The present invention relates to the following co-pending commonly owned U.S. patent applications: “GAMING DEVICE HAVING BONUS SCHEME WITH INCREMENTAL VALUE DISCLOSURE,” Ser. No. 09/627,198, now U.S. Pat. No. 6,582,306; “GAMING DEVICE HAVING TEASE REVEAL FEATURE,” Ser. No. 09/957,583, now U.S. Pat. No. 6,605,002; “GAMING DEVICE HAVING SEPARATELY CHANGEABLE VALUE AND MODIFIER BONUS SCHEME,” Ser. No. 09/626,045, now U.S. Pat. No. 6,569,015; “GAMING DEVICE HAVING A BONUS ROUND WITH MULTIPLE RANDOM AWARD GENERATION AND MULTIPLE RETURN/RISK SCENARIOS,” Ser. No. 09/678,989, “GAMING DEVICE HAVING AN AWARD EXCHANGE BONUS ROUND AND METHOD FOR REVEALING AWARD EXCHANGE POSSIBILITIES,” Ser. No. 09/689,510, “GAMING DEVICE HAVING GRADUATING AWARD EXCHANGE SEQUENCE WITH A TEASE CONSOLATION SEQUENCE AND AN INITIAL QUALIFYING SEQUENCE,” Ser. No. 09/680,601, “GAMING DEVICE HAVING A DESTINATION PURSUIT BONUS SCHEME WITH ADVANCED AND SETBACK CONDITIONS,” Ser. No. 09/686,409, now U.S. Pat. No. 6,494,785; “GAMING DEVICE HAVING VALUE SELECTION BONUS,” Ser. No. 09/684,605, now U.S. Pat. No. 6,541,141; “GAMING DEVICE HAVING RISK EVALUATION BONUS ROUND,” Ser. No. 09/688,434, now U.S. Pat. No. 6,599,192; “GAMING DEVICE HAVING AN IMPROVED OFFER/ACCEPTANCE BONUS SCHEME,” Ser. No. 09/966,884, “GAMING DEVICE HAVING IMPROVED OFFER AND ACCEPTANCE BONUS SCHEME,” Ser. No. 09/680,630, now U.S. Pat. No. 6,375,187; “GAMING DEVICE HAVING IMPROVED AWARD OFFER BONUS SCHEME,” Ser. No. 09/682,368, now U.S. Pat. No. 6,506,118; “GAMING DEVICE HAVING OFFER ACCEPTANCE GAME WITH TERMINATION LIMIT,” Ser. No. 09/822,711, “GAMING DEVICE HAVING OFFER/ACCEPTANCE ADVANCE THRESHOLD AND LIMIT BONUS SCHEME,” Ser. No. 09/838,014, “GAMING DEVICE HAVING AN OFFER AND ACCEPTANCE SELECTION BONUS SCHEME WITH A TERMINATOR AND AN ANTI-TERMINATOR,” Ser. No. 09/945,082, now U.S. Pat. No. 6,632,141; “GAMING DEVICE HAVING AN AWARD OFFER AND TERMINATION BONUS SCHEME,” Ser. No. 09/682,428, “GAMING DEVICE HAVING IMPROVED OFFER AND ACCEPTANCE BONUS SCHEME,” Ser. No. 10/074,273, “GAMING DEVICE HAVING AN OFFER/ACCEPTANCE GAME WHEREIN EACH OFFER IS BASED ON A PLURALITY OF INDEPENDENTLY GENERATED EVENTS,” Ser. No. 10/244,134, “GAMING DEVICE HAVING A DESTINATION PURSUIT BONUS SCHEME WITH ADVANCED AND SETBACK CONDITIONS,” Ser. No. 10/288,750, “GAMING DEVICE HAVING IMPROVED AWARD OFFER BONUS SCHEME,” Ser. No. 10/290,800, “GAMING DEVICE HAVING VALUE SELECTION BONUS,” Ser. No. 10/306,295, “GAMING DEVICE HAVING IMPROVED AWARD OFFER BONUS SCHEME,” Ser. No. 10/318,752, “GAMING DEVICE HAVING A DESTINATION PURSUIT BONUS SCHEME WITH ADVANCED AND SETBACK CONDITIONS,” Ser. No. 10/393,201, “GAMING DEVICE HAVING VALUE SELECTION BONUS,” Ser. No. 10/354,514, “GAMING DEVICE HAVING SEPARATELY CHANGEABLE VALUE AND MODIFIER BONUS SCHEME,” Ser. No. 10/410,019, “GAMING DEVICE HAVING BONUS SCHEME WITH INCREMENTAL VALUE DISCLOSURE,” Ser. No. 10/447,779, “GAMING DEVICE HAVING RISK EVALUATION BONUS ROUND,” Ser. No. 10/616,563, “GAMING DEVICE HAVING RISK EVALUATION BONUS ROUND,” Ser. No. 10/454,337, “GAMING DEVICE HAVING TEASE REVEAL FEATURE,” Ser. No. 10/623,268, “GAMING DEVICE HAVING BONUS SCHEME WITH INCREMENTAL VALUE DISCLOSURE AND VALUE MODIFICATION,” Ser. No. 10/661,209, and “GAMING DEVICE HAVING A DESTINATION PURSUIT BONUS SCHEME WITH ADVANCED AND SETBACK CONDITIONS,” Ser. No. 10/660,075.
A portion of the disclosure of this patent document contains or may contain material which is subject to copyright protection. The copyright owner has no objection to the photocopy reproduction by anyone of the patent document or the patent disclosure in exactly the form it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever.
The present invention relates in general to a gaming device. More particularly, the present invention relates to a gaming device having player selectable awards.
Gaming devices provide enjoyment and excitement to players, in part, because they may ultimately lead to monetary awards for the players. Gaming devices also provide enjoyment and excitement to the players because they are fun to play. Secondary or bonus games, in particular, provide gaming device manufacturers with the opportunity to add enjoyment and excitement to that which is already expected from a primary or base game of the gaming device. Secondary or bonus games provide extra awards to the player and enable the player to play a game that is different than the primary or base game.
Gaming devices are typically games of luck, not skill. Primary games are set up to pay back a certain average percentage of the amount of money wagered. The average payout percentage in most primary games is set high enough that any player who plays a few hands or spins of the reels will win. That is, in most primary games, it is not too difficult to experience some level of success. Bonus games are typically set up for the player to succeed. The player usually wins an award in a bonus game. In bonus game play, the goal is often to maximize the possible award.
One known secondary game provides a player with a series of offers, where each offer includes a number of credits, coins, tokens or dollars. The player may accept or reject each offer prior to the final offer. The offers are randomly determined from a series of potential offers of differing values. If the player accepts an offer, the game provides the offer to the player. If the player rejects an offer, the gaming device provides another offer to the player, as long as the current offer is not the final offer. The player is automatically provided the final offer. This type of gaming device has achieved significant popularity in the gaming industry.
As part of a continuing need to provide gaming devices that issue primary game and secondary game awards in an exciting and enjoyable manner, it is desirable to have variability in game play as well as outcomes and potential payouts. This may be more or less possible depending on the type of machine and the desired winning percentage. It is therefore desirable to provide a primary or secondary game of a gaming device having relatively flat and predictable actual payouts, and which also has variable outcomes and varying levels of success.
The present invention provides a gaming device. More particularly, the present invention provides a processor controlled gaming device having a memory device storing a game program, wherein the processor operates with the game program to yield player selectable apparent awards. When the player selects one of the apparent awards, the gaming device changes the selected apparent award to a predetermined actual award and awards the actual award to the player.
In one embodiment, the gaming device includes a plurality of start values. The player selects one of the start values as part of a game sequence. During the game sequence, the gaming device increments the start value to an apparent award. In one embodiment, the gaming device enables the player to keep the apparent award or trade it for another apparent award. In one embodiment, the other apparent award is derived from one of the other start values. After one or more accept or reject or keep or trade sequences, the player achieves one of the apparent awards. The gaming device then performs a sequence in which the achieved or selected apparent award changes into an actual award. The gaming device provides the actual award to the player.
The gaming device provides a plurality of apparent awards. Each apparent award is derived through the game sequence from one of the plurality of start values. In one embodiment, the gaming device associates each start award/apparent award with an actual award. Each actual award is achievable by the player if the player selects the associated apparent award. The apparent award changes and in one embodiment increases to form the associated actual award.
In one embodiment, the player chooses the start value. In another embodiment, the processor randomly generates the start value. In one embodiment, the player through one or more accept or reject or keep or trade sequences chooses the apparent award and the associated actual award. In another embodiment, the processor randomly chooses one or more accept or reject or keep or trade sequences to determine the apparent value and the associated actual award.
The gaming device can provide none, one or any number of keep or trade sequences. Certain keep or trade sequences may offer the player a lower award in exchange. This is intended to entertain the player.
In one embodiment, the gaming device stores a number of pools or databases in a memory device accessible by the processor. One pool or database contains the start values. One pool or database contains the actual awards and one pool or database includes a set of incremental values. The processor of the gaming device randomly selects a number of start values and does not display them to the player. The player chooses one of the start values by picking one of a plurality of selections. The gaming device then sequentially increments the selected start value by randomly generating incremental values from the incremental value pool if the incremented start value falls below a threshold value.
In one embodiment, the threshold value is one of the generated actual awards less an offset. In one embodiment, the actual award used to determine the threshold value is the smallest generated actual award. In this way, each actual award is assured to be larger than each apparent award. In one embodiment, the memory device also stores an offset pool wherein the gaming device generates differing offset values.
In one embodiment, the gaming device continues to increment the player selected start value until the incremented start value meets or exceeds the threshold value. Also, the gaming device in one embodiment uses a likelihood percentage, which enables the start value to increment, such as seventy-five percent of the time. Thus, in one embodiment, the values increment until the threshold is reached or the percentage outcome dictates that the start value no longer increments. The player then receives the last properly incremented value as an apparent award.
The gaming device performs the above described incrementing procedure with the other start values. The gaming device may at various increments offer the player an option to trade the currently held apparent award for an incremented start value or for another apparent award. Eventually, the gaming device runs out of start values to increment and the player is left with one of the apparent awards.
In one embodiment, the gaming device changes and increases the apparent award to an actual award via an adjustment sequence. The adjustment sequence in one embodiment reveals the actual award associated with each apparent award. The player can thereby see which of the apparent awards the player should have chosen. It is likely that the apparent award that would have yielded the largest associated actual award is not in fact the largest apparent award. In one embodiment of the present invention, the player's success in establishing the apparent awards and the keep or trade options does not affect the player's success in obtaining the largest actual award, the outcome is completely random and unknown to the player.
It is therefore an advantage of the present invention to provide a gaming device that has variability in game play.
Another advantage of the present invention is to provide a gaming device that has variability in game outcomes.
Moreover, an advantage of the present invention is to provide a gaming device that has variability in apparent payouts.
Still further, an advantage of the present invention is to provide a gaming device that has non-predictable actual payouts.
Additional features and advantages of the present invention are described in, and will be apparent from, the following Detailed Description of the Invention and the figures.
Referring now to the drawings, and in particular to
The base games of the gaming device 10 include slot, poker, blackjack and keno, among others. The gaming device 10 also embodies any bonus triggering events, bonus games as well as any progressive game coordinating with these base games. The symbols and indicia used for any of the base, bonus and progressive games include mechanical, electrical, electronic or video symbols and indicia.
In a stand alone or a bonus embodiment, the gaming device 10 includes monetary input devices.
As shown in
Gaming device 10 also includes one or more display devices. The embodiment shown in
The slot machine base game of gaming device 10 displays a plurality of reels 34, for example three to five reels 34, in mechanical or video form on one or more of the display devices. Each reel 34 displays a plurality of indicia such as bells, hearts, fruits, numbers, letters, bars or other images which correspond to a theme associated with the gaming device 10. If the reels 34 are in video form, the display device displaying the video reels 34 is a video monitor in one embodiment. Each base game, especially in the slot machine base game of the gaming device 10, includes speakers 36 for making sounds or playing music.
Referring now to
As illustrated in
In certain instances, it is preferable to use a touch screen 50 and an associated touch screen controller 52 instead of a conventional video monitor display device. The touch screen enables a player to input decisions into the gaming device 10 by sending a discrete signal based on the area of the touch screen 50 that the player touches or presses. As further illustrated in
It should be appreciated that although a processor 38 and memory device 40 are preferable implementations of the present invention, the present invention also includes being implemented via one or more application-specific integrated circuits (ASIC's), one or more hard-wired devices, or one or more mechanical devices (collectively or alternatively referred to herein as a “processor”). Furthermore, although the processor 38 and memory device 40 reside in one embodiment in each gaming device 10 unit, the present invention includes providing 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.
With reference to the slot machine base game of
In addition to winning base game credits, the gaming device 10, including any of the base games disclosed above, also includes bonus games that give players the opportunity to win credits. The gaming device 10 employs a video-based or mechanical display device 30 or 32 for the bonus games. The bonus games include a program that automatically begins when the player achieves a qualifying condition in the base game.
In the slot machine embodiment, the qualifying condition includes a particular symbol or symbol combination generated on a display device. As illustrated in the five reel slot game shown in
Referring now to
As indicated by block 104, at some point during the operation of the gaming device 10, an actual award is selected for the player. In one embodiment, the player's actions in the interactive game sequence yield or select the actual award for the player. In other embodiments, a random generation device, such as a processor, of the gaming device 10 generates the actual award for the player. In the latter case, it is possible that the processor 38 preselects the actual award for the player before the player plays the interactive game sequence.
As indicated by block 106, when the player has received an apparent award as indicated by block 102 and an actual award has been selected for the player as indicated by block 104, gaming device 10 provides an adjustment sequence in which the apparent award is changed to the actual award. In one preferred embodiment, the actual award is greater than the apparent award so that the adjustment sequence increases the apparent award. However, in alternative embodiments, gaming device 10 may raise or lower the apparent award to achieve the actual award. The adjustment in one embodiment occurs on one of the display devices 30 or 32 and includes dynamic video and/or audio displays that increase the apparent award to the actual award either in increments or all at once. The changing of the apparent award corresponds to a theme of the gaming device in one embodiment.
Referring now to
Referring now to
Referring now to
Referring now to
In alternative embodiments, one or more of the pools previously illustrated may be replaced by a constant. For example, gaming device 10 can employ the same offset 152 in each trial, as illustrated below, instead of generating different offset values 152 from the offset pool 150. Further alternatively, gaming device 10 could employ a constant threshold 142. However, as will be illustrated, the threshold 142 depends on a select number of the actual awards 132 which can vary game sequence to game sequence. In other alternative embodiments, the start values 112 could be fixed instead of randomly chosen, as could the incremental values 122. To provide some award variation, however, gaming device 10 changes, in one embodiment, the actual awards 132 in each game sequence.
Referring now to
In
At some point prior to or immediately following the player's choice of one of the selections 160, the processor 38 in cooperation with one or more random generation devices randomly generates values from the start pool 110 and actual award pool 130. Gaming device 10 does not display the random generations to the player, otherwise the player would choose the selection yielding the highest actual award 132. In the illustrated screen of
In the illustrated embodiment, the gaming device 10 performs a series of increments or trials in which the game may change and, for example, increase a selected start value 112. As illustrated in
As will be illustrated, in order to increment the start value 112 for any of the selections 160, two conditions must be met. First, the incremented value must be less than a threshold value 142 as will be illustrated below. Also, each selection 160 includes an associated likelihood of generation percentage 162 as seen in FIG. 8A. The generation percentage 162 sets the likelihood that the incremented value, if less than the threshold, will be provided to the player. For example, if the start value 112 of twenty is incremented to a value less than the threshold 142, there is, as seen in
Gaming device 10 can set the percentages 162 at any desired amount and in any desired arrangement. That is, the percentages do not have to decrease from selection “A” to selection “C” as illustrated. The percentages 162 in an alternative embodiment may be randomly generated or may be the same for each selection 160. Further alternatively, the game may not employ a percentage 162.
Referring now to
In Trial II, gaming device 10 repeats the above sequence using an incremental value of 122 of forty. The gaming device adds the incremented value 164 of thirty-five to the incremental value 122 to produce a new possible incremented value of seventy-five. Since seventy-five is less than the threshold value 142 of eighty, gaming device 10 applies the 75% chance random determination. In this example, the gaming device again determines that the player receives the new incremented value 164 of seventy-five and displays the same visually on the display device 30 or 32 and/or audibly via speakers 36.
Gaming device 10 in one preferred embodiment repeats this process until: (i) the possible incremented value exceeds the threshold value 142; or (ii) the game randomly determines, using the likelihood percentage 162, not to provide the possible incremented value to the player. In Trial III, gaming device 10 randomly generates the twenty-five incremental value 122 from the increment pool 120 and adds the twenty-five to the incremented value 164 of seventy-five to yield a new potential incremented value of one-hundred. Because one-hundred is greater than the threshold value 142 of eighty, gaming device 10 provides a visual, audio or audiovisual message 168 to the player specifying that the player's apparent award 170 is the last properly incremented value of seventy-five.
In an alternative embodiment, gaming device 10 can increase the apparent award 170 to the associated actual award 132 (shown in
In various alternative embodiments, gaming device 10 provides the keep or trade sequence during the incrementing of the selected start value towards the apparent award. Here, gaming device 10 can increment the selected start value after the player selects to keep or trade the selected start value. Further, gaming device 10 can increment one of the unselected start values after the player selects to keep or trade the selected start value. Still further, gaming device 10 can decrease the start value before or after the player selects to keep or trade the selected start value. Further, gaming device 10 can decrease one of the unselected start values before or after the player selects to keep or trade the selected start value. In any of the foregoing alternatives, the player can trade back for the originally selected start value or an incremented variation thereof, from a value for which the player has previously traded.
Referring now to
Upon keeping the apparent award 170, gaming device 10 increments the start value 112 of fifteen to an incremented value of forty and offers the forty value in exchange for the apparent award 170. Because the apparent award 170 of seventy-five is greater than the incremented value of forty, the player 166 decides to keep the apparent award 170 by selecting the keep button 174. Gaming device 10 continues to increment the start value 112 associated with the selection “B” until one of the conditions described above is not met. The gaming device 10 again increases the start value 112 to fifty-five, and the player again keeps the apparent award 170 associated with the selection “A” because the apparent award 170 of “A” is larger than fifty-five. For reference,
It should be appreciated that the embodiment of the gaming device in
Referring now to
Gaming device 10 provides an audio or audiovisual message 178 that informs the player that the player's current award is still seventy-five.
In Trial I for “C”, gaming device 10 increments the start value 112 of thirty for the selection “C” a number of times using the method disclosed above. The gaming device generates an incremental value 122 of fifteen and adds the incremental value to the start value 112 of thirty to yield a potential incremented value of forty-five, which is less than the new threshold value 142 of seventy. The gaming device employs a 50% probability 162 and determines to provide the incremented value 164 of forty-five to the player.
In Trial II, the gaming device generates an incremental value 122 of five and adds it to the incremented value 164 of forty-five to yield a new potential incremented value of fifty, which is less than the threshold value of seventy. Gaming device 10 employs the probability 162 of fifty and again determines to provide the incremented award 164 of fifty to the player.
In Trial III for “C”, the gaming device generates a new incremental value 122 of ten and adds it to the currently incremented value 164 of fifty to yield a new potential incremented value of sixty, which is less than the threshold value of seventy. In this case, however, gaming device 10 employs the 50% probability 162 and randomly determines not to provide the potential incremented value of sixty to the player. Therefore, the apparent award 170 for the “C” selection 160 is fifty and is offered to the player in trade for the player's current award 170 of seventy-five. In this case, the player again decides to keep the current award by pressing the keep button 174 as illustrated.
Referring now to
However, as illustrated in
The player's apparent award of seventy-five increases to an actual award 132 of one-hundred. The player is happy to receive more credits, however, the apparent award 170 of fifty-five associated with the selection “B” increases to five-hundred and the apparent award of fifty associated with the selection “C” increased to three-hundred. If the player had traded the apparent award associated with the selection “A” for either of the apparent awards associated with the selections “B” or “C”, even though these apparent awards were less than the apparent award associated with selection “A”, the player would have ultimately received a higher actual award 132.
The actual awards 132 are randomly associated with the apparent awards 170 in one embodiment. In the above example, the smallest apparent award fifty-five was associated with the largest actual award, five hundred. The largest apparent award seventy-five was associated with the smallest actual award, one hundred. These values were chosen to illustrate the illogical results of the present invention. The reverse association could have instead randomly taken place, namely, wherein the smallest apparent award is associated with the smallest actual award and the largest apparent award is associated with the largest actual award. The intermediate apparent award could be randomly associated with the largest or smallest actual award. The randomness of the game will add to the illogical results of the game. The game is thus completely random, and does not introduce any element of player skill.
It should be understood that various changes and modifications to the presently preferred embodiments described herein will be apparent to those skilled in the art. Such changes and modifications can be made without departing from the spirit and scope of the present invention and without diminishing its intended advantages. It is therefore intended that such changes and modifications be covered by the appended claims.
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