Gaming device and method for enhancing the issuance or transfer of an award

Information

  • Patent Grant
  • 6769985
  • Patent Number
    6,769,985
  • Date Filed
    Wednesday, May 31, 2000
    24 years ago
  • Date Issued
    Tuesday, August 3, 2004
    20 years ago
Abstract
The present invention provides a gaming device and method for enhancing an award or a transfer of a plurality of credits. The gaming device and method initially displays one or more audio and visual signals as the device begins to transfer gaming device credits. At certain points, preferably in accordance with the gaming device theme, the device selectively adds one or more visual and audio signals to the original display, as the device transfers more and more credits. The method of adding consecutive layers of sound and visual displays creates denser, richer and more complex displays that associates with larger amounts of accumulated credits. The method contemplates basing the set points on a predetermined amount of time, or a percentage of total credits transferred or on a number of credits transferred. Preferably, when the final credit is issued, the gaming device and method provides a final sound and visual display, which terminates the previously built up layers and brings the credit accumulation to its conclusion.
Description




The present invention relates in general to a gaming device and method, and more particularly to a gaming device and method for enhancing the issuance or transfer of an award to increase player excitement and enjoyment.




BACKGROUND OF THE INVENTION




Gaming machines currently emit or provide sounds as the gaming machines pay out or issue a number of coins or tokens to a player. Typically, the machines emit or provide a familiar bell sound or ding to a player. The machines time the sound emission to correspond to the time when a coin or token contacts the bottom of a payout tray. When multiple coins or tokens contact the tray in a sequence, the machines emit or provide the payout sounds to correspond to the sequence. In effect, current gaming machines simulate an amplified version of the sound that the actual coins or tokens make when they contact or strike the surface of the payout tray. When the machine issues one coin or token, the existing machines make one sound. When the machine issues many coins or tokens, the existing machines make a plurality of the same sounds.




The purpose of emitting or providing these sounds, which correspond to the frequency of the payout, is to increase player enjoyment and excitement by enhancing the payout to the player and by magnifying and intensifying the payout. Additionally, other players hear the payout sounds, which increases their excitement, enjoyment and expectation of success. These sounds also create an overall excitement in the gaming area.




Gaming machines have historically employed a single bell or ding sound as described above. The implementor of the device can program the gaming device to vary the single sound either by making it louder or making it occur more frequently. However, there exists a level above which the amplitude or loudness of the sound will begin to disturb or hurt the eardrums of a player and surrounding players. There also exists a frequency level above which a player will not be able to discern one sound from another. In such case, the player will perceive one continuous sound. Thus, the known methods limit the ability of gaming devices to enhance excitement during payouts or credit transfers, such as a transfer from a bonus round to the base game as described below. A need exists for a method to enhance the excitement of relatively larger payouts, wherein many coins are paid out over an extended time period. A need also exists to develop a method that recognizes higher frequencies of payout issuance, wherein many coins are paid out at once.




It is also desirable to enhance a player's enjoyment whenever the game awards credits to a player. Normally, when the player succeeds at the normal or base game of the gaming device, the game awards electronic credits and updates the player's credit display. Further, to enhance player enjoyment and excitement, gaming manufacturers have provided players with machines having bonus schemes. The bonus schemes give players multiple opportunities to receive relatively large payouts over and above the player's success in the base game.




The bonus scheme provides a game within the game, and consequently, a separate and distinct payout from that of the base game. Typically, the payout of a bonus scheme is either an addition of game credits to the player's total game credits or a multiplication of the amount of base game credits that the player has bet before entering the bonus round. In both the base and bonus games, the payout often does not involve actual coins or tokens that contact the bottom of a payout tray.




While the gaming device can employ the typical ding or bell sound when the game electronically transfers credits to or updates the player's base game credit total from the bonus round, the significance of emulating or magnifying the actual sound of a coin or token contacting the payout tray is lost. It is therefore desirable to create another method of audibly recognizing, celebrating and enhancing the player's success in a bonus round that preferably corresponds to the bonus scheme. The method should also correspond to the overall theme of the gaming device so that the base game can employ the method whenever the player's award is an electronic addition or transfer of credits rather than an actual payout.




Newer gaming machines typically contain a video display or touch screen that enables the newer machines to display images that older machines could not display. Gaming machines containing a video display or touch screen have the capability to visually enhance a payout or transfer. It is therefore further desirable to create a device and method for enhancing payouts or transfers that incorporate both visual and audio displays in accordance with the base game and bonus scheme themes.




SUMMARY OF THE INVENTION




The present invention provides a gaming device and method of enhancing a gaming device award, which overcomes the limitations of known enhancement methods. When a player playing a gaming device receives an award, the present invention preferably employs both a visual and an audio display to enhance the award. However, it should be appreciated that the present invention contemplates using the audio display and the visual display separately during a payout or transfer. Further, the present invention could provide only a visual or only an audio display. When in combination, the visual and audio displays preferably relate to each other to form an overall theme. For example, the game could display a musician singing a song. The overall theme of the audio and visual displays preferably relates to a theme of the payout mechanism; i.e., a winning set of reels, a bonus scheme, or a cash-out. The present invention contemplates selectively adding one or more overlapping audio and visual displays at certain set points during the transfer.




The method employs a video monitor, a plurality of speakers, a controller having a sound card, one or more timers or a counter, and at least one of the payout mechanisms described above. The payout mechanisms trigger a transfer of credits. For purposes of this application, a transfer includes an issuance of an award from a winning spin of a set of reels, a cash-out where base game credits are transferred to coins or tokes, and a bonus scheme payout where bonus awards are transferred to base game credits. The video monitor displays a plurality of visual displays which comprise one or more static or animated video signals. The speakers emit or provide a plurality of audio displays or sounds that comprise one or more audio signals.




The method accommodates the theme and nuances of any payout mechanism by selectively adding one or more audio or visual signals at certain set-points. The set points of the present method are either points in time during the transfer, percentages of total payment during the transfer, or numbers of credits transferred. In one embodiment, a timer begins to run as soon as an award is triggered. The set points of the timer direct the processor of the gaming device to add one or more displays, or one or more components or signals of a display. Alternatively, a counter begins to count as soon as the gaming device begins to issue or transfer credits. During the payout, the processor uses the count to determine the percentage of the total award that has been paid. The gaming machine's memory device stores percentage set points. The percentage set points of the memory also direct the processor of the gaming device to add or subtract displays or signals during the payout or credit transfer. The timer and the counter provide two separate embodiments of the invention.




In the preferred embodiment of the invention, the audio and visual displays accumulate so that after any given set-point, the monitor displays and the speakers emit more signals than before the set point. After a predetermined time period or after a predetermined percentage of the payout has occurred (i.e., a set point is reached), the gaming device increases or adds additional sounds to the audio production and additional video to the visual display (audio production and video display a hereafter referred to collectively as “the displays”). The displays become richer and fuller as the player's credit display increases or coins in the coin tray increase.




In an alternative embodiment of the invention, the displays can add, discontinue, or reactivate any video or audio signal in accordance with the award method theme or any of the payout mechanism themes. The richness or fullness of the displays can fluctuate from set point to set point. This alternative embodiment addresses the need to more appropriately enhance a high frequency issuance or transfer of credits.




It is therefore an object of the present invention to provide a gaming device and method for enhancing the issuance or transfer an award.




Other objects, features and advantages of the invention will be apparent from the following detailed disclosure, taken in conjunction with the accompanying sheets of drawings, wherein like numerals refer to like parts, elements, components, steps and processes.











BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

is a front plan view of one embodiment of the gaming device of present invention;





FIG. 2

is a schematic block diagram of the electronic configuration of the gaming device of the present invention;





FIG. 3

is a schematic diagram of a time line generally illustrating the method of the present invention;





FIG. 4

is a block diagram illustrating the preferred embodiment of the present invention;





FIG. 5

is a block diagram illustrating an alternative embodiment of the present invention; and





FIG. 6

is a schematic diagram based on a percentage of awards generally illustrating the method of the present invention.











DETAILED DESCRIPTION OF THE INVENTION




Gaming Device and Electronics




Referring now to the drawings,

FIG. 1

generally illustrates a gaming device


10


of one embodiment of the present invention, which is preferably a slot machine having the controls, displays and features of a conventional slot machine. Gaming device


10


is constructed so that a player can operate gaming device


10


while standing or sitting. However, it should be appreciated that gaming device


10


can be constructed as a pub-style table-top game (not shown) which a player can operate preferably while sitting. Gaming device


10


can also be implemented as a program code stored in a detachable cartridge for operating a hand-held video game device. Also, gaming device


10


can be implemented as a program code stored on a disk or other memory device which a player can use in a desktop or laptop personal computer or other computerized platform.




Gaming device


10


can incorporate any game such as slot, poker or keno in addition to any of their bonus triggering events which trigger the bonus scheme of the present invention. The symbols and indicia used on and in gaming device


10


may be in mechanical, electrical or video form.




As illustrated in

FIG. 1

, gaming device


10


includes a coin slot


12


and bill acceptor


14


where the player inserts money, coins or tokens. The player can place coins in the coin slot


12


or paper money in the bill acceptor


14


. Other devices could be used for accepting payment such as readers or validators for credit cards or debit cards. When a player inserts money in gaming device


10


, a number of credits corresponding to the amount deposited is shown in a credit display


16


. After depositing the appropriate amount of money, a player can begin the game by pulling arm


18


, pushing play button


20


or activating any other mechanism which starts the game.




As shown in

FIG. 1

, gaming device


10


also includes a bet display


22


and a bet one button


24


. The player places a bet by pushing the bet one button


24


. The player can increase the bet by one credit each time the player pushes the bet one button


24


. When the player pushes the bet one button


24


, the number of credits shown in the credit display


16


decreases by one, and the number of credits shown in the bet display


22


increases by one.




Gaming device


10


also has a display window


28


which contains a plurality of reels


30


, preferably three to five reels in mechanical or video form. Each reel


30


displays a plurality of indicia such as bells, hearts, fruits, numbers, letters, bars or other images which preferably correspond to a theme associated with the gaming device


10


. If the reels


30


are in video form, the gaming device


10


preferably displays the video reels


30


at video monitor


32


instead of at display window


28


.




At any time during the game, a player may cash out and thereby receive a number of coins corresponding to the number of remaining credits by pushing a cash out button


26


. When the player cashes out, the player receives the coins in a coin payout tray


34


. The gaming device


10


may employ other payout mechanisms such as credit slips redeemable by a cashier or electronically recordable cards which keep track of the player's credits. Gaming device


10


also preferably includes speakers


54


for making sounds or playing music.




With respect to electronics, gaming device


10


preferably includes the electronic configuration generally illustrated in

FIG. 2

, including a processor


36


, a memory device


38


for storing program code or other data, a video monitor


32


or other display device (i.e., a liquid crystal display) and at least one input device as indicated by block


40


such as the arm


18


, play button


20


, the bet one button


24


, and the cash out button


26


. The processor


36


is preferably a microprocessor or microcontroller-based platform which is capable of displaying images, symbols and other indicia such as images of people, characters, places, things and faces of cards. The memory device


38


can include random access memory (RAM)


42


for storing event data or other data generated or used during a particular game. The memory device


38


can also include read only memory (ROM)


44


for storing program code which controls the gaming device


10


so that it plays a particular game in accordance with applicable game rules and pay tables.




As illustrated in

FIG. 2

, the player can use input devices as generally indicated by block


40


to input signals into gaming device


10


. However, it is preferable that a touch screen


46


and an associated touch screen controller


48


are used instead of the conventional video monitor


32


. Touch screen


46


and touch screen controller


48


are connected to a video controller


50


and processor


36


. A player can make decisions and input signals into the gaming device


10


by touching touch screen


46


at the appropriate places. As further illustrated in

FIG. 2

, the processor


36


can be connected to coin slot


12


or bill acceptor


14


. The processor


36


can be programmed to require a player to deposit a certain amount of money in order to start the game.




The processor


36


also connects to a sound card


52


, which can be programmed to store sounds used by the gaming device


10


. The sound card


52


can store any type of sound whether it be harmonic such as music or non-harmonic such as the sound of a buzzer, including the magnitude or volume of the sound and the time or times at which the sound is emitted or provided. The sound card can also store any number of different sounds or provide a plurality of audio signals either sequentially or at the same time. The sound card connects to at least one and preferably a pair of speakers


54


. Preferably, the speakers are positioned in gaming device


10


to maximize the efficiency with which the speakers provide sounds audible to the player. The processor


36


, during the operation of the gaming device


10


, directs the sound card


54


to send one or more audio signals to the speakers


54


, which provide audible sounds created from the signals.




It should be appreciated that although a processor


36


and memory device


38


are preferable implementations of the present invention, the present invention can also be implemented using one or more application-specific integrated circuits (ASIC's) or other hard-wired devices, or using mechanical devices (collectively referred to herein as a “processor”). Furthermore, although the processor


36


and memory device


38


preferably reside on each gaming device


10


unit, it is possible to provide some or all of their functions at a central location such as a network server for communication to a playing station such as over a local area network (LAN), wide area network (WAN), Internet connection, microwave link, and the like. The processor


36


and memory device


38


are together generally referred to herein as a “computer.”




With reference to

FIGS. 1 and 2

, to operate the gaming device


10


, the player must insert the appropriate amount of money or tokens at coin slot


12


or bill acceptor


14


and then pull the arm


18


or push the play button


20


. The reels


30


will then begin to spin. Eventually, the reels


30


will come to a stop. As long as the player has credits remaining, the player can spin the reels


30


again. Depending upon where the reels


30


stop, the player may or may not win additional credits.




In addition to winning credits in this manner, preferably gaming device


10


also gives players the opportunity to win credits in a bonus round. This type of gaming device


10


will include a program which will automatically begin a bonus round when the player has achieved a qualifying condition in the game. This qualifying condition can be a particular arrangement of indicia on the display window


28


. The gaming device


10


also includes a display device such as a video monitor


32


shown in FIG.


1


. The display device visually displays images and produces sounds, enabling the player to play the bonus round. Preferably, the qualifying condition is a predetermined combination of indicia appearing on a plurality of reels


30


. As illustrated in the three reel slot machine shown in

FIG. 1

, the qualifying condition could be the text “BONUS!” appearing in the same location on three adjacent reels.




Enhancement Method




The method of the present enhances awards or transfers of awards and is hereinafter referred to as the award enhancement method. The award enhancement method generally controls the gaming device, which provides different audio and visual signals at different times during a payout or transfer of coins or tokens to a player.

FIG. 3

illustrates a time line of the method of the present invention. As indicated by block


102


, when the reels


30


stop and display a winning combination or single indicia yielding base game awards, when the player cashes out by selecting the cash out button


26


, or when the player receives a bonus award (not illustrated), the gaming device


10


invokes the award enhancement method of the present invention. It should be appreciated that any one or any combination of the above awards or transfers could initiate the award enhancement method.




In one embodiment, the award enhancement method uses a timer or series of timers (not shown) that are initialized and reset by the processor


36


in accordance with a program stored in the memory device


38


. The present invention contemplates using one timer having multiple set-points or multiple timers having one or a limited number of set-points. The timers can be separate devices that are hard-wired to the controller or are preferably internal timers contained within the processor


36


. To more easily describe the award enhancement method, the method will be described according to the single timer embodiment.




As indicated by block


102


, upon one of the award triggering events, the award enhancement method initializes the timer at time t=0, and the timer begins to run. As indicated by block


104


, at time t=T1, the first set-point of the timer, the gaming device


10


begins to award or transfer base game credits to the player and to provide the first audio and/or visual displays to the player. The present invention contemplates providing a first visual display in the video monitor


32


, a first audio display through the speakers


54


, or preferably both. It should be appreciated that the present invention contemplates providing only a visual display or only an audio display. Preferably, T1 is a small period of time such as one second. Alternatively, T1 could be zero seconds, wherein the displays begin immediately upon an award triggering event or beginning of a transfer.




Preferably, the visual displays of the present invention relate to the audio displays. For example, if a visual display depicts a famous singer, the audio display could be the singer singing a song. The visual displays can be static screens having symbols or characters or be animated depictions such as a singer in concert. The audio displays can contain one signal or a plurality of signals. For example, the audio display could be only the singer's voice or the singer's voice with an accompanying sound from one or more musical instruments. However, it should be appreciated that the audio displays could contain the known ding or bell sound or other suitable sounds. When the displays are sounds such as a ding or bell, it is more likely that the present invention provides no accompanying visual display.




The gaming device provides only the first audio and first visual displays for the predetermined time between T1 and T2. Upon reaching the time T2, the second set-point of the timer, the gaming device


10


continues to pay or transfer the awards, continues to provide the first audio and visual displays and provides a second audio and second visual display as indicated by block


106


. The second audio display preferably overlaps the first audio display and the second visual display overlaps the first visual display. Upon reaching the predetermined time T3,the third set-point of the timer, the gaming device


10


continues to pay or transfer the awards, continues to provide the first and second audio and visual displays and provides the third audio and third visual displays as indicated by block


108


. The third audio display preferably overlaps the first and second audio display and the third video display overlaps the first and second visual displays. Ultimately, upon reaching the time Tf


!


the gaming device stops paying awards and preferably provides a final display that terminates all of the concurrent displays, which are active at time Tf as indicated by block


110


.




The present invention contemplates selecting any number of different sets of audio and visual displays at any number of predetermined intermediate times. Preferably, the time Tf is not predetermined, rather, the time Tf is the time at which the gaming device


10


awards or transfers the final credit. Alternatively, the time Tf could be predetermined. For example, the memory device


38


could store a database of termination times Tf that correspond to a number of bonus awards. A final display is optional, but preferably an audio display such as a final note and a visual display such as the singer bowing to the audience terminates the displays. Alternatively, the displays could end all at once without the final display, or in an alternative embodiment as described later, cease at different times such as T2 and T3.




The present invention contemplates any lengths of time for the intermediate set-points, such as T2 and T3. Tf generally is the time necessary to award or transfer all the credits. Preferably, the intermediate set-points occur at different times in accordance with the audio and visual displays, the theme of the gaming device


10


or the bonus scheme. For example, if the total time necessary to award or transfer all the credits, Tf, is 30 seconds, the intermediate times T2 and T3 could be 10 seconds and 20 seconds.




Accumulation Embodiment





FIG. 4

illustrates the previously described blocks


102


,


104


,


106


,


108


and


110


in connection with the preferred embodiment of the present invention, wherein the audio and visual displays overlap and form concurrent layers of sound and visual display. Adding consecutive display layers to currently playing sounds and displayed images increases player excitement and enjoyment by providing denser, richer and more complex sounds and visual images as the player accumulates larger amounts of credits or payouts. As indicated by block


102


, when the reels


30


stop and show a winning combination or single indicia yielding base game awards, when the player cashes out by selecting the cash out button


26


, or when the player receives a bonus award (not illustrated), the gaming device


10


invokes the award enhancement method, which initializes the timer at time t=0, and the timer beings to run.




As illustrated by diamond


112


, when the time t=T1, the gaming device


10


begins to award or transfer base game credits to the player and to provide a first audio display and/or a visual display to the player as indicated by block


104


. The preferred embodiment contemplates the gaming device providing a first visual display in the video monitor


32


, and a first audio display through the speakers


54


. Preferably, T1 is a small period of time such as one second, or alternatively, T1 could be zero seconds, wherein the displays begin immediately upon an award or transfer triggering event.




The preferred embodiment provides only the first audio and visual displays for the predetermined time between T1 and T2. Upon reaching the time T2 as determined in diamond


114


, the gaming device


10


continues to pay or transfer awards and provides a second audio display and visual display as indicated by block


106


, in addition to the first displays. Upon reaching the predetermined time T3 as determined in connection with diamond


116


, the gaming device


10


continues to pay awards or make the transfer and provides a third audio display and visual display as indicated by block


108


, in addition to the first and second displays. Ultimately, upon reaching the time Tf, the gaming device stops paying awards and preferably provides a final display that terminates any audio and visual displays still active at time Tf, as indicated by block


110


. In the preferred embodiment, all of the displays are still active at time Tf. Preferably, Tf is not predetermined and occurs when the gaming device


10


issues or transfers the final credit.




The preferred embodiment of the present invention contemplates selecting any number of different sets of audio and visual displays at any number of predetermined intermediate times. After each set-point in time, both the visual and audio displays have more signals than before the set-point. For this reason, this embodiment is particularly adept as a simulation of an accumulation of base game credits, which increases player excitement and enjoyment.




In one example of the preferred embodiment, a player playing the gaming device


10


enters a bonus round. The player plays the bonus round and wins 500 credits. Upon finishing the bonus round, the gaming device invokes the award enhancement method of the present invention. The processor


36


sets an internal timer to zero seconds and starts the timer. Immediately thereafter, the gaming device begins to reduce the bonus round credits from the bonus round credit display and increase the player's base game credits, which accumulate in the player's credit display


16


. At the same time, the gaming device displays a famous singer in the video monitor


32


and provides a first sound, which is a singer singing a song. The sound is emitted from the speakers


54


, which are positioned in gaming device


10


to direct the sound towards the player. The video monitor


32


depicts a first visual display, which is an animated scene of the singer on stage.




The player accumulates the first 150 credits in 8 seconds, at which time the gaming device


10


displays a second visual and audio display, a piano and a piano player on stage with the singer in the video monitor and the piano's music along with the singer's voice. The player accumulates the first 300 credits in 16 seconds, at which time the gaming device


10


also displays a third visual and audio display, a guitar player with the singer and the piano player on stage and the guitar's music along with the singer's voice and the piano's music. The player accumulates all 500 credits in 24 seconds, at which time the gaming device


10


stops issuing credits, the video monitor


32


displays the players playing a final note, and the speakers provide a final sound from each of the three sources.




Selective Embodiment





FIG. 5

illustrates the previously described blocks


102


,


104


,


106


,


108


and


110


in connection with an alternative embodiment of the present invention, wherein the audio and visual displays are selectively overlapping or separate in accordance with the displays, the game or bonus themes. The game can discontinue any active visual or audio display at any intermediate set-point, such as T2 and T3. Furthermore, in this embodiment, the game can discontinue any component of any active visual or audio display if the display contains separable signals (e.g., the audio display containing singer's voice with an accompanying sound from a musical instruments).




As indicated by block


102


, upon a credit transferring or awarding event, the timer begins to run. As determined by diamond


112


, when the time t=T1, the gaming device


10


awards base game credits to the player and provides a first audio display and/or visual display as indicated by block


120


. Upon reaching the time T2 as determined in diamond


114


, the gaming device


10


provides a second audio and visual display. In this embodiment, the method may selectively discontinue either the first audio or visual displays or both as indicated by block


122


. Upon reaching the predetermined time T3 as determined in connection with diamond


116


, the gaming device


10


provides a third audio display and visual display as indicated by block


124


. The method may selectively discontinue either the first or second audio displays, or any combination thereof, as indicated by block


124


along with the first and second displays. The method can selectively reactivate, at a later point in time, any discontinued audio or visual display from any prior point in time. In this embodiment, the implementor determines which displays are still active at time Tf in accordance with one or more of the gaming devices, bonus schemes or award method themes.




After each set-point in time, either the visual or audio display may have more or less signals than before the set-point. For this reason, this embodiment is particularly adept as a simulation of a current rate at which the gaming device


10


is issuing or transferring credits to the player, which increases player excitement and enjoyment. For example, the player could accumulate a first 250 credits in first 12 seconds (20.8 credits/second). Next, the gaming device


10


removes a visual and audio display (signaling a slow down of issuance), and the player accumulates a second 100 credits in the next 8 seconds (12.5 credits/second). Next, the gaming device


10


adds two more video and audio displays (signaling a speeding up of issuance), and then the player accumulates a remaining 150 credits in 4 seconds (37.5 credits/second).




Percentage Paid Based Embodiment




Previously, the award enhancement method and the alternative embodiments have been described in connection with a timer or set of timers, which alone or collectively contain a plurality of set-points in time that differentiate the content of the visual and audio displays. The present invention also contemplates differentiating the content of the visual displays based, not upon time, but upon a percentage of credits of the total payout that have been issued or transferred. In this embodiment, the a counter replaces the timer or timers as previously described.




The counter can be a separate device that is hard-wired to the controller or preferably an internal counter contained within the processor


36


. The counter works in conjunction with the processor


36


and a database of set-point percentages stored in the memory device


38


. As the counter counts, the processor


36


determines a percentage by dividing the number of counts by the total number of credits being issued or transferred. When the percentage counted, c%, matches a first set-point percentage, C1%, the award recognition method directs the gaming device to add or delete one or more audio or visual displays. The present invention contemplates using the counter embodiment, as described, in connection with the preferred and alternative embodiments above.





FIG. 6

shows a percent line for the method of the present invention. As indicated by block


126


, upon a credit transferring or awarding event, the gaming device


10


invokes the award enhancement method, which initializes the counter at c%=0, and the gaming device


10


begins to transfer or award base game credits to the player and to provide the first audio and/or visual displays to the player. Preferably, the visual and audio displays of the present embodiment are the same as described above. The gaming device


10


provides only the first audio and visual displays for the predetermined percentage between 0% and the first set-point C1% as indicated by block


128


. Upon reaching the second set-point C2%, the gaming device


10


continues to pay awards and provides the second audio and visual displays as indicated by block


130


. Ultimately, upon reaching 100%, the gaming device stops paying awards and preferably provides a final display that terminates any audio and visual displays active at the 100% point as indicated by block


132


.




In an alternative embodiment of the counter embodiment, the set-points are based upon the number of credits counted rather than a percentage. In this embodiment, the gaming device adds or deletes displays or display components upon reaching a number of credits transferred and counted by the counter. For example, the gaming device could modify the displays at set points of 50, 100, 250 and 500 base game credit. If the total number of credits transferred is less than the maximum set point (i.e. 500 credits), the gaming device does not employ the 500 credit modification.




While the present invention is described in connection with what is presently considered to be the most practical and preferred embodiments, it should be appreciated that the invention is not limited to the disclosed embodiments, and is intended to cover various modifications and equivalent arrangements included within the spirit and scope of the claims. Modifications and variations in the present invention may be made without departing from the novel aspects of the invention as defined in the claims, and this application is limited only by the scope of the claims.



Claims
  • 1. A method for enhancing the transfer of an award, said method comprising the steps of:(a) transferring a plurality of credits; (b) sequentially producing a plurality of initial sounds during the transfer of the credits; (c) concurrently sequentially producing a plurality of additional sounds during the transfer of the credits after a predetermined set-point while continuing to sequentially produce the plurality of initial sounds, the initial and additional sounds signaling a longer transfer than a credit transfer that occurs while only the initial sounds are produced; and (d) terminating the production of the initial and additional sounds at a time proximate to a completion of the transfer of credits.
  • 2. The method of claim 1, wherein transferring a plurality of credits includes transferring a bonus award to a plurality of base game credits.
  • 3. The method of claim 1, wherein transferring a plurality of credits includes transferring a plurality of base game credits to a plurality of coins or tokens.
  • 4. The method of claim 1, wherein transferring a plurality of credits includes issuing a plurality of base game credits after winning a base game.
  • 5. The method of claim 1, which further includes repeating step (c) for a plurality of set points.
  • 6. The method of claim 1, which further includes displaying a visual display associated with the transfer of the credits.
  • 7. The method of claim 6, which further includes concurrently displaying a plurality of additional visual displays after the predetermined set point.
  • 8. The method of claim 7, which includes repeating the step of concurrently displaying a plurality of additional visual displays for a plurality of predetermined set points.
  • 9. The method of claim 8, which includes terminating the displaying of the visual displays.
  • 10. The method of claim 1, wherein the set-point occurs after a predetermined amount of time.
  • 11. The method of claim 1, wherein the set-point occurs after a predetermined percentage of credits are transferred.
  • 12. The method of claim 1, wherein the set-point occurs after a predetermined number of credits are transferred.
  • 13. The method of claim 1, wherein the step of terminating the production of the sounds includes terminating the production of the sounds upon transferring a final credit.
  • 14. The method of claim 1, wherein the step of terminating the production of the sounds includes terminating the production of the sounds after a predetermined period of time.
  • 15. A method for enhancing the transfer of an award, said method comprising the steps of:(a) transferring a plurality of credits; (b) displaying an initial visual display during the transfer of the credits; (c) concurrently displaying an additional visual display during the transfer of the credits after a predetermined set-point while continuing to display the initial visual display, the initial and additional visual displays signaling a longer credit transfer than a credit transfer that occurs while only the initial visual display is provided; and (d) terminating the displaying of the initial and additional visual displays at a time proximate to a completion of the transfer of credits.
  • 16. The method of claim 15, wherein the visual displays are animated.
  • 17. The method of claim 15, wherein the visual displays are static.
  • 18. The method of claim 15, which further includes repeating step (c) for a plurality of set points.
  • 19. The method of claim 15, which further includes producing a plurality of sounds associated with the transfer of the credits.
  • 20. The method of claim 19, which further includes concurrently producing a plurality of additional sounds after the predetermined set point.
  • 21. The method of claim 15, wherein the set-point occurs after a predetermined amount of time.
  • 22. The method of claim 15, wherein the set-point occurs after a predetermined percentage of credits are transferred.
  • 23. The method of claim 15, wherein the set-point occurs after a predetermined number of credits are transferred.
  • 24. The method of claim 15, wherein the step of terminating the displaying of the visual displays includes terminating the displaying of the visual displays upon said transferring of a final credit.
  • 25. The method of claim 15, wherein the step of terminating the displaying of the visual displays includes terminating the displaying of the visual displays after a predetermined period of time.
  • 26. A gaming device comprising:a processor; a speaker connected to the processor; and a memory device for storing a program which is accessible by the processor, wherein the processor is operative with the program and the speaker to: transfer a plurality of credits, sequentially produce a plurality of initial sounds during the transfer of said credits, concurrently sequentially produce a plurality of additional sounds after a predetermined set point during the transfer of said credits while continuing to sequentially produce the initial sounds, the initial and additional sounds signaling a longer credit transfer than a credit transfer that occurs while only the initial sounds are produced, and terminate the production of the initial and additional sounds at a time proximate to a completion of the transfer of credits.
  • 27. The gaming device of claim 26, wherein the transfer of the plurality of credits includes the transfer of a bonus award to a plurality of base game credits.
  • 28. The gaming device of claim 26, wherein the transfer of the plurality of credits includes the transfer of a plurality of base game credits to a plurality of coins or tokens.
  • 29. The gaming device of claim 26, wherein the transfer of the plurality of credits includes issuing a plurality of base game credits after winning a base game.
  • 30. The gaming device of claim 26, wherein the set-point is a predetermined amount of time during the transfer of credits.
  • 31. The gaming device of claim 26, wherein the set-point is a predetermined percentage of credits transferred during the transfer of credits.
  • 32. The gaming device of claim 26, wherein the set-point is a predetermined number of credits transferred during the transfer of credits.
  • 33. A gaming device comprising:a processor; a video monitor connected to the processor; and a memory device for storing a program which is accessible by the processor, wherein the processor is operative with the program and the video monitor to: transfer a plurality of credits, display an initial visual display during the transfer of credits, concurrently display an additional visual display after a predetermined set point during the transfer of said credits while continuing to display said initial visual display, the initial and additional visual displays signaling a longer credit transfer than a credit transfer that occurs while only the initial visual display is provided, and terminate the display of the initial and additional visual displays at a time proximate to a completion of the transfer of credits.
  • 34. The gaming device of claim 33, wherein the transfer of the plurality of credits includes the transfer of a bonus award to a plurality of base game credits.
  • 35. The gaming device of claim 33, wherein the transfer of the plurality of credits includes the transfer of a plurality of base game credits to a plurality of coins or tokens.
  • 36. The gaming device of claim 33, wherein the transfer of the plurality of credits includes issuing a plurality of base game credits after winning a base game.
  • 37. The gaming device of claim 33, wherein the set-point is a predetermined amount of time during the transfer of credits.
  • 38. The gaming device of claim 33, wherein the set-point is a predetermined percentage of credits transferred during the transfer of credits.
  • 39. The gaming device of claim 33, wherein the set-point is a predetermined number of credits transferred during the transfer of credits.
  • 40. A gaming device comprising:a processor; a speaker connected to the processor; a video monitor connected to the processor; and a memory device for storing a program which is accessible by the processor, wherein the processor is operative with the program, the speaker and the video monitor to: transfer a plurality of credits, sequentially produce an initial plurality of sounds during the transfer of credits, display an initial visual display during the transfer of credits, concurrently sequentially produce a plurality of additional sounds after a first predetermined set point during the transfer of said credits while continuing to produce said initial sounds, concurrently display an additional visual display after a second predetermined set point during the transfer of said credits while continuing to produce said initial visual display, the initial and additional sounds and the initial and additional visual displays signaling a longer credit transfer than a credit transfer that occurs while only the initial sounds and visual display are provided, and terminate the production of the initial and additional sounds and the display of the initial and additional visual displays at a time proximate to a completion of the transfer of credits.
  • 41. The gaming device of claim 40, wherein the first predetermined set point and the second predetermined set point are the same.
  • 42. The gaming device of claim 40, wherein the first predetermined set point and the second predetermined set point are different.
  • 43. The gaming device of claim 40, wherein the transfer of the plurality of credits includes the transfer of a bonus award to a plurality of base game credits.
  • 44. The gaming device of claim 40, wherein the transfer of the plurality of credits includes the transfer of a plurality of base game credits to a plurality of coins or tokens.
  • 45. The gaming device of claim 40, wherein the transfer of the plurality of credits includes issuing a plurality of base game credits after winning a base game.
  • 46. The gaming device of claim 40, wherein at least one set-point is a predetermined amount of time during the transfer of credits.
  • 47. The gaming device of claim 40, wherein at least one set-point is a predetermined percentage of credits transferred during the transfer of credits.
  • 48. The gaming device of claim 40, wherein at least one set-point is a predetermined number of credits transferred during the transfer of credits.
  • 49. A method for enhancing the transfer of an award in a gaming device having a base game operable upon a wager by a player, said method comprising:(a) transferring a plurality of credits; (b) sequentially and repeatingly producing at least one initial sound during the transfer of the credits; (c) concurrently sequentially and repeating producing a plurality of additional sound during the transfer of the credits after a predetermined set-point while continuing to sequentially and repeatingly produce said at least one initial sound, the initial and additional sounds signaling a longer credit transfer than a credit transfer that occurs while only the initial sounds are produced; and (d) terminating the production of the initial and additional sounds at a time proximate to a completion of the transfer of credits.
  • 50. The method of claim 49, wherein transferring a plurality of credits includes transferring a bonus award to a plurality of base game credits.
  • 51. The method of claim 49, wherein transferring a plurality of credits includes transferring a plurality of base game credits to a plurality of coins or tokens.
  • 52. The method of claim 49, wherein transferring a plurality of credits includes issuing a plurality of base game credits after a win in the base game.
  • 53. The method of claim 49, which further includes repeating step (c) for a plurality of set points.
  • 54. The method of claim 49, which further includes displaying a visual display associated with the transfer of the credits.
  • 55. The method of claim 54, which further includes concurrently displaying a plurality of additional visual displays after the predetermined set point.
  • 56. The method of claim 55, which includes repeating the step of concurrently displaying a plurality of additional visual displays for a plurality of predetermined set points.
  • 57. The method of claim 56, which includes terminating the displaying of the visual displays.
  • 58. The method of claim 49, wherein the set-point occurs after a predetermined amount of time.
  • 59. The method of claim 49, wherein the set-point occurs after a predetermined percentage of credits are transferred.
  • 60. The method of claim 49, wherein the set-point occurs after a predetermined number of credits are transferred.
  • 61. The method of claim 49, wherein the step of terminating the production of the sounds includes terminating the production of the sounds upon transferring a final credit.
  • 62. The method of claim 49, wherein the step of terminating the production of the sounds includes terminating the production of the sounds after a predetermined period of time.
  • 63. A gaming device comprising:a processor; a speaker connected to the processor; and a memory device for storing a program which is accessible by the processor, wherein the processor is operative with the program and the speaker to: transfer a plurality of credits, sequentially produce and repeat at least one initial sound during the transfer of said credits, concurrently sequentially produce and repeat-a plurality of additional different sounds after a predetermined set point during the transfer of said credits while continuing to sequentially produce and repeat said at least one initial sound, the initial and additional sounds signaling a longer credit transfer than a credit transfer that occurs while only the initial sounds are produced, and terminate the production of the initial and additional sounds at a time proximate to a completion of the transfer of credits.
  • 64. The gaming device of claim 63, wherein the transfer of the plurality of credits includes the transfer of a bonus award to a plurality of base game credits.
  • 65. The gaming device of claim 63, wherein the transfer of the plurality of credits includes the transfer of a plurality of base game credits to a plurality of coins or tokens.
  • 66. The gaming device of claim 63, wherein the transfer of the plurality of credits includes issuing a plurality of base game credits after winning a base game.
  • 67. The gaming device of claim 63, wherein the set-point is a predetermined amount of time during the transfer of credits.
  • 68. The gaming device of claim 63, wherein the set-point is a predetermined percentage of credits transferred during the transfer of credits.
  • 69. The gaming device of claim 63, wherein the set-point is a predetermined number of credits transferred during the transfer of credits.
  • 70. A gaming device comprising:a processor; a speaker connected to the processor; a video monitor connected to the processor; and a memory device for storing a program which is accessible by the processor, wherein the processor is operative with the program, the speaker and the video monitor to: transfer a plurality of credits, sequentially produce and repeat at least one initial sound during the transfer of credits, display an initial visual display during the transfer of credits, concurrently sequentially produce and repeat a plurality of additional sounds after a first predetermined set point during the transfer of said credits while continuing to sequentially produce and repeat said at least one initial sound, concurrently display an additional visual display after a second predetermined set point during the transfer of said credits while continuing to display said initial visual display, the initial and additional sounds and the initial and additional visual displays signaling a longer credit transfer than a credit transfer that occurs while only any initial sounds and visual display are provided, and terminate the production of the initial and additional sounds and the display of the initial and additional visual displays at a time proximate to a completion of the transfer of credits.
  • 71. The gaming device of claim 70, wherein the first predetermined set point and the second predetermined set point are the same.
  • 72. The gaming device of claim 70, wherein the first predetermined set point and the second predetermined set point are different.
  • 73. The gaming device of claim 70, wherein the transfer of the plurality of credits includes the transfer of a bonus award to a plurality of base game credits.
  • 74. The gaming device of claim 70, wherein the transfer of the plurality of credits includes the transfer of a plurality of base game credits to a plurality of coins or tokens.
  • 75. The gaming device of claim 70, wherein the transfer of the plurality of credits includes issuing a plurality of base game credits after winning a base game.
  • 76. The gaming device of claim 70, wherein at least one set-point is a predetermined amount of time during the transfer of credits.
  • 77. The gaming device of claim 70, wherein at least one set-point is a predetermined percentage of credits transferred during the transfer of credits.
  • 78. The gaming device of claim 70, wherein at least one set-point is a predetermined number of credits transferred during the transfer of credits.
CROSS-REFERENCE TO RELATED APPLICATIONS

This application is related to the following commonly-owned co-pending patent applications: “GAMING DEVICE HAVING CHANGED OR GENERATED PLAYER STIMULI,” Ser. No. 09/686,244, “GAMING DEVICE HAVING PAYTONES IN SYNC WITH ACCOMPANYING MUSIC,” Ser. No. 60/239,722, and “GAMING DEVICE WITH A METRONOME SYSTEM FOR INTERFACING SOUND RECORDINGS,” Ser. No. 09/687,692.

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