller, and may be selected (e.g., using a random number generator) from a set of predetermined multiplier values. In some cases, the same multiplier may be used to increase a game credit award if a credit award is earned and bonus games are not.
In a conventional keno game, the return to player (RTP) and volatility of the game may be essentially fixed. For example, a keno game may provide a pay table that establishes the payout for certain numbers of hits. Given a random selection of drawn numbers, the RTP is determined by the pay table. In a keno game as described with features that provide additional winning outcomes, as described herein, the RTP and volatility are determined at least in part by factors other than the pay table. For example, by providing features such as bonus games, supplemental outcome identifiers, credit multipliers, and bonus game multipliers, the RTP and volatility of the video keno game may depend on the odds of earning those features and the values to the player of those features. Accordingly, a pay table alone may not define the RTP and volatility of a game with such features, as there are additional game outcomes beyond the pay table that affect the value of winning outcomes and the frequency in which they are achieved.
Described herein are techniques for providing a new and improved gaming device operation and capability in a video keno game with features that provide additional winning outcomes (beyond a simple pay table), while also managing game characteristics such as RTP and/or volatility. In particular, the keno game described herein uses additional RNGs and weighted tables to facilitate the use of bonus games, supplemental outcome identifiers, credit multipliers, and bonus game multipliers, which can have a significant effect on the potential payout of a game, while managing RTP and/or volatility of the game.
Communication between the gaming devices 104A-104X and the server computers 102, and among the gaming devices 104A-104X, may be direct or indirect using one or more communication protocols. As an example, gaming devices 104A-104X and the server computers 102 can communicate over one or more communication networks, such as over the Internet through a website maintained by a computer on a remote server or over an online data network including commercial online service providers, Internet service providers, private networks (e.g., local area networks and enterprise networks), and the like (e.g., wide area networks). The communication networks could allow gaming devices 104A-104X to communicate with one another and/or the server computers 102 using a variety of communication-based technologies, such as radio frequency (RF) (e.g., wireless fidelity (WiFi®) and Bluetooth®), cable TV, satellite links and the like.
In some implementations, server computers 102 may not be necessary and/or preferred. For example, in one or more implementations, a stand-alone gaming device such as gaming device 104A, gaming device 104B or any of the other gaming devices 104C-104X can implement one or more aspects of the present disclosure. However, it is typical to find multiple EGMs connected to networks implemented with one or more of the different server computers 102 described herein.
The server computers 102 may include a central determination gaming system server 106, a ticket-in-ticket-out (TITO) system server 108, a player tracking system server 110, a progressive system server 112, and/or a casino management system server 114. Gaming devices 104A-104X may include features to enable operation of any or all servers for use by the player and/or operator (e.g., the casino, resort, gaming establishment, tavern, pub, etc.). For example, game outcomes may be generated on a central determination gaming system server 106 and then transmitted over the network to any of a group of remote terminals or remote gaming devices 104A-104X that utilize the game outcomes and display the results to the players.
Gaming device 104A is often of a cabinet construction which may be aligned in rows or banks of similar devices for placement and operation on a casino floor. The gaming device 104A often includes a main door which provides access to the interior of the cabinet. Gaming device 104A typically includes a button area or button deck 120 accessible by a player that is configured with input switches or buttons 122, an access channel for a bill validator 124, and/or an access channel for a ticket-out printer 126.
In
In many configurations, the gaming device 104A may have a main display 128 (e.g., video display monitor) mounted to, or above, the gaming display area 118. The main display 128 can be a high-resolution liquid crystal display (LCD), plasma, light emitting diode (LED), or organic light emitting diode (OLED) panel which may be flat or curved as shown, a cathode ray tube, or other conventional electronically controlled video monitor.
In some implementations, the bill validator 124 may also function as a “ticket-in” reader that allows the player to use a casino issued credit ticket to load credits onto the gaming device 104A (e.g., in a cashless ticket (“TITO”) system). In such cashless implementations, the gaming device 104A may also include a “ticket-out” printer 126 for outputting a credit ticket when a “cash out” button is pressed. Cashless TITO systems are used to generate and track unique bar-codes or other indicators printed on tickets to allow players to avoid the use of bills and coins by loading credits using a ticket reader and cashing out credits using a ticket-out printer 126 on the gaming device 104A. The gaming device 104A can have hardware meters for purposes including ensuring regulatory compliance and monitoring the player credit balance. In addition, there can be additional meters that record the total amount of money wagered on the gaming device, total amount of money deposited, total amount of money withdrawn, total amount of winnings on gaming device 104A.
In some implementations, a player tracking card reader 144, a transceiver for wireless communication with a mobile device (e.g., a player's smartphone), a keypad 146, and/or an illuminated display 148 for reading, receiving, entering, and/or displaying player tracking information is provided in gaming device 104A. In such implementations, a game controller within the gaming device 104A can communicate with the player tracking system server 110 to send and receive player tracking information.
Gaming device 104A may also include a bonus topper wheel 134. When bonus play is triggered (e.g., by a player achieving a particular outcome or set of outcomes in the primary game), bonus topper wheel 134 is operative to spin and stop with indicator arrow 136 indicating the outcome of the bonus game. Bonus topper wheel 134 is typically used to play a bonus game, but it could also be incorporated into play of the base or primary game.
A candle 138 may be mounted on the top of gaming device 104A and may be activated by a player (e.g., using a switch or one of buttons 122) to indicate to operations staff that gaming device 104A has experienced a malfunction or the player requires service. The candle 138 is also often used to indicate a jackpot has been won and to alert staff that a hand payout of an award may be needed.
There may also be one or more information panels 152 which may be a back-lit, silkscreened glass panel with lettering to indicate general game information including, for example, a game denomination (e.g., $0.25 or $1), pay lines, pay tables, and/or various game related graphics. In some implementations, the information panel(s) 152 may be implemented as an additional video display.
Gaming devices 104A have traditionally also included a handle 132 typically mounted to the side of main cabinet 116 which may be used to initiate game play.
Many or all the above described components can be controlled by circuitry (e.g., a game controller) housed inside the main cabinet 116 of the gaming device 104A, the details of which are shown in
An alternative example gaming device 104B illustrated in
Example gaming device 104B includes a main cabinet 116 including a main door which opens to provide access to the interior of the gaming device 104B. The main or service door is typically used by service personnel to refill the ticket-out printer 126 and collect bills and tickets inserted into the bill validator 124. The main or service door may also be accessed to reset the machine, verify and/or upgrade the software, and for general maintenance operations.
Another example gaming device 104C shown is the Helix™ model gaming device manufactured by Aristocrat® Technologies, Inc. Gaming device 104C includes a main display 128A that is in a landscape orientation. Although not illustrated by the front view provided, the main display 128A may have a curvature radius from top to bottom, or alternatively from side to side. In some implementations, main display 128A is a flat panel display. Main display 128A is typically used for primary game play while secondary display 128B is typically used for bonus game play, to show game features or attraction activities while the game is not in play or any other information or media desired by the game designer or operator. In some implementations, example gaming device 104C may also include speakers 142 to output various audio such as game sound, background music, etc.
Many different types of games, including mechanical slot games, video slot games, video poker, video black jack, video pachinko, keno, bingo, and lottery, may be provided with or implemented within the depicted gaming devices 104A-104C and other similar gaming devices. Each gaming device may also be operable to provide many different games. Games may be differentiated according to themes, sounds, graphics, type of game (e.g., slot game vs. card game vs. game with aspects of skill), denomination, number of paylines, maximum jackpot, progressive or non-progressive, bonus games, and may be deployed for operation in Class 2 or Class 3, etc.
The games available for play on the gaming device 200 are controlled by a game controller 202 that includes one or more processors 204. Processor 204 represents a general-purpose processor, a specialized processor intended to perform certain functional tasks, or a combination thereof. As an example, processor 204 can be a central processing unit (CPU) that has one or more multi-core processing units and memory mediums (e.g., cache memory) that function as buffers and/or temporary storage for data. Alternatively, processor 204 can be a specialized processor, such as an application specific integrated circuit (ASIC), graphics processing unit (GPU), field-programmable gate array (FPGA), digital signal processor (DSP), or another type of hardware accelerator. In another example, processor 204 is a system on chip (SoC) that combines and integrates one or more general-purpose processors and/or one or more specialized processors. Although
Memory 208 can store one or more game programs 206 that provide program instructions and/or data for carrying out various implementations (e.g., game mechanics) described herein. Stated another way, game program 206 represents an executable program stored in any portion or component of memory 208. In one or more implementations, game program 206 is embodied in the form of source code that includes human-readable statements written in a programming language or machine code that contains numerical instructions recognizable by a suitable execution system, such as a processor 204 in a game controller or other system. Examples of executable programs include: (1) a compiled program that can be translated into machine code in a format that can be loaded into a random access portion of memory 208 and run by processor 204; (2) source code that may be expressed in proper format such as object code that is capable of being loaded into a random access portion of memory 208 and executed by processor 204; and (3) source code that may be interpreted by another executable program to generate instructions in a random access portion of memory 208 to be executed by processor 204.
Alternatively, game programs 206 can be set up to generate one or more game instances based on instructions and/or data that gaming device 200 exchanges with one or more remote gaming devices, such as a central determination gaming system server 106 (not shown in
Gaming devices, such as gaming device 200, are highly regulated to ensure fairness and, in many cases, gaming device 200 is operable to award monetary awards (e.g., typically dispensed in the form of a redeemable voucher). Therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures are implemented in gaming devices 200 that differ significantly from those of general-purpose computers. Adapting general purpose computers to function as gaming devices 200 is not simple or straightforward because of: (1) the regulatory requirements for gaming devices 200, (2) the harsh environment in which gaming devices 200 operate, (3) security requirements, (4) fault tolerance requirements, and (5) the requirement for additional special purpose componentry enabling functionality of an EGM. These differences require substantial engineering effort with respect to game design implementation, game mechanics, hardware components, and software.
One regulatory requirement for games running on gaming device 200 generally involves complying with a certain level of randomness. Typically, gaming jurisdictions mandate that gaming devices 200 satisfy a minimum level of randomness without specifying how a gaming device 200 should achieve this level of randomness. To comply,
In
Another regulatory requirement for running games on gaming device 200 includes ensuring a certain level of RTP. Similar to the randomness requirement discussed above, numerous gaming jurisdictions also mandate that gaming device 200 provides a minimum level of RTP (e.g., RTP of at least 75%). A game can use one or more lookup tables (also called weighted tables) as part of a technical solution that satisfies regulatory requirements for randomness and RTP. In particular, a lookup table can integrate game features (e.g., trigger events for special modes or bonus games; newly introduced game elements such as extra reels, new symbols, or new cards; stop positions for dynamic game elements such as spinning reels, spinning wheels, or shifting reels; or card selections from a deck) with random numbers generated by one or more RNGs, so as to achieve a given level of volatility for a target level of RTP. (In general, volatility refers to the frequency or probability of an event such as a special mode, payout, etc. For example, for a target level of RTP, a higher-volatility game may have a lower payout most of the time with an occasional bonus having a very high payout, while a lower-volatility game has a steadier payout with more frequent bonuses of smaller amounts.) Configuring a lookup table can involve engineering decisions with respect to how RNG outcomes are mapped to game outcomes for a given game feature, while still satisfying regulatory requirements for RTP. Configuring a lookup table can also involve engineering decisions about whether different game features are combined in a given entry of the lookup table or split between different entries (for the respective game features), while still satisfying regulatory requirements for RTP and allowing for varying levels of game volatility.
When a player wishes to play the gaming device 200, he/she can insert cash or a ticket voucher through a coin acceptor (not shown) or bill validator 234 to establish a credit balance on the gaming device. The credit balance is used by the player to place wagers on instances of the game and to receive credit awards based on the outcome of winning instances. The credit balance is decreased by the amount of each wager and increased upon a win. The player can add additional credits to the balance at any time. The player may also optionally insert a loyalty club card into the card reader 230. During the game, the player views with one or more UIs, the game outcome on one or more of the primary game display 240 and secondary game display 242. Other game and prize information may also be displayed.
For each game instance, a player may make selections, which may affect play of the game. For example, the player may vary the total amount wagered by selecting the amount bet per line and the number of lines played. In many games, the player is asked to initiate or select options during course of game play (such as spinning a wheel to begin a bonus round or select various items during a feature game). The player may make these selections using the player-input buttons 236, the primary game display 240 which may be a touch screen, or using some other device which enables a player to input information into the gaming device 200.
During certain game events, the gaming device 200 may display visual and auditory effects that can be perceived by the player. These effects add to the excitement of a game, which makes a player more likely to enjoy the playing experience. Auditory effects include various sounds that are projected by the speakers 220. Visual effects include flashing lights, strobing lights or other patterns displayed from lights on the gaming device 200 or from lights behind the information panel 152 (
When the player is done, he/she cashes out the credit balance (typically by pressing a cash out button to receive a ticket from the ticket printer 222). The ticket may be “cashed-in” for money or inserted into another machine to establish a credit balance for play.
Additionally, or alternatively, gaming devices 104A-104X and 200 can include or be coupled to one or more wireless transmitters, receivers, and/or transceivers (not shown in
Although
According to some examples, the mobile gaming devices 256 may be configured for stand-alone determination of game outcomes. However, in some alternative implementations the mobile gaming devices 256 may be configured to receive game outcomes from another device, such as the central determination gaming system server 106, one of the EGMs 104, etc.
Some mobile gaming devices 256 may be configured to accept monetary credits from a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, via a patron casino account, etc. However, some mobile gaming devices 256 may not be configured to accept monetary credits via a credit or debit card. Some mobile gaming devices 256 may include a ticket reader and/or a ticket printer whereas some mobile gaming devices 256 may not, depending on the particular implementation.
In some implementations, the casino 251 may include one or more kiosks 260 that are configured to facilitate monetary transactions involving the mobile gaming devices 256, which may include cash out and/or cash in transactions. The kiosks 260 may be configured for wired and/or wireless communication with the mobile gaming devices 256. The kiosks 260 may be configured to accept monetary credits from casino patrons 262 and/or to dispense monetary credits to casino patrons 262 via cash, a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, etc. According to some examples, the kiosks 260 may be configured to accept monetary credits from a casino patron and to provide a corresponding amount of monetary credits to a mobile gaming device 256 for wagering purposes, e.g., via a wireless link such as a near-field communications link. In some such examples, when a casino patron 262 is ready to cash out, the casino patron 262 may select a cash out option provided by a mobile gaming device 256, which may include a real button or a virtual button (e.g., a button provided via a graphical user interface) in some instances. In some such examples, the mobile gaming device 256 may send a “cash out” signal to a kiosk 260 via a wireless link in response to receiving a “cash out” indication from a casino patron. The kiosk 260 may provide monetary credits to the casino patron 262 corresponding to the “cash out” signal, which may be in the form of cash, a credit ticket, a credit transmitted to a financial account corresponding to the casino patron, etc.
In some implementations, a cash-in process and/or a cash-out process may be facilitated by the TITO system server 108. For example, the TITO system server 108 may control, or at least authorize, ticket-in and ticket-out transactions that involve a mobile gaming device 256 and/or a kiosk 260.
Some mobile gaming devices 256 may be configured for receiving and/or transmitting player loyalty information. For example, some mobile gaming devices 256 may be configured for wireless communication with the player tracking system server 110. Some mobile gaming devices 256 may be configured for receiving and/or transmitting player loyalty information via wireless communication with a patron's player loyalty card, a patron's smartphone, etc.
According to some implementations, a mobile gaming device 256 may be configured to provide safeguards that prevent the mobile gaming device 256 from being used by an unauthorized person. For example, some mobile gaming devices 256 may include one or more biometric sensors and may be configured to receive input via the biometric sensor(s) to verify the identity of an authorized patron. Some mobile gaming devices 256 may be configured to function only within a predetermined or configurable area, such as a casino gaming area.
In this example, a gaming data center 276 includes various devices that are configured to provide online wagering games via the networks 417. The gaming data center 276 is capable of communication with the networks 417 via the gateway 272. In this example, switches 278 and routers 280 are configured to provide network connectivity for devices of the gaming data center 276, including storage devices 282a, servers 284a and one or more workstations 286a. The servers 284a may, for example, be configured to provide access to a library of games for online game play. In some examples, code for executing at least some of the games may initially be stored on one or more of the storage devices 282a. The code may be subsequently loaded onto a server 284a after selection by a player via an EUD and communication of that selection from the EUD via the networks 417. The server 284a onto which code for the selected game has been loaded may provide the game according to selections made by a player and indicated via the player's EUD. In other examples, code for executing at least some of the games may initially be stored on one or more of the servers 284a. Although only one gaming data center 276 is shown in
In this example, a financial institution data center 270 is also configured for communication via the networks 417. Here, the financial institution data center 270 includes servers 284b, storage devices 282b, and one or more workstations 286b. According to this example, the financial institution data center 270 is configured to maintain financial accounts, such as checking accounts, savings accounts, loan accounts, etc. In some implementations one or more of the authorized users 274a-274c may maintain at least one financial account with the financial institution that is serviced via the financial institution data center 270.
According to some implementations, the gaming data center 276 may be configured to provide online wagering games in which money may be won or lost. According to some such implementations, one or more of the servers 284a may be configured to monitor player credit balances, which may be expressed in game credits, in currency units, or in any other appropriate manner. In some implementations, the server(s) 284a may be configured to obtain financial credits from and/or provide financial credits to one or more financial institutions, according to a player's “cash in” selections, wagering game results and a player's “cash out” instructions. According to some such implementations, the server(s) 284a may be configured to electronically credit or debit the account of a player that is maintained by a financial institution, e.g., an account that is maintained via the financial institution data center 270. The server(s) 284a may, in some examples, be configured to maintain an audit record of such transactions.
In some alternative implementations, the gaming data center 276 may be configured to provide online wagering games for which credits may not be exchanged for cash or the equivalent. In some such examples, players may purchase game credits for online game play, but may not “cash out” for monetary credit after a gaming session. Moreover, although the financial institution data center 270 and the gaming data center 276 include their own servers and storage devices in this example, in some examples the financial institution data center 270 and/or the gaming data center 276 may use offsite “cloud-based” servers and/or storage devices. In some alternative examples, the financial institution data center 270 and/or the gaming data center 276 may rely entirely on cloud-based servers.
One or more types of devices in the gaming data center 276 (or elsewhere) may be capable of executing middleware, e.g., for data management and/or device communication. Authentication information, player tracking information, etc., including but not limited to information obtained by EUDs 264 and/or other information regarding authorized users of EUDs 264 (including but not limited to the authorized users 274a-274c), may be stored on storage devices 282 and/or servers 284. Other game-related information and/or software, such as information and/or software relating to leaderboards, players currently playing a game, game themes, game-related promotions, game competitions, etc., also may be stored on storage devices 282 and/or servers 284. In some implementations, some such game-related software may be available as “apps” and may be downloadable (e.g., from the gaming data center 276) by authorized users.
In some examples, authorized users and/or entities (such as representatives of gaming regulatory authorities) may obtain gaming-related information via the gaming data center 276. One or more other devices (such EUDs 264 or devices of the gaming data center 276) may act as intermediaries for such data feeds. Such devices may, for example, be capable of applying data filtering algorithms, executing data summary and/or analysis software, etc. In some implementations, data filtering, summary and/or analysis software may be available as “apps” and downloadable by authorized users.
The UI system 302 includes one or more UIs that a player can interact with. The UI system 302 could include one or more game play UIs 304, one or more bonus game play UIs 308, and one or more multiplayer UIs 312, where each UI type includes one or more mechanical UIs and/or graphical UIs (GUIs). In other words, game play UI 304, bonus game play UI 308, and the multiplayer UI 312 may utilize a variety of UI elements, such as mechanical UI elements (e.g., physical “spin” button or mechanical reels) and/or GUI elements (e.g., virtual reels shown on a video display or a virtual button deck) to receive player inputs and/or present game play to a player. Using
The game play UI 304 represents a UI that a player typically interfaces with for a base game. During a game instance of a base game, the game play UI elements 306A-306N (e.g., GUI elements depicting one or more virtual reels) are shown and/or made available to a user. In a subsequent game instance, the UI system 302 could transition out of the base game to one or more bonus games. The bonus game play UI 308 represents a UI that utilizes bonus game play UI elements 310A-310N for a player to interact with and/or view during a bonus game. In one or more implementations, at least some of the game play UI element 306A-306N are similar to the bonus game play UI elements 310A-310N. In other implementations, the game play UI element 306A-306N can differ from the bonus game play UI elements 310A-310N.
Based on the player inputs, the UI system 302 could generate RNG calls to a game processing backend system 314. As an example, the UI system 302 could use one or more application programming interfaces (APIs) to generate the RNG calls. To process the RNG calls, the RNG engine 316 could utilize gaming RNG 318 and/or non-gaming RNGs 319A-319N. Gaming RNG 318 could corresponds to RNG 212 or hardware RNG 244 shown in
The RNG conversion engine 320 processes each RNG outcome from RNG engine 316 and converts the RNG outcome to a UI outcome that is feedback to the UI system 302. With reference to
After generating the UI outcome, the game processing backend system 314 sends the UI outcome to the UI system 302. Examples of UI outcomes are symbols to display on a video reel or reel stops for a mechanical reel. In one example, if the UI outcome is for a base game, the UI system 302 updates one or more game play UI elements 306A-306N, such as symbols, for the game play UI 304. In another example, if the UI outcome is for a bonus game, the UI system could update one or more bonus game play UI elements 310A-310N (e.g., symbols) for the bonus game play UI 308. In response to updating the appropriate UI, the player may subsequently provide additional player inputs to initiate a subsequent game instance that progresses through the game processing pipeline.
As noted above and described in more detail below, a keno game may include base game instances and bonus game instances. During a base game instance, users may select a set of game pieces (e.g., base game pieces). The selected set of game pieces may include primary game pieces and special game pieces. The amount of primary game pieces may be selected by a player, and the amount selected may affect the part of the pay table that is used to determine the win amounts. For example, if a player picks eight primary game pieces, the game selects a part of the pay table corresponding to eight primary game pieces; if the player picks two primary game pieces, the game selects a part of the pay table corresponding to two primary game pieces. Example pay tables are described herein with respect to
Once the primary and special game pieces are selected, the game controller may select a set of numbers (or other identifiers) from a pool that includes the identifiers of the selectable game pieces (e.g., numbers). A win amount may be awarded based on the amount of matches (or hits) between the selected game pieces and the selected set of numbers, as determined by the appropriate pay table. Bonus games may be awarded based on the amount of matches (or hits) between the special game pieces and the selected set of numbers.
The number of bonus games awarded may be based on the amount of special game pieces that match the selected set of numbers. As one nonlimiting example, if three special game pieces match the selected set of numbers, four bonus games may be awarded; if four special game pieces match the selected set of numbers, nine bonus games may be awarded. Other values are also contemplated, and may be scaled by the number of special game pieces that are provided. Bonus game multipliers may be awarded under certain conditions as well, as described herein.
Once bonus games are earned, the keno game may execute bonus game instances. Bonus game instances are similar to base game instances. For example, the player selects primary game pieces and special game pieces, and can win credit awards (from a pay table) and/or additional bonus games based on the number of hits on the primary and special game pieces. In some cases, the amount of primary game pieces selectable by the player in the bonus game are limited to the same amount that were selected during the base game. For ease of reference, the game pieces selected during a base game instance may be referred to as base game pieces (and may include both primary and special game pieces), and the game pieces selected during a bonus game instance may be referred to as bonus game pieces (and may also include primary and special game pieces).
At operation 402, the game controller instantiates a game play UI (e.g., game play UI 504). One example of this UI is shown in
The UI region 590F includes an array of selectable game pieces 591. Each game piece 591 depicts an identifier (e.g., a number, symbol, or the like) corresponding to the game piece. In the example shown in
At operation 404, the game controller receives a selection of one or more base game pieces, including primary game pieces and special game pieces. As shown in
The special game pieces 593 may be game pieces 591 that are selected by user input. As an example, a user may touch or otherwise select the UI element in UI region 590E and then touch or otherwise select the special game pieces 593 in UI region 590F. In some cases, the special game pieces 593 may be selected automatically, for example using the quick pick UI element in UI region 590H. The game play UI 504 may include a visual indication that a game piece is a special game piece 593. For example, the special game pieces 593 may include a different pattern, color, shading, or other features (e.g., a border or an icon) compared to other game pieces. As an example shown in
Returning to
The set of selected outcome identifiers may be determined using a random number generator, as discussed in more detail above with respect to
As shown in
If a game piece is a selected primary game piece 592 and corresponds to a selected outcome identifier, it is a matching primary game piece 596. The base game play UI 504 may include one or more visual indications that a selected primary game piece 592 of the array in UI region 590F is a matching primary game piece 596. For example, the matching game pieces may include a different pattern, color, shading, or other features (e.g., a border or an icon) compared to other game pieces. As an example shown in
In various embodiments, the outcome identifiers 594 shown in the UI region 590G may also have visual indications of whether they correspond to matching game pieces (e.g., whether that outcome identifier is a “hit”). For example, outcome identifiers 594 that match selected primary game pieces (e.g., outcome identifier 594A) may include a different pattern, color, shading, or other features (e.g., a border or an icon) compared to other outcome identifiers 594. As an example, the outcome identifier 594A may have a different number, color, or appearance than other outcome identifiers. Similarly, outcome identifiers 594 that match selected special game pieces (e.g., outcome identifier 594B) may include a different pattern, color, shading, or other feature(s) (e.g., a border or an icon) compared to other outcome identifiers 594. As an example, the outcome identifier 594B may have a different number, color, or appearance than other outcome identifiers, and may have a different background, color, shading, or other visual indication further differentiating between hits on primary game pieces.
At operation 408, the game controller determines an amount of matches between the outcome identifiers (e.g., the set of selected numbers) and a first subset of the set of selected game pieces (e.g., the primary game pieces) to determine a win amount for the base game. In various embodiments, the win amount for the base game may be based on an amount of matching primary game pieces. The UI region 590A may include a pay table that specifies win amounts (“WIN”) for particular amounts of matches (“HITS”). In this non-limiting example, only two matching primary game pieces 596 (numbers 64 and 71) are indicated in UI region 590F and only two hits are indicated in UI region 590C, which does not satisfy a condition needed to award a win amount to the user. While three of the special game pieces 593 match outcome identifiers (as indicated by the bold border around the special game pieces 593 that match outcome identifiers 594), matches between special game pieces 593 and outcome identifiers 594 do not count towards the win amount indicated in the pay table 590A. (In other cases, however, hits on the special game pieces 593 are counted towards the win amount indicated in the pay table 590A.)
At operation 410, the win amount (if any) is awarded based on the number of matches determined at operation 408. The win amount may correspond to an amount of credits, which may be monetary or non-monetary credits. Non-monetary credits may be redeemable for real money, or they may be “virtual gaming credits” that cannot be converted to or redeemed for real money. As noted above in the example of
At operation 412, the game controller determines an amount of matches between the outcome identifiers (e.g., the set of selected numbers) and a second subset of the set of selected game pieces (e.g., the special game pieces) to determine whether bonus games are to be awarded to the user. As noted above, the number of hits of the special game pieces that are needed to trigger an award of one or more bonus games may be indicated in the UI region 590D.
If the amount of matches between the outcome identifiers (e.g., the set of selected numbers) and the second subset of the set of selected game pieces (e.g., the special game pieces) does not satisfy a condition (414, “NO”), then the gameplay may return to operation 404 (allowing the player to select a new set of base game pieces).
If the amount of matches between the outcome identifiers (e.g., the set of selected numbers) and the second subset of the set of selected game pieces (e.g., the special game pieces) satisfies a condition (414, “YES”), then the gameplay may proceed to operation 416, described below. In the non-limiting example of
At operation 416, the game controller determines an amount of bonus games that are preliminarily earned as a result of the condition at operation 414 being satisfied. The amount of bonus games that are preliminarily earned may be determined with reference to a win table (as shown in the UI region 590D) that associates an amount of hits with an amount of bonus games. In the non-limiting example of
At operation 418, the game controller determines whether the last selected number of the set of selected numbers matches one of the selected game pieces (e.g., either one of the primary game pieces or one of the special game pieces). If the last selected number of the set of selected numbers does not match one of the selected game pieces (418, “NO”), then the preliminarily earned bonus games become earned bonus games and are awarded to a user, and the game controller will execute bonus game instances (operation 422) in accordance with the amount of earned bonus games. In the non-limiting example of
As shown in
The game play UI 504 may also display in a UI region 590J a multiplier value that is to be applied to the preliminarily earned bonus games (or credit win). Since no multiplier was earned in this instance, the UI region 590J shows no multiplier value.
While the wager amount may remain fixed for the bonus games, the bonus games do not subtract or otherwise require any credits in order to play the games. Stated another way, during the bonus games, the user can win credits, with the win amount based on the wager amount, but the user does not spend any credits to initiate or play the bonus games. Accordingly, bonus games may be considered and referred to as free games.
Returning to operation 418, if the last selected number of the set of selected numbers matches one of the selected game pieces (e.g., either one of the primary game pieces or one of the special game pieces) (418, “YES”), then at operation 420 the amount of preliminarily earned bonus games is multiplied by a multiplier value. The multiplier value may be determined using an RNG (e.g., gaming RNG 318), as described above with respect to
Once the outcome identifiers are selected, the game controller performs the operations described above, including determining an amount of matches between the outcome identifiers (e.g., the set of selected numbers) and a first subset of the set of selected game pieces (e.g., the primary game pieces) to determine a win amount for the base game (operations 408 and 410), and determining whether bonus games are preliminarily earned (operations 412 and 414).
Because the last outcome identifier is a hit in
As described above, a player may earn bonus games with or without a multiplier. With reference to
Whether or not supplemental outcome identifiers are selected, and the particular number of supplemental outcome identifiers that are selected, may be determined using an RNG (e.g., gaming RNG 318) and a weighted table of values. For example, a weighted table may include a set of predetermined numbers corresponding to the number of supplemental outcome identifiers that can be awarded to a user. The game controller may use an RNG (e.g., gaming RNG 318) to select a value from the weighted table. If the RNG selects a table entry of zero (or a null entry), then no supplemental outcome identifiers are selected. If the RNG selects a table entry with a nonzero value (e.g., five, or any other value in the weighted table), then five supplemental outcome identifiers are selected.
The game pieces that correspond to the selected supplemental outcome identifiers may be visually differentiated from the game pieces that correspond to the main outcome identifiers. For example,
As noted above, the supplemental outcome identifiers may be equivalent to the main outcome identifiers with respect to determining win amounts, bonus games earned, and other game play functions. Thus, for example, in the case where supplemental outcome identifiers are to be selected, the last supplemental outcome identifier may be used to determine whether or not a multiplier is awarded.
In some cases, earning a “hit” on the last selected outcome identifier results in a multiplier being added to a credit win. For example, returning to
Multipliers may be applied to credit awards or bonus game awards according to the type of game piece that matches the last outcome identifier. For example, a multiplier may be applied to a credit award if the last outcome identifier is a hit on a primary game piece, and it may be applied to a bonus game award if the last outcome identifier is a hit on a special game piece. Thus, in cases where both a credit award is earned (e.g., there are sufficient hits on the primary game pieces) and bonus games are earned (e.g., there are sufficient hits on the special game pieces), a multiplier will be applied to the credit award (if the last hit is on a primary game piece) or the bonus games (if the last hit is on a special game piece). Thus, if the game outcome in
As noted above, the RNGs (e.g., gaming RNG 318) and weighted tables that are used to determine the values and frequencies of various bonus features described herein affect the RTP and volatility of the overall keno game. Accordingly, the pay table that specifies the win amounts for particular amounts of matches (or hits) may be different from that of a standard keno game. Further, because the pay table and the win amounts and frequencies of the bonus features both contribute to the RTP and volatility of the game, the particular values of the pay table and the RTP of the bonus features may be selected in conjunction with one another to achieve particular gameplay targets (e.g., a target RTP value).
The addition of the bonus features also allows increased control over the volatility of the video keno game. For example, if a higher volatility is desired, the mechanics of the bonus features (e.g., the likelihood of earning bonus games and/or a bonus game multiplier) may be adjusted (e.g., to provide higher bonus game multipliers). In order to compensate for this adjustment while also managing the game's RTP, the pay table values and/or the frequency of the bonus game multiplier may be adjusted accordingly. In this way, a high degree of control of the RTP and volatility of the game may be exercised, which may help ensure that the game meets applicable regulations and player expectations.
While the disclosure has been described with respect to the figures, it will be appreciated that many modifications and changes may be made by those skilled in the art without departing from the spirit of the disclosure. Any variation and derivation from the above description and figures are included in the scope of the present disclosure as defined by the claims.