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 to wagering games and gaming devices. More particularly, the present invention relates to a game in which the player plays against a foe such as another player or a gaming device processor.
The Othello® game is one of the most popular board games sold today. Othello® is a trademark of Anjar Co. Corporation. The basic idea of the Othello® game involves capturing an opponent's chips by turning them into the player's color. The winner at the end of the game has to have most of that player's color (typically either black or white) showing on a game board.
To capture an opponent's chip or row of chips, the player must border each end of the chip or row by a chip of the player's color. That is, all of the opponent's chips along an imaginary line drawn between the player's bordering chips turn to the player's color. To that end, the player's placement of a chip can capture multiple numbers of the opponent's chips in one or more rows, e.g., in a multitude of horizontal, vertical and/or diagonal directions, at the same time.
The corners of the Othello® board are valuable because corner chips can never be recaptured and can often protect whole collections of the player's chips from capture. The corners are so important that the players typically avoid playing near them until forced to do so. Edges of the Othello® board are also important because chips placed on the edges are more difficult to capture than chips in the middle of the board. In combination, the corner and edge positions give the player control in the game.
In the game, if the player's opponent is able to capture chips on the board, the opponent must play even if it would be advantageous to pass. Similar to chess, the opponent can be made to make a move that player would rather not make, e.g., to enable the player to capture an edge or corner. If the opponent is unable to capture any chips via a move, the opponent has to pass enabling the player to make two moves in a row.
The Othello® game is entertaining and easy to learn. The game, however, presents obstacles to being implemented in a gaming device, in which the player plays against a machine. For instance, how does the game processor know where to place a chip? If multiple spots exist for placing a chip, how does the processor know which spot the processor should choose? Moreover, what constitutes a gaming device win for such a base or bonus game?
U.S. Patent Application 2003/0100356 describes an Othello® type wagering gaming device having base and bonus game based loosely on the Othello® game. While one of the bonus games involve “flanking” or “bounding” the game's chips with player chips, none of the games in the application provides the game's chips a chance to counter a move by the player (if player selected) or for the player (if game selected for the player). That is, the application does not describe how the game or entity playing against the player can win back chips captured by the player or win new chips based on a move made by the player.
Further, while it is desirable in one aspect to implement the Othello® game into a primary or secondary gaming device, it is also desirable to expand or improve the existing Othello® game either as a non-wagering or wagering game.
The present invention includes multiple embodiments of a game piece switching game. The present invention adapts the known and popular game Othello®. The adapted game is implemented either on a gaming device video display, or a data network, such as a an internet, in a handheld device or on a physical playing board. That is, the game may be played to win an award or simply to accumulate points for fun.
In one embodiment, the game provides a limited number of game moves and player moves. That is, instead of filling up the entire board as is done in the Othello® game, the game makes a certain amount or number of moves, such as two moves, while the player makes a same amount or number of moves, such as two moves. In one such embodiment, the game moves first, followed by the player. The moves each convert at least one of the opposing chips to the entity making the move. For example, upon a game move, at least one player chip is converted to a game chip. Likewise upon a player move, at least one game chip is converted to a player chip. The game and player go back and forth in this manner until each of the game moves and player moves is exhausted.
After exhausting each side's moves, the gaming device displays values associated with each of the player's remaining chips. In one embodiment, the gaming device assigns values or other outcomes to the fixed positions of a grid or board upon which the game and player place the chips. The values represent credit multipliers, credits, a number of picks from a prize pool, a number of free spins, a number of free games, a non-monetary award and any combination of those, or any other suitable value or award. In one embodiment, the game does not reveal the values to the player until the game is over. When the player and game have each made their allotted moves, the game reveals the values associated with the positions occupied by the player's chips.
The player's ultimate award is a combination of the number of remaining player chips and the values associated with the positions occupied by those chips. In one embodiment, the gaming device attempts to remove skill from the game by weighting the different options available to the game so that the player on average ends up with approximately the same number of remaining chips regardless of which of a number of positions the game fills. In one embodiment, the random generation of values for the positions adds a random component to the player's ultimate award. In such an embodiment, the net effect is a game that appears to be fraught with skill, but which ultimately boils down to the random generation of values for the positions that are occupied by the player's remaining chips. In an alternative embodiment, the player's award or outcome is decided independently and the positions of the player's chips are used to display such outcome in a suitable manner or distribution.
In another embodiment, the values associated with the positions are displayed to the player. A number of embodiments described herein set forth different manners of revealing those values. In one implementation, the game reveals the value of the position whenever one of the player's chips is placed on one of the positions. Then, if the position is converted to a game chip, the gaming device in one preferred embodiment maintains the display of the value. This way, the player viewing the game grid can at least partially determine which game pieces are the most valuable ones to convert. Once the player and game exhaust the allotted number of placements, the gaming device reveals the remaining values in one embodiment.
In another alternative embodiment, the gaming device displays the values associated with each of the positions to the player prior to and during game play. Here, the player can view and learn the values associated with the game grid and tailor the player's moves with the hopes of capturing the most lucrative values or points. The gaming device is also programmed to attempt to acquire the most lucrative values in one embodiment. If the game is played by two players, each player attempts to optimize the points or values garnered via the placement of chips. The moves made by the player or game may be contrary to the smartest move that would be made in the known Othello® game, wherein for example the player foregoes capturing more values or obtaining a coveted end or corner position to instead obtain a lesser amount to converted chips or interior chips placed on positions having higher associated values.
In yet another alternative embodiment, the values or points are associated with the playing pieces rather than with the positions of the game board. In one implementation, the player is provided with a stable of game pieces, such as six to eight game pieces. When the player's turn is up, the player chooses not only where to place a chip, but what value or importance to put on that chip. Thus, if the move is one of the initial moves of the game in the middle of the board, the player may wish to place a game piece having a relatively low value in one of the available positions. On the other hand, if the player has the option to capture a corner position, which can never be converted to the other player's or to the game's chips, the player likely places the highest available game piece in that corner position.
The addition of values to the game piece switching game adds an additional layer of dynamics to the game play. To that end, any of the games described herein can employ mystery values instead of initially fixed values. The mystery values add excitement and enjoyment because the player has to decide in certain cases between a displayed fixed value or a mystery value, which may be greater or less than the fixed value. The mystery values are eventually revealed to the player. The player no longer has to achieve the most pieces on the game board to win. Rather, the player needs to achieve the most points or the highest award.
In one alternative embodiment, two players play against each other on a gaming device. That gaming device may be a wagering gaming device. The players may each for example place a wager and play one of the games described herein. The loser in the example pays a portion of the loser's wager to the winner and a portion to the house.
In another embodiment, any of the games described herein are placed in a hand held game. The player can otherwise play against a computer chip stored in the hand held device or against another player. Still further, any of the games described herein can be downloaded to the player via a data network, such as an internet. The player then plays the games in a wagering format or for fun on the player's video monitor of the player's home or work PC.
It is therefore an advantage of the present invention to provide a fun and exciting wagering game that appears to require skill.
It is another advantage of the present invention to provide a wagering game having a high amount of player interaction.
It is yet another advantage of the present invention to provide a method for making player outcomes at least partially standard regardless of the which choices the game and the game's choices.
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, two alternative embodiments of the gaming device of the present invention are illustrated in
In one embodiment, as illustrated in
In one embodiment, as illustrated in
In one embodiment, part or all of the program code and/or operating data described above can be stored in a detachable or removable memory device, including, but not limited to, a suitable cartridge, disk or CD ROM. A player can use such a removable memory device in a desktop, a laptop personal computer, a personal digital assistant (PDA) or other computerized platform. The processor and memory device may be collectively referred to herein as a “computer” or “controller.”
In one embodiment, as discussed in more detail below, the gaming device randomly generates awards and/or other game outcomes based on probability data. That is, each award or other game outcome is associated with a probability and the gaming device generates the award or other game outcome to be provided to the player based on the associated probabilities. In this embodiment, since the gaming device generates outcomes randomly or based upon a probability calculation, there is no certainty that the gaming device will provide the player with any specific award or other game outcome.
In another embodiment, as discussed in more detail below, the gaming device employs a predetermined or finite set or pool of awards or other game outcomes. In this embodiment, as each award or other game outcome is provided to the player, the gaming device removes the provided award or other game outcome from the predetermined set or pool. Once removed from the set or pool, the specific provided award or other game outcome cannot be provided to the player again. In this type of embodiment, the gaming device provides players with all of the available awards or other game outcomes over the course of the play cycle and guarantees a designated amount of actual wins and losses.
In one embodiment, as illustrated in
The display devices may include, without limitation, a monitor, a television display, a plasma display, a liquid crystal display (LCD), a display based on light emitting diodes (LED) or any other suitable electronic device or display mechanism. In one embodiment, as described in more detail below, the display device includes a touchscreen with an associated touchscreen controller. The display devices may be of any suitable configuration, such as a square, a rectangle or an elongated rectangle.
The display devices of the gaming device are configured to display at least one and preferably a plurality of games or other suitable images, symbols and indicia such as any visual representation or exhibition of the movement of objects such as mechanical, virtual or video reels and wheels, dynamic lighting, video images and images of people, characters, places, things and faces of cards, tournament advertisements, promotions and the like.
In one alternative embodiment, the symbols, images and indicia displayed on or by the display device may be in mechanical form. That is, the display device may include any suitable electromechanical device which preferable moves one or more mechanical objects, such as one or more mechanical rotatable wheels, reels or dice, configured to display at least one and preferably a plurality of games or other suitable images, symbols or indicia.
As illustrated in
As seen in
In one embodiment, as shown in
In one embodiment, one input device is a cash out button 38. The player may push the cash out button and cash out to receive a cash payment or other suitable form of payment corresponding to the number of remaining credits. In one embodiment, when the player cashes out, the player receives the coins or tokens in a coin payout tray 40. In one embodiment, when the player cashes out, the player may receive other payout mechanisms such as tickets or credit slips which are redeemable by a cashier or funded to the player's electronically recordable identification card.
In one embodiment, as mentioned above and seen in
The gaming device may further include a plurality of communication ports for enabling communication of the processor with external peripherals, such as external video sources, expansion buses, game or other displays, an SCSI port or a key pad.
In one embodiment, as seen in
In one embodiment, the gaming machine may include a player or other sensor, such as a camera in communication with the processor (and possibly controlled by the processor) that is selectively positioned to acquire an image of a player actively using the gaming device and/or the surrounding area of the gaming device. In one embodiment, the camera may be configured to selectively acquire still or moving (e.g., video) images and may be configured to acquire the images in either an analog, digital or other suitable format. The display device may be configured to display the image acquired by the camera as well as display the visible manifestation of the game in split screen or picture-in-picture fashion. For example, the camera may acquire an image of the player and that image can be incorporated into the primary and/or secondary game as a game image, symbol or indicia.
The gaming device can incorporate any suitable wagering primary or base game. The gaming machine or device of the present invention may include some or all of the features of conventional gaming machines or devices. The primary or base game may comprise any suitable reel-type game, card game, number game or other game of chance susceptible to representation in an electronic or electromechanical form which produces a random outcome based on probability data upon activation of the game from a wager made by the player. That is, different primary wagering games, such as video poker games, video blackjack games, video keno, video bingo or any other suitable primary or base game may be implemented into the present invention.
In one embodiment, as illustrated in
In one embodiment, a base or primary game may be a poker game wherein the gaming device enables the player to play a conventional game of video poker and initially deals five cards, all face up, from a virtual deck of fifty-two cards. Cards may be dealt as in a traditional game of cards or in the case of the gaming device, the cards may be randomly selected from a predetermined number of cards. If the player wishes to draw, the player selects the cards to hold by using one or more input devices, such as pressing related hold buttons or touching a corresponding area on a touchscreen. After the player presses the deal button, the processor of the gaming device removes the unwanted or discarded cards from the display and deals replacement cards from the remaining cards in the deck. This results in a final five-card hand. The processor of the gaming device compares the final five-card hand to a payout table which utilizes conventional poker hand rankings to determine the winning hands. Award based on a winning hand and the credits wagered is provided to the player.
In another embodiment, the base or primary game may be a multi-hand version of video poker. In this embodiment, the player is dealt at least two hands of cards. In one such embodiment, the cards in all of the dealt hands are the same cards. In one embodiment each hand of cards is associated with its own deck of cards. The player chooses the cards to hold in a primary hand. The held cards in the primary hand are also held in the other hands of cards. The remaining non-held cards are removed from each displayed hand and replaced with randomly dealt cards. Since the replacement cards are randomly dealt independently for each hand, the replacement cards will usually be different for each hand. The poker hand rankings are then determined hand by hand and awards are provided to the player.
In one embodiment, a base or primary game may be a keno game wherein the gaming device displays a plurality of selectable indicia or numbers on at least one of the display devices. In this embodiment, the player selects at least one and preferably a plurality of the selectable indicia or numbers by using an input device or by using the touchscreen. The gaming device then displays a series of drawn numbers to determine an amount of matches, if any, between the player's selected numbers and the gaming device's drawn numbers. The player is provided an award, if any, based on the amount of determined matches.
In one embodiment, in addition to winning credits in a base or primary game, the gaming device may also give players the opportunity to win credits in a bonus or secondary game or bonus or secondary round. The bonus or secondary game enables the player to obtain a bonus prize or payout in addition to the prize or payout, if any, obtained from the base or primary game. In general, a bonus or secondary game produces a significantly higher level of player excitement than the base or primary game because it provides a greater expectation of winning than the base or primary game and is accompanied with more attractive or unusual features than the base or primary game.
In one embodiment, the bonus or secondary game may be any type of suitable game, either similar to or completely different from the base or primary game. In one embodiment, the gaming device includes a program code which causes the processor to automatically begin a bonus round when the player has achieved a triggering event, a qualifying condition or other designated game event in the base or primary game. In one embodiment, the triggering event or qualifying condition may be a selected outcome in the primary game or a particular arrangement of one or more indicia on a display device in the primary game, such as the number seven appearing on three adjacent reels along a payline in the primary slot game embodiment seen in
In one embodiment, once a player has qualified for a bonus game, the player may subsequently enhance their bonus game participation by returning to the base or primary game for continued play. Thus, for each bonus qualifying event, such as a bonus symbol, that the player obtains, a given number of bonus game wagering points or credits may be accumulated in a “bonus meter” programmed to accrue the bonus wagering credits or entries toward eventual participation in a bonus game. The occurrence of multiple bonus qualifying events in the primary game may result in an arithmetic or geometric increase in the number of bonus wagering credits awarded. In one embodiment, extra bonus wagering credits may be redeemed during the bonus game to extend play of the bonus game.
In one embodiment, no separate entry fee or buy in for a bonus game need be employed. That is, a player may not purchase an entry into a bonus game. The player must win or earn entry through play of the primary game, thereby encouraging play of the primary game. In another embodiment, qualification of the bonus or secondary game could be accomplished through a simple “buy in” by the player if, for example, the player has been unsuccessful at qualifying for the bonus game through other specified activities.
In one embodiment, as illustrated in
In one embodiment, the game outcome provided to the player is determined by a central server or controller and provided to the player at the gaming device of the present invention. In this embodiment, each of a plurality of such gaming devices are in communication with the central server or controller. Upon a player initiating game play at one of the gaming devices, the initiated gaming device communicates a game outcome request to the central server or controller.
In one embodiment, the central server or controller receives the game outcome request and randomly generates a game outcome for the primary game based on probability data. In another embodiment, the central server or controller randomly generates a game outcome for the secondary game based on probability data. In another embodiment, the central server or controller randomly generates a game outcome for both the primary game and the secondary game based on probability data. In this embodiment, the central server or controller is capable of storing and utilizing program code or other data similar to the processor and memory device of the gaming device.
In an alternative embodiment, the central server or controller maintains one or more predetermined pools or sets of predetermined game outcomes. In this embodiment, the central server or controller receives the game outcome request and independently selects a predetermined game outcome from a set or pool of game outcomes. The central server or controller flags or marks the selected game outcome as used. Once a game outcome is flagged as used, it is prevented from further selection from the set or pool and cannot be selected by the central controller or server upon another wager. The provided game outcome can include a primary game outcome, a secondary game outcome, primary and secondary game outcomes, or a series of game outcomes such a free games.
The central server or controller communicates the generated or selected game outcome to the initiated gaming device. The gaming device receives the generated or selected game outcome and provides the game outcome to the player. In an alternative embodiment, how the generated or selected game outcome is to be presented or displayed to the player, such as a reel symbol combination of a slot machine or a hand of cards dealt in a card game, is also determined by the central server or controller and communicated to the initiated gaming device to be presented or displayed to the player. Central production or control can assist a gaming establishment or other entity in maintaining appropriate records, controlling gaming, reducing and/or preventing cheating or electronic or other errors, reducing or eliminating win-loss volatility and the like.
In another embodiment, one or more of the gaming devices of the present invention are in communication with a central server or controller for monitoring purposes only. That is, each individual gaming device randomly generates the game outcomes to be provided to the player and the central server or controller monitors the activities and events occurring on the plurality of gaming devices. In one embodiment, the gaming network includes a real-time or an on-line accounting and gaming information system operably coupled to the central server or controller. The accounting and gaming information system of this embodiment includes a player database for storing player profiles, a player tracking module for tracking players and a credit system for providing automated casino transactions.
A plurality of the gaming devices of the present invention are capable of being connected to a data network. In one embodiment, the data network is a local area network (LAN), in which one or more of the gaming devices are substantially proximate to each other and an on-site central server or controller as in, for example, a gaming establishment or a portion of a gaming establishment. In another embodiment, the data network is a wide area network (WAN) in which one or more of the gaming devices are in communication with at least one off-site central server or controller. In this embodiment, the plurality of gaming devices may be located in a different part of the gaming establishment or within a different gaming establishment than the off-site central server or controller. Thus, the WAN may include an off-site central server or controller and an off-site gaming device located within gaming establishments in the same geographic area, such as a city or state. The WAN gaming system of the present invention may be substantially identical to the LAN gaming system described above, although the number of gaming devices in each system may vary relative to each other.
In another embodiment, the data network is an internet or intranet. In this embodiment, the operation of the gaming device can be viewed at the gaming device with at least one internet browser. In this embodiment, operation of the gaming device and accumulation of credits may be accomplished with only a connection to the central server or controller (the internet/intranet server or webserver) through a conventional phone or other data transmission line, digital signal line (DSL), T-1 line, coaxial cable, fiber optic cable, wireless gateway or other suitable connection. In this embodiment, players may access an internet game page from any location where an internet connection and computer, or other internet facilitator are available. The expansion in the number of computers and number and speed of internet connections in recent years increases opportunities for players to play from an ever-increasing number of remote sites. It should be appreciated that enhanced bandwidth of digital wireless communications may render such technology suitable for some or all communications according to the present invention, particularly if such communications are encrypted. Higher data transmission speeds may be useful for enhancing the sophistication and response of the display and interaction with the player.
In another embodiment, a plurality of gaming devices at one or more gaming sites may be networked to a central server in a progressive configuration, as known in the art, wherein a portion of each wager to initiate a base or primary game may be allocated to bonus or secondary event awards. In one embodiment, a host site computer is coupled to a plurality of the central servers at a variety of mutually remote gaming sites for providing a multi-site linked progressive automated gaming system. In one embodiment, a host site computer may serve gaming devices distributed throughout a number of properties at different geographical locations including, for example, different locations within a city or different cities within a state.
In one embodiment, the host site computer is maintained for the overall operation and control of the system. In this embodiment, a host site computer oversees the entire progressive gaming system and is the master for computing all progressive jackpots. All participating gaming sites report to, and receive information from, the host site computer. Each central server computer is responsible for all data communication between the gaming device hardware and software and the host site computer.
Referring now to FIGS. 3 to 21, one embodiment of the present invention is illustrated. In one implementation, the game is played on one of the video monitors 16 or 18 described above. In another implementation, the games described herein are played on a small monitor or screen of a handheld gaming device. Still further, the game is alternatively downloaded to and played on a video monitor of a personal computer. The game may alternatively be played on a physical game board. In each case, the game displayed includes a game board 70 that defines a plurality of spaces or positions 72.
In one preferred embodiment, the positions 72 form multiple rows and columns. The known Othello® game includes an eight by eight grid or board. The board 70 is instead a six by six board. It should be appreciated that any of the embodiments described herein could be played alternatively on an eight by eight or larger grid or a grid smaller than six by six. In further alternative embodiments, positions 72 are not displayed in a grid but instead in other groupings, wherein at one time a line can be drawn through only a single position of each grouping.
Information 74 concerning the game is displayed above the grid 70 of each FIGS. 3 to 21. Information 74 includes the number of game piece placements remaining for the black game pieces 76 and the white game pieces 78. Information 74, for example in
Information 74 also tracks the various decisions made by either the gaming device 10 or processor 12 or the player 80 and the outcomes therefrom. FIGS. 3 to 21 will ultimately trace of the total possible outcomes of the game of the present invention. The data derived from those figures or otherwise, it will be shown, can be placed in tables or data compilations. The data collected can likewise be entered into the memory device 14 and retrieved and used by processor 12 to make decisions based on and in response to a player's decision. In that manner, gaming device 10 does not play against the player blindly but instead makes decisions that tend to guide the final outcome to a desired destination, e.g., to a particular award or number of remaining game pieces. Multiple data tables can also be entered in memory device 14 that provide for different difficulty levels. That is, certain databases can be employed and used selectively to make it easier or harder to collect chips. In one embodiment, all of the possible game scenarios are stored in the data tables, so that an outcome in the range of suitable outcomes can always be obtained or provided to the player.
In one embodiment, the game sets up an initial screen shown initially in
As with known the Othello® game, the dark or black game pieces make the first move. In the illustrated embodiment, therefore, the gaming device 10 or processor 12 moves first. Positions 72 marked by Roman numerals I to IV show the four possible positions that gaming device 10 can choose. Each of the positions it should be appreciated surrounds one of the player pieces 78 in combination with an existing gaming device piece 76.
The grid 70 is initially perfectly symmetrical from the standpoint that the game chips 76 and player chips 78 are located in the center of grid 70 and are alternated diagonally from one another. It should therefore be understood by those of skill in the art that the total possible outcomes after choosing Roman numeral I are the same as or are symmetrical to the total possible outcomes from choosing II, III and IV. Thus, by analyzing the outcomes from the selection of any one of the Roman numeral I to IV selections, the results obtained therefrom are applicable to any of the roman numeral selections.
One goal of the present invention is to provide a game that appears to require skill by the player, which in turn is fun and exciting to play, but in which the outcome is substantially independent of the player's choices. Gaming device 10 cannot control the positions 72 the player chooses. Gaming device 10 can however adapt its choices based on choices made by the player. FIGS. 3 to 21 illustrate one embodiment of how that is accomplished.
It should be appreciated that at the stage of the game in
Comparing
Referring now to FIGS. 5 to 7, each of the possible outcomes from the player's selection of one of the letters A to C from the grid 70 of
In
In FIGS. 5 to 7, Arabic numbers show the possible choices that the processor 12 of gaming device 10 can make to counteract the player's first pick.
Unlike the first game pick, the game's second and last pick will lead to asymmetrical results between the outcomes from
FIGS. 8 to 12 show each of the possible outcomes from grid 70 of
In
The game's choice of one of the Arabic numbers 1 to 5 exhausts the game's final pick. Each of FIGS. 8 to 12 also shows lowercase letters, which represent the possible positions for the player's final chip placement.
In a similar manner, FIGS. 13 to 16 illustrate the possible game outcomes of the four game selections in 1 to 4
In each of the FIGS. 13 to 16, the game chip 76d indicates the game chip that has been placed onto grid 70 by the game's final chip placement. The game chip 76e indicates a chip that has been converted via the placement from a player chip to a game chip.
In each of FIGS. 13 to 16, the positions 72 available for the player's final pick are indicated by lowercase letters.
FIGS. 17 to 21 likewise illustrate the game possibilities set forth in grid 70 of
As before, the game chip 76d in each of the FIGS. 17 to 21 highlights the game chip that has been placed onto grid 70 by the game's placement of its last chip. Game chip 76e in those figures is a game chip that has resulted from a conversion of a former player chip that has been bound or captured between two game chips due to the placement of chip 76d.
As before, the lowercase letters shown in positions 72 of grids 70 in FIGS. 17 to 21 highlight positions that the player can pick for the player's final chip placement. The lowercase letters therefore map out each of the possible outcomes from the player's choice C from grid 70 of
FIGS. 3 to 21 illustrate, map out and trace each of a series of the game possibilities that extend from the game's initial pick of position III in
Referring now to
It should be appreciated that in one embodiment, the gaming device 10 is not truly a skill game. To that end, gaming device 10 can help the player in any way to keep the pace of game play brisk, and so that the player is not overly burdened with decision making. Thus, besides highlighting the possible positions for the player to pick, gaming device 10 can provide one or more hints or clues as to a selection that is potentially more lucrative than another selection. In that latter case, the game would be a bonus game, wherein the player is supposed to win at least some award, as opposed to a base game, wherein the player is playing against gaming device 10.
Grid 70 of
In the embodiments illustrated herein, gaming device 10 forms an overall award from multiple components including values and multipliers in the following manner. Gaming device 10 sums all credit values and separately sums all multiplier values. Gaming device 10 then multiplies the summed multiplier value by the sum credit value, resulting in an overall award for the player. It should be appreciated, however, that gaming device 10 can employ a multitude of different types of methods when credits and multipliers are involved, such as summing the credit values together, multiplying that sum by a first one of the multipliers and then multiplying that product by a second one of the multipliers.
In
Referring now to FIGS. 25 to 27, tables 80, 90 and 95, respectively stored in memory device 14, illustrate a tabulation and manipulation of the outcomes from FIGS. 3 to 21. The tables result ultimately in a weight percentage for the game's final chip placement. The weight percentage is structured so that an overall average number of player chips remaining at the end of game play is relatively constant with respect to the game's second or last pick. As stated above, the symmetrical nature of the initial orientation of chips in
Table 80 of
In each of the tables 80, 90 and 95, the furthest left column lists each possible outcome of the player's respective picks of the A, B or C positions 72 from
The second column in each of the tables 80, 90 and 95 sets forth the number of player chips yielded from the final player pick. For example, if viewing
It should be appreciated from the second column of tables 80, 90 and 95 of FIGS. 25 to 27, respectively, that the vast majority of the game outcomes generated from the game pick of position III in
The third column of tables 80, 90, and 95 of FIGS. 25 to 27, respectively, displays the average expected outcome of the outcomes stemming from the final game pick with respect to that stage in the game. For example, the average expected outcome of the final game pick illustrated in
The fourth column in tables 80, 90 and 95 sets forth the overall average number of remaining player chips for the entire table, i.e., the outcome stemming from the stage of the game at the initial player pick of one of the positions A to C in
The fifth column in tables 80, 90 and 95 of FIGS. 25 to 27 sets forth a factor n, which is equal to the overall average for the table divided by the average for the particular figure. Thus, in
Again, gaming device 10 cannot help which position the player initially selects. However, for any selected initial player placement, gaming device 10 can even out the results. In that manner, the player's position selections in one embodiment of the game of the present invention do not effect the player's outcome as a matter of skill. In such embodiment, the game is a game of luck. The sixth column sets forth the ultimate weight provided to any particular final game pick. Viewing table 80 of
The previous paragraph teaches the normalization of the outcomes after the player's initial chip placement on position of A, B or C. As stated above, the player does best by placing the initial chip on position B (4.25), then position A (4.088) and finally on position C (4.00). Tables 80, 90 and 95 in one alternative embodiment can be normalized again with respect to one another. For example, a higher chip total table can be weighted to generate lower ones of its outcomes disproportionately more often, while a lower chip total table can be weighted to generate higher ones of its outcomes disproportionately more often. This is not possible for table 95 because each outcome is four total weighted chips. However, other lower playing tables likely will have some variance. The higher chip total table 80 to generate lower chip totals in any event will help to equalize the expected value between the player's initial choice between portions A, B or C.
As discussed above in connection with
Central Determination—Let's Discuss What to Say, e.g., While the above described games are dependent somewhat on the player's chip placements, the games can be controlled via central determination if the centrally determined outcome is an award value. That is, regardless of the number of player chips remaining at the end of game play (which does not vary much as shown for a two move game), gaming device 10 can reveal values associated with the remaining player chips that total to the randomly and centrally predetermined outcome.
Referring now to FIGS. 28 to 34, an alternative embodiment of the present invention is illustrated. In this alternative embodiment, the values associated with the positions occupied by the player chips 78 are visible to the player. In one preferred embodiment, if one of the player's chips 78 is converted to a game chip 76, the value or amount associated and displayed formerly with the player chip remains displayed in connection with the converted game chip. In that manner, the player can see certain positions 72 on board 70 that are more desirable to recapture than others.
Message 74 in connection with
In
Message 74 of
In
Gaming device 10 is programmed in one embodiment to look for positions that will convert multiple player chips to game chips. In such a case, gaming device 10 would place in
As illustrated in
Message 74 indicates that both the game and the player chip placements are exhausted. Message 96 indicates that the points or award for the player is the sum of all the multipliers times the sum of all the values or 10× multiplied by 165, 1650 yielding points or credits. As described in more detail below, the game of FIGS. 28 to 35 lead itself to be in a hand-held or computer game, or a game between two players, in any of which points rather than credits are accumulated, i.e., a non-wagering game.
To that end, the game of FIGS. 28 to 35 can be implemented in various different types of gaming formats. In one embodiment, the game is played on a hand held or portable gaming device, wherein the game is not a wagering game, but instead a game of fun that is played for the player to accumulate as many points as possible. In that game, the player may be forced to make moves that are different from moves typically made in the Othello® game. For example, the player may opt to convert a lesser amount of game pieces to accumulate a higher value conversion. Or, the player may decide not to capture an end or a corner spot again in order to achieve a higher point value. It should thus be appreciated that the present invention is not limited to wagering games. However, the embodiment of FIGS. 28 to 34 could alternatively be a base or bonus wagering game. In
Referring now to
Referring now to
The embodiment of FIGS. 36 to 40 displays values associated with each of the positions 72. In that manner, the player can view the game board 70 prior to game play to gain a feel for where the valuable positions are located, so that the player can either capture one of those positions on a first move or work towards capturing the positions over multiple moves.
That is, the player chose to capture the thirty value and the 10×values rather than the fifteen (position e), 2× (76) and thirty (78b). The player's total award is the sum of the credit or point values or seventy-five multiplied by ten, yielding seven hundred fifty. As discussed above, the seven hundred fifty can represent points that are accumulated by a player, for example, in a hand held game. Otherwise, the seven hundred fifty can correspond to an award for the player or an award can be based upon the total of seven hundred fifty.
Referring now to FIGS. 41 to 45, another alternative embodiment of the present invention is illustrated. The embodiment of FIGS. 41 to 45 pits two players against one another. It should be appreciated that the previous embodiments of FIGS. 28 to 35 and 36 to 40 could also pit two players against one another, e.g., via a board game played by two players. In the embodiment of FIGS. 41 to 45, the values displayed to the players are associated with the game pieces or game chips rather than the positions on board 70. The display device 16 or 18 also accumulating and displays the total points or value accumulated by each player which can be done in any of the embodiments described herein. Since each player piece shows a value, square and circle pieces are used instead of black and white pieces as shown above. The square game pieces 176 can be likened to the former black game pieces 76, while circular game pieces 178 are analogous to former white game pieces 78.
In one preferred embodiment, gaming device 10 replenishes game pieces that the player places onto grid 70. In the illustrated embodiment, gaming device 10 provides the player with six game pieces from which to select to place onto board 70. When player 100 picked the ten value in
The strategy employed by players 100 and 200 in the game of FIGS. 41 to 45 is initially not to use their higher values because those values are located in the relative middle of board 70 and are therefore good candidates to be converted eventually into possession of the other player. Hence, the initial selection of player 100 was the ten value and the initial selection of the player 200 was the five value.
In
FIGS. 44 and illustrate that the player 200 counters player 100's most recent move by placing the player's largest value chip 178c having a value of three hundred into the corner position of grid 70 of
As illustrated in
While the embodiments of FIGS. 41 to 45 are played by two players in one preferred embodiment, they are alternatively played on a gaming device against a computer. Still further, the game can be incorporated into a wagering game that pits either one player against the computer or one player against another player. For example, gaming device 10 could require an initial wager by two players of a dollar and payback a portion of one of the wagers to the winner and keep a percentage of the loser's wager. For example, the game could pay sixty cents of the dollar wagered by the loser to the winning player and keep forty cents.
In any of the embodiments described herein in connection with FIGS. 1 to 45, the values associated with the player's chips can include, additionally or instead, bonus triggering symbols or values. The bonus trigger symbols alone or in combination with other symbols, e.g., via a persistence meter, take the player to a bonus game played on video monitor 16, 18 or on an electromechanical display, e.g., a separate spinning wheel or reel. The bonus game provides potentially more credits to the player. When such bonus triggering symbols and games are used, the Othello® type game of the present invention can be a base or primary game or itself be a bonus game based on, for example, slot, poker, keno, blackjack, etc.
Further, as stated above, any of the values described herein can be mystery values that force the player to weigh the choice between the displayed value versus an opportunity for a potentially higher or lower value. The mystery values are eventually displayed to the player and combined with the player's award.
Referring now to
Table 220 is applicable to any of the embodiments described herein. For example, table 220 can be used during the sequence of FIGS. 3 to 24 to provide values (values or multipliers) for the player's remaining game chips (or be distributed to match a randomly predetermined, e.g., centrally determined award). In FIGS. 22 to 34, table 220 is used for example to assign randomly values/multipliers to the positions receiving the player's chip placements. In FIGS. 36 to 40, table 200 can be used to supply the values/multipliers displayed to the player on grid 70. Alternatively, as shown in FIGS. 36 to 40, the values are arranged in one embodiment according to a predetermined pattern. Again, in FIGS. 41 to 45, table 220 is used in a embodiment to assign values/multipliers to the two players' chips prior to or at the time the chips are placed in the different players' chip stables.
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.