Gaming device having outcomes which replicate the laws of physics

Information

  • Patent Grant
  • 6666766
  • Patent Number
    6,666,766
  • Date Filed
    Friday, September 28, 2001
    22 years ago
  • Date Issued
    Tuesday, December 23, 2003
    20 years ago
Abstract
The present invention provides a processor controlled gaming device that randomly generates and displays a pachinko-type game and outcome on a screen connected to the processor. The gaming device initially provides a preliminary game that yields the number of attempts or objects that the player has in the pachinko-type game. Next, the game displays the pachinko-type game screen having a player selectable starting area. The starting area is large enough so that when the player picks a certain position of the area, the object falls from the selected position, hits a plurality of pegs and lands in an award position. The selected start position affects which award position that object eventually falls in accordance with the probability distribution predicted by the laws of physics. The player's award, however, is not effected by which start position the player selects.
Description




COPYRIGHT NOTICE




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.




DESCRIPTION




The present invention relates in general to a gaming device, and more particularly to a gaming device having outcomes which replicate the laws of physics.




BACKGROUND OF THE INVENTION




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. Bonus games, in particular, provide gaming device manufacturers with the opportunity to add enjoyment and excitement to that which is already expected from a base game of the gaming device. Bonus games provide extra awards to the player and enable the player to play a game that is different than the base game.




A continuing need exists to provide gaming devices that issue awards in exciting and enjoyable manners. In this respect, it is desirable to enable the player to have an impact on, or a hand in, determining their award. It is also desirable to enable a player to optimize an award. It is further desirable to increase this level of player interaction. Each of these features is desirable in a base or primary game and in a bonus or secondary game.




One popular game, common to gaming establishments, is pachinko. Pachinko is extremely popular in Japan and can be found in certain casinos in the United States. Originally, pachinko machines consisted of mechanical pegs or nails extending from a board or background, which were spaced apart in a predefined manner. The game used small steel balls of approximately ½ inch diameter. More recently, following the trend in the gaming industry, computerized pachinko games now exist with realistic sounds and graphics as well as additional sounds and graphics to make the game more exciting.




In mechanical or video form, pachinko involves the same principles. The player inserts money into a game and receives a number of balls or tries in a loading area. In older systems, the player typically pulls a spring-loaded pinball like handle or knob and shoots a single pachinko ball into an upright or angled play area where the ball bounces from one mechanical or simulated peg or nail to another, through the network of pegs or nails.




In newer systems, the player sets a motor speed so that the ball speed falls somewhere between barely entering the play area to rocketing into the play area. In either type of mechanical system, the pachinko ball either falls unsuccessfully to the bottom of the play area or into a winning pocket, whereby the player wins a prize. In pachinko games, most of the balls fall unsuccessfully through the playing area.




In the mechanical version, the player controls the speed at which the ball leaves the spring-loaded handle. Otherwise the laws of physics control the outcome. Pachinko games are simple, interactive and considered by many people to be fun and exciting to watch or play. Accordingly, pachinko makes for an entertaining primary or bonus game in a gaming device.




In creating a realistic pachinko type game, a need exists to provide the player the ability to control the starting point for the ball, chip or object to enter the play area. A need also exists to provide a pachinko type game that follows or appears to follow or replicate the laws of physics, so that the starting point of the object affects the ending point of the object. That is, there exists a need to provide a pachinko-type gaming machine in which it appears that the player has control over the game's outcome. Finally, it is desirable that these features be coupled to a game having predictable payouts so that the game designer can accurately predict a payout percentage and employ a random number generator to generate the predictable payouts.




SUMMARY OF THE INVENTION




The present invention provides a gaming device having a game that may be implemented in a primary or bonus game. More specifically, the present invention provides a processor controlled gaming device that randomly generates and displays a pachinko-type game and outcome on a screen connected to or controlled by the processor. The gaming device initially provides a preliminary game that yields the number of attempts or objects that the player has in the pachinko-type game. Next, the game displays the pachinko-type game screen having a player selectable starting area. The starting area is large enough so that when the player picks a certain position of the area, the object appears to fall from the selected position, hits a plurality of pegs and lands in an award position. The selected start position affects which award position that the object eventually falls into in accordance with a probability distribution predicted by the laws of physics. The player's award, however, is not effected by which start position the player selects.




The game displays the starting area to the player but preferably does not display the start positions that the area encompasses. This way, the player must learn that selecting different parts of the area affects the initial falling point for the object. The screen preferably operates in conjunction with a touch screen that maps the coordinates of the start positions on the display device. When the player unknowingly or otherwise selects a particular start position, the touch screen sends a discrete input of the coordinates selected by the player's touch on the display device to the processor. The processor then directs the object to fall from the selected start position or a position adjacent to the selected coordinates. In an alternative embodiment, the game provides or displays separate start positions instead of a single starting area.




After the game provides the number of attempts via the preliminary game, the player may start the pachinko-type game. When the player selects the starting area, one of the objects falls, hits a first peg and changes direction; falls, hits a second peg and changes direction, etc. Eventually, the object falls into an award position having a corresponding award, and the game issues the award to the player. The player and game repeat this process for each object or attempt given to the player. The pegs have coordinates on the display device and when any portion of the object touches or intersects a coordinate set of a peg, the object changes direction on the display device.




The objects move according to paths maintained in the memory device of the gaming device. The paths map out, for any given start position and award position, which and how many pegs that the object hits when traveling from position to position. The game includes a plurality of different paths for each start position, which adds variety and excitement to the game. The more likely outcomes, i.e., the ones that will more likely occur according to the laws of physics, will occur more frequently and are associated to more paths.




The game also stores a set of data in the memory device, which sets the overall probability of generating any one of the different awards. If two or more award positions provide the same award value, the overall probability is divided between the two or more award values. For a given start position, the probability division is made based on the relative number of paths associated with each award position and the start position. That is, if there are twice as many paths from the start position to a first award position than there are to a second award position, the first award position is more likely to be generated. Both probabilities, though, add to the overall probability set in memory. This way, the game appears to be in accordance with the laws of physics and also provides a predictable payout percentage.




It is therefore an advantage of the present invention that the gaming device provides a pachinko-type game.




It is another advantage of the present invention that the gaming device provides a pachinko-type game in which the player has the ability to control the starting point for the object to enter the play area.




It is also an advantage of the present invention that the gaming device provides a pachinko-type game that follows or appears to follow the laws of physics, so that the starting point affects the ending point.




It is a further advantage of the present invention that the gaming device provides a pachinko-type game in which it appears that the player has some control over the game's outcome.




It is yet another advantage of the present invention that the gaming device provides a pachinko-type game having predictable payouts so that the game designer can accurately predict a payout percentage.




It is still another advantage of the present invention that the gaming device provides a pachinko-type game with multiple starting positions, wherein each has the same expected value.




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





FIGS. 1A and 1B

are perspective views of alternative embodiments of the gaming device of the present invention.





FIG. 2

is a schematic block diagram of the electronic configuration of one embodiment of the gaming device of the present invention.





FIGS. 3A and 3B

are front elevational views of one of the display devices that illustrate one embodiment of a preliminary game of the present invention.





FIG. 4

is a front elevational view of one of the display devices that illustrates one embodiment of a pachinko-type game screen of the present invention, wherein the start positions are hidden from the player.





FIGS. 5A

though


5


C are front elevational views of one of the display devices that illustrates a pachinko-type game of the present invention.





FIG. 6

is a front elevational view of one of the display devices that illustrates one alternative embodiment of a pachinko-type game screen of the present invention, wherein the start positions are displayed to the player.





FIG. 7

is a graphical representation of a table, database or compilation of award and probability data stored in the memory device of the gaming device, wherein each different award of the present invention is provided a likelihood of being randomly generated.





FIG. 8

is a graphical representation of a table, database or compilation of start positions, award positions, path numbers and probability data stored in the memory device of the gaming device, wherein each start position-award position combination has an associated number of paths and probability of being randomly generated.





FIG. 9

is a front elevational view of one of the display devices that illustrates one alternative embodiment having a non-mirroring or asymmetrical award value distribution.





FIG. 10

is a front elevational view of one of the display devices that illustrates one alternative embodiment having a bowling game theme.





FIG. 11

is a graphical representation of a table, database or compilation of start positions, award positions and probability data stored in the memory device of the gaming device for the bowling game embodiment.











DETAILED DESCRIPTION OF THE INVENTION




Gaming Device and Electronics




Referring now to the drawings, and in particular to

FIGS. 1A and 1B

, gaming device


10




a


and gaming device


10




b


illustrate two possible cabinet styles and display arrangements and are collectively referred to herein as gaming device


10


. The present invention includes the game (described below) being a stand alone game or a bonus or secondary game that coordinates with a base game. When the game of the present invention is a bonus game, gaming device


10


in one base game is a slot machine having the controls, displays and features of a conventional slot machine, wherein the player operates the gaming device while standing or sitting. Gaming device


10


also includes being a pub-style or table-top game (not shown), which a player operates while sifting.




The base games of the gaming device


10


include slot, poker, blackjack or 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 or video symbols and indicia.




In a stand alone or a bonus embodiment, the gaming device


10


includes monetary input devices.

FIGS. 1A and 1B

illustrate a coin slot


12


for coins or tokens and/or a payment acceptor


14


for cash money. The payment acceptor


14


also includes other devices for accepting payment, such as readers or validators for credit cards, debit cards or smart cards, tickets, notes, etc. 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


or pushing play button


20


. Play button


20


can be any play activator used by the player which starts any game or sequence of events in the gaming device.




As shown in

FIGS. 1A and 1B

, 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. A player may “cash out” by pushing a cash out button


26


to receive coins or tokens in the coin payout tray


28


or other forms of payment, such as an amount printed on a ticket or credited to a credit card, debit card or smart card. Well known ticket printing and card reading machines (not illustrated) are commercially available.




Gaming device


10


also includes one or more display devices. The embodiment shown in

FIG. 1A

includes a central display device


30


, and the alternative embodiment shown in

FIG. 1B

includes a central display device


30


as well as an upper display device


32


. The display devices display any visual representation or exhibition, including but not limited to movement of physical objects such as mechanical reels and wheels, dynamic lighting and video images. The display device includes any viewing surface such as glass, a video monitor or screen, a liquid crystal display or any other static or dynamic display mechanism. In a video poker, blackjack or other card gaming machine embodiment, the display device includes displaying one or more cards. In a keno embodiment, the display device includes displaying numbers.




The slot machine base game of gaming device


10


preferably displays a plurality of reels


34


, preferably 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 preferably 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 preferably a video monitor. 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

FIG. 2

, a general electronic configuration of the gaming device


10


for the stand alone and bonus embodiments described above preferably includes: a processor


38


; a memory device


40


for storing program code or other data; a central display device


30


; an upper display device


32


; a sound card


42


; a plurality of speakers


36


; and one or more input devices


44


. The processor


38


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


40


includes random access memory (RAM)


46


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


40


also includes read only memory (ROM)


48


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 preferably uses the input devices


44


to input signals into gaming device


10


. In the slot machine base game, the input devices


44


include the pull arm


18


, play button


20


, the bet one button


24


and the cash out button


26


. A touch screen


50


and touch screen controller


52


are connected to a video controller


54


and processor


38


. The terms “computer” or “controller” are used herein to refer collectively to the processor


38


, the memory device


40


, the sound card


42


, the touch screen controller and the video controller


54


.




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

FIG. 2

, the processor


38


connects to the coin slot


12


or payment acceptor


14


, whereby the processor


38


requires a player to deposit a certain amount of money in to start the game.




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 referred to herein as a “processor”). Furthermore, although the processor


38


and memory device


40


preferably reside 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

FIGS. 1A and 1B

, to operate the gaming device


10


, the player inserts the appropriate amount of tokens or money in the coin slot


12


or the payment acceptor


14


and then pulls the arm


18


or pushes the play button


20


. The reels


34


then begin to spin. Eventually, the reels


34


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


34


again. Depending upon where the reels


34


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




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


preferably employs a video-based 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

FIGS. 1A and 1B

, the qualifying condition includes the number seven appearing on, e.g., three adjacent reels


34


along a payline


56


. It should be appreciated that the present invention includes one or more paylines, such as payline


56


, wherein the paylines can be horizontal, diagonal or any combination thereof. An alternative scatter pay qualifying condition includes the number seven appearing on, e.g., three adjacent reels


34


but not necessarily along a payline


56


, appearing on any different set of reels


34


three times or appearing anywhere on the display device the necessary number of times.




Preliminary Game




In the pachinko-type game of the present invention discussed below, the game provides the player with a number of attempts or objects with which to play the present invention. In one embodiment, the game randomly or in a predefined manner provides the player with a number of attempts or objects. In another embodiment, the game displays and enables the player to play a preliminary game that determines the number of attempts or objects that the player has in the preferred game display. It should be appreciated that the game could also simply provide the player with a predetermined number of objects, a number of objects based on the player's wager, or a randomly determined number of objects.




The preliminary game may be adapted in many different ways. In each adaptation, the preliminary game has an outcome of a number of attempts or objects. Certain adaptations include other outcomes such as credit awards, credit multipliers, free games, etc. In embodiments where the pachinko-type game is a primary or base game, the preliminary game may result in providing zero attempts or objects to the player. In embodiments where the pachinko-type game is a secondary or bonus game, the preliminary game preferably results in providing at least one attempt or object to the player. This is because bonus games preferably result in some award for the player.




One preferred preliminary game embodiment is disclosed in FIG.


3


A. The game provides a number of opportunities to the player to accumulate attempts or objects for the pachinko-type game. One of the display devices


30


or


32


displays a screen


100


having three opportunities for the player to collect attempts or objects. The three opportunities are illustrated here as selection groups


102




a


,


102




b


and


102




c


. The preliminary game may be adapted to provide any random or predefined number of such opportunities or selection groups.




The gaming device


10


displays a suitable audio, visual or audiovisual message


104


instructing that the player is initially and automatically given one attempt or object


106


(preliminary game illustrated as a bonus rather than a primary game), which is also indicated in an object meter


108


. The message


104


also informs the player to pick one symbol from each group


102




a


,


102




b


and


102




c


to obtain more attempts or objects


106


. Each of the groups also has a message, such as “Pick A or B for group


102




a


.”




In the screen


100


, the gaming device


10


provides the player a fifty percent chance at obtaining another object


106


with each opportunity or group. That is, one of the symbols of each group masks an object


106


and the other masks nothing or a consolation award. The groups


102




a


,


102




b


and


102




c


may have the same or different likelihoods of yielding an additional object


106


. The groups


102




a


,


102




b


and


102




c


may individually or collectively have any probability desired by the implementor. The preliminary game in one implementation requires the player to pick from the groups in a predefined order, e.g., the “A/B” group, the “C/D” group and the “E/F” group. In such a case the probabilities may vary as the player progresses. In another implementation, the player is free to pick from the groups


102




a


,


102




b


and


102




c


in any order.




In the screen


100


of

FIG. 3A

, a player


110


picks the “B” symbol, the “D” symbol and the “F” symbol to be revealed from the respective groups


102




a


,


102




b


and


102




c


. The screen


112


of

FIG. 3B

illustrates that two of the player's picks, namely the “B” and the “F” resulted in extra attempts or objects. The game preferably reveals which symbol has hidden the object


106


(e.g., symbol “C”) if the player picks the wrong symbol (more applicable when the player has more than two symbols to chose from). The object meter


108


updates according to the player's success at picking objects


106


and now shows three attempts or objects


106


. The game may be adapted to provide any suitable message(s), as illustrated, informing the player of the results.




The player either enters the pachinko-type game with the three attempts or objects


106


, or the gaming device


10


provides another preliminary game screen, such as the screen


100


of

FIG. 3A

, and the above described process occurs again. The preliminary game may be adapted to have any number of stages or levels, wherein gaming device


10


adds attempts or objects


106


to the object meter


108


. As indicated above, any suitable type of determination or preliminary game may be employed to determine the number of objects obtained by the player.




If the present invention is embodied in a base or primary game, i.e., a non-bonus game, gaming device


10


in one embodiment provides an opportunity for the player to purchase objects


106


with credits. For example, the base game embodiment may be adapted to provide one object


106


per credit up to a maximum spending limit. Upon playing an object


106


, the player would then win nothing or less than a credit if the player loses, win a credit if the player breaks even or more than a credit if the player wins. The gaming device


10


in one implementation provides an extra object or objects for spending the maximum amount of credits. For example, if one credit buys one object and the player can spend up to five credits, the base or primary game may be adapted to provide six objects


106


instead of five when the player wagers the maximum five credits.




Pachinko-Type Game




Referring now to

FIG. 4

, one of the display devices


30


or


32


displays a screen


120


having one embodiment of a pachinko-type game of the present invention. The game includes a start area


122


having a plurality of start positions


124


, which in one preferred embodiment are hidden from the player and are therefore illustrated in phantom. That is, the start positions


124


“W” through “Z” have coordinates on the display device


30


or


32


within the start area


122


, but the player does not see the start positions


124


“W” through “Z” which are used by the processor as discussed below. The player does however preferably see the elongated start area


122


. The game may be adapted to include any desired number of start positions


124


and preferably more than one. The screen


120


includes four start positions


124


. Another preferred embodiment includes six start positions


124


.




The display device


30


or


32


operates in connection with the touch screen


50


and touch screen controller


52


(FIG.


2


), so that the start positions


124


, within the start area


122


, are preferably separate areas of the touch screen


50


adapted to send discrete inputs to the processor


38


upon a player's selection. That is, the display device


30


or


32


displays one start area


122


to the player, to whom it appears that there is a single input. The start area


122


, however, includes a number of start positions


124


, each invoking different outcome tables as illustrated below. If the player touches the left end of the start area


122


, the game produces an outcome associated with the “W” start position. If the player touches the right end of the start area


122


, the game produces an outcome associated with the “Z” start position. If the player touches a middle part of the start area


122


, the game produces an outcome associated with the “X” or “Y” start positions respectively.




When an object


106


falls from one of the start positions


124


, it falls as if pulled by gravity, until it hits a peg


126




a


through


126




qq


. Each peg


126




a


through


126




qq


, which the gaming device


10


displays to the player, has sets of coordinates on the display device


30


or


32


. When a moving object


106


hits, i.e., any part of the object


106


touches or intersects any of the coordinates making up the set of a peg, the object


106


changes direction and may or may not change speed. The pegs


126




a


through


126




qq


, appearing as immovable objects, appear to impart a force on the moving object


106


and, according to the laws of physics, since the pegs do not move, the objects


106


must change direction, speed or both.




The game may be adapted to further follow the laws of physics, so that the more direct the collision between the moving object


106


and the peg, the more the game affects the object


106


in terms of a directional or a speed change. The game includes a suitable audio sound from the speakers


36


, which coincides with the object


106


impacting a peg


126




a


through


126




qq


, and which may be adapted to indicate a direct hit versus a glancing or swiping hit. Eventually, the object ends up in one of the award positions


128


through


140


. Each of the award positions


128


through


140


is associated with and displays a value


142


. The illustrated values


142


include two tens, two twenties, two fifties and a one hundred. The distribution of the values


142


is discussed in more detail below.




One of the display devices


30


or


32


displays the object


106


moving or falling, hitting various pegs or blockages and eventually winding up in one of the award positions


128


through


140


. The motion of the object


106


may be displayed in a plurality of ways. In one embodiment, the game randomly generates a path beginning from one of the start positions, including a plurality of pegs and including a final award position. A dynamic visual clip such as a dynamic animation, video clip, motion picture or combination thereof is stored and recalled based on the randomly generated path. In another embodiment, a plurality of dynamic visual clips are stored for each path, wherein gaming device


10


randomly generates one of the clips based on the generated path. In a further embodiment, gaming device


10


generates the path in real time, wherein the processor


38


cooperates with the memory device


40


to move the object


106


from a start position to a peg, from one peg to another peg and from a peg to an award position as these moves are generated. Obviously, gaming device


10


may be programmed to generate the serially linked outcomes in a plurality of different ways. For example, each peg may be associated with a plurality of other pegs or award positions, wherein one of the associated pegs or positions is randomly generated and wherein a visual display for the combination is shown on the display device


30


or


32


.




The screen


120


also includes a paid display


144


. The paid display indicates the player's award when the player wins at the pachinko-type game of the present invention. The screen


120


and the other screens illustrated herein may include other indicators, such as a simulated credit display


16


(FIGS.


1


A and


1


B), a bet lines display, a bet per line display and a total bet display, as well as others. The screen


120


and the other screens may also contain indicia and symbols relating to a theme of the present invention.




The values


142


may be adapted to represent any type of gaming device


10


value, such as a number of game credits, a game credit multiplier, a number of selections from a prize pool or a number of free games. If the award is a credit multiplier, the value


142


is preferably multiplied by a number of game credits displayed elsewhere on the gaming device


10


, such as the player's total bet, total credits indicated by the credit display


16


(FIGS.


1


A and


1


B), bet per one or more active slot paylines or win along one or more slot paylines.




The display


120


thus displays a pachinko-type game. The player in one embodiment does not shoot a pachinko ball into one of the start positions


124


, as in most real pachinko games, although the screen


120


could be suitably modified to do so as described below. The screen


120


also displays the object meter


108


and the number of objects


106


obtained in the preliminary game as described in connection with

FIGS. 3A and 3B

. The object meter


108


informs the player of how many initial attempts the player has and how many remaining attempts the player has as the game progresses. The attempts are indicated by the number of objects


106


or balls.




Referring now to

FIGS. 5A through 5C

, an example of a preferred embodiment of the present invention is illustrated. In the screen


150


of

FIG. 5A

, the player


110


, unaware of the existence of the different start positions


124


, presses the start area


122


on its left end, i.e., in an area having coordinates of the display device


30


or


32


corresponding to the “W” start position


124


. Unbeknownst to the player, the touch screen


50


sends a discrete signal for the “W” start position


124


to the processor


38


.




The processor


38


directs that the sequence begins from the selected “W” start position


124


, wherein: a first object


106


falls from the “W” position


124


and hits the peg


126




a


; changes direction and hits the peg


126




f


; changes direction and hits the peg


126




k


; changes direction and hits the peg


126




r


; changes direction and hits the peg


126




y


; changes direction and hits the peg


126




ee


; changes direction and hits the peg


126




ll


; and finally falls into the award position


132


having the twenty value


142


. The same provides the player twenty awards as indicated by the paid display


144


and subtracts one object


106


from the object meter


108


.




In this example, the object


106


has fallen into a high probability award position


132


, which is described in more detail below. That is, the laws of physics predict that the object


106


of a given mass and having a certain initial velocity hits the above mentioned pegs and lands in the award position


132


a relatively high percentage of the time. According to the laws of physics, the balls should fall to a position closer to the start position more often than to a position further away from the start position. In the preferred pachinko-type game of the present invention, because the award position


132


is nearly directly under the “W” start position


124


, objects


106


falling from the “W” position land in the award position


132


a relatively high percentage of the time.




In the screen


160


of

FIG. 5B

, the player


110


, unaware of the existence of the different start positions


124


, presses the start area


122


in its left-middle portion, i.e., in an area having coordinates of the display device


30


or


32


corresponding to the “X” start position


124


. Unbeknownst to the player, the touch screen


50


sends a discrete signal for the “X” start position


124


to the processor


38


.




The processor


38


directs that the sequence begins from the selected “X” start position


124


, wherein: a second object


106


falls from the “X” position


124


and hits the peg


126




b


; changes direction and hits the peg


126




g


; changes direction, skips a row of pegs and hits the peg


126




t;


changes direction and hits the peg


126




aa


; changes direction and hits the peg


126




hh;


changes direction and hits the peg


126




pp;


and finally falls into the award position


138


having the fifty value


142


. The game provides the player fifty awards as updated by the paid display


144


and subtracts one object


106


from the object meter


108


. Here, the object


106


falls a relatively large horizontal distance from the “X” position


124


to the award position


138


, which is possible but less likely than falling into the award positions


130


through


136


, as predicted by the laws of physics.




The memory device


40


and the sound card


42


may be adapted, as is well known in the art, to store different sounds, wherein the processor


38


selects one of the sounds when the object


106


hits or impacts a peg. The sounds are selected to coincide with the laws of physics. For example, gaming device


10


may be adapted to provide the same sound when the object hits the pegs


126




m


,


126




aa


,


126




hh


and


126




pp


because the object


106


falls approximately the same distance before hitting these pegs. Gaming device


10


may be adapted to provide a different sound, e.g., louder or of a higher impact nature when the object


106


skips a row of pegs, falls farther, and hits the peg


126




t


. A different sound may also be played when the object


106


falls from the “X” start position


124


directly onto the peg


126




b


. Gaming device


10


may also invoke a sound of the object


106


rattling to a stop in a bin or cup when the object falls into the award position


138


.




In the screen


170


of

FIG. 5C

, the player


110


is now down to the last attempt or object


106


and is still unaware of the existence of the different start positions


124


. The player presses the start area


122


on its right-most portion, i.e., in an area having coordinates of the display device


30


or


32


corresponding to the “Z” start position


124


. Unbeknownst to the player, the touch screen


50


sends a discrete signal for the “Z” start position


124


to the processor


38


.




The processor


38


in

FIG. 5C

directs that the sequence begins from the selected “Z” start position


124


, wherein: the third and last object


106


falls from the “Z” position


124


and hits the peg


126




d


; changes direction and hits the peg


126




h


; changes direction and hits the peg


126




n


; changes direction and hits the peg


126




t


; changes direction and hits the peg


126




z


; changes direction and hits the peg


126




ff


; changes direction and hits the peg


126




nn


; and finally falls into the award position


134


having the one hundred value


142


. The game provides the player one hundred awards as updated by the paid display


144


and subtracts the final object


106


from the object meter


108


, whereby the game ends. Here, the object


106


falls an intermediate horizontal distance from the “Z” start position


124


to the award position


134


, which is possible but less likely than falling into the award positions


136


and


138


, as predicted by the laws of physics.




In the screen


160


of

FIG. 5B

, the object


106


falls a relatively large horizontal distance away from the “X” position


124


, into the low probability award position


138


. The laws of physics would predict that the object


106


would fall from the “X” position


124


to the award position


138


relatively infrequently. In the game, therefore, the object


106


is less likely to follow this path. Similarly, in the screen


170


of

FIG. 5C

, the object


106


falls an intermediate horizontal distance away from the “Z” position


124


, into the intermediate probability award position


134


. In the game, therefore, the object


106


has an intermediate chance of following this path.




It should be appreciated from the screens


150


,


160


and


170


that the player has control over the start position


124


even though the game preferably does not expressly inform the player of this feature. The player, after playing the pachinko-type game of the present invention a number of times, likely discovers this feature. The feature is important for a couple of reasons. First, to make the game more exciting and to simulate pachinko, it is desirable to have different starting positions. That is, the game is less exciting if the object


106


always falls from the same spot of the start area


122


. Given this, the game can appear rigged if the player chooses a spot on the left side of the start area


122


, and the object


106


falls from the middle or right side of the start area


122


.




In real pachinko, the player can control the starting position of the playing area, and providing such interactive control to the player increases excitement and enjoyment. To this end, in one embodiment the display device


30


or


32


or a separate electromechanical pushbutton provides an input device or a control device. Gaming device


10


prompts the player to select or interact with the control device. The control device enables the player to control a physical characteristic that affects the movement of the object


106


. In one embodiment, the control device enables the player to control the initial speed of the object


106


. The display device


30


or


32


in one implementation provides a plurality of selections, such as a slow selection, medium selection and a fast selection, wherein the player chooses the object's initial speed.




The player's physical characteristic selection may be adapted to have a plurality of outcomes. First, the selection can affect the path that the object


106


takes on the display device


30


or


32


to travel to one of the start positions (e.g., pick of slow speed yields a limp path and pick of fast speed yields a path having a plurality of ricochets, etc. Second the selection can affect a randomly generated start position


124


(e.g., slow speed more likely to generate nearer start position


124


on the display device


30


or


32


, while fast speed yields a more remote start position


124


). Third, the selection can affect the path from the player selected start position


124


to the game generated award position (e.g., slow speed yields straighter path, while fast speed yields more dynamic path to the game award positions).




In an alternative embodiment illustrated by the screen


180


of

FIG. 6

, the game displays the individual start positions


124


“X” through “Z,” and therefore does not display the encompassing start area


122


. In this embodiment, the player also has control over the starting position


124


. Each starting position


124


sends a discrete input to the processor


38


when the player selects the position


124


. Unlike before, the game of this embodiment displays the start positions


124


and thereby expressly informs the player where to press if the player desires a particular starting position


124


.




In a further alternative embodiment, the award positions


128


through


140


are instead end-positions. The end-positions visually operate with the start positions


124


, the pegs and the falling object


106


in the same manner as herein described. The end-positions, however, are not necessarily associated with an award


142


. The end-positions may be individually adapted to provide or not provide an award. Alternatively, gaming device


10


may operate to provide an award or not provide an award based on a combination of end-positions generated after the player


110


selects a start position


124


to set the object


106


in motion a number of times.




Database Structure




Referring now to

FIG. 7

, a graphical representation of a probability distribution stored in the memory device


40


(

FIG. 2

) is illustrated. The table


190


contains the different values


142


that are illustrated in

FIGS. 4

,


5


A though


5


C and


6


. The table


190


also contains the likelihood or percentage that a random generation device, usually stored in software, picks any of the particular awards. As illustrated, the game randomly generates the ten value


142


fifteen percent of the time, the twenty value


142


thirty-five percent of the time, the fifty value


142


thirty percent of the time and the one hundred value


142


twenty percent of the time.




The game may be adapted to have any number of values


142


, any value distribution in the award positions


128


through


140


and any probability distribution amongst the different values. Setting the probability distribution for generating values


142


in the table


190


guarantees a certain average payout for the pachinko-type game of the present invention and enables the implementor to employ the game in a stand alone environment or combine the game with one or more bonus games and/or a base game.




One way to implement the weighted probability distribution is for the processor


38


to direct a random generation device stored in the memory device


40


to randomly generate a number 0 to 99. The memory device


40


also stores: that the numbers 0 through 14 yield the ten value


142


; that the numbers 15 through 49 yield the twenty value


142


; that the numbers 50 through 79 yield the fifty value


142


and that the numbers 80 through 99 yield the one hundred value


142


. When the generation device generates a number 0 to 99, the corresponding value


142


is added to the player's total credits or to a temporary credit accumulation, such as that illustrated in the paid display


144


(

FIGS. 4

,


5


A to


5


C and


6


), which is at some point added to the player's total credits indicated in the credit display


16


(FIGS.


1


A and


1


B).




Referring now to

FIG. 8

, a schematic representation of a preferred data table


200


of the present invention is illustrated. The data of table


200


is stored in the memory device


40


of the gaming device


10


. The table


200


contains a start position column


202


that lists each of the start positions


124


seven times, one for each award position


128


to


140


of the award position column


204


. For each possible start position/award position combination, the table


200


associates: (i) the corresponding value


142


that the game issues for obtaining the combination in the award column


206


; (ii) a number of possible paths that the object


106


can take in the path column


208


; (iii) a probability that the game selects the award position (assuming player picks the start position


124


) in the column


210


; and (iv) a probability that the game selects any one of the possible paths in the column


212


.




The number of paths shown in the column


208


designates the number of different combinations of pegs


126




a


through


126




qq


that the game stores in the memory device


40


, which the object hits when falling from the corresponding start position (column


202


) to the award position (column


204


). For example, the screen


150


of

FIG. 5A

illustrates one path from the “W” start position


124


to the twenty award


132


, wherein the object


106


hits one peg in all seven rows. The screen


160


of

FIG. 5B

illustrates one path from the “X” start position


124


to the fifty award


138


, wherein the object


106


hits one peg in six of the rows and skips one of the rows. The screen


170


illustrates one path from the “Z” start position


124


to the one hundred award


134


, wherein the object


106


hits one peg in all seven rows.




The paths comport with the laws of physics and with the game of pachinko. The objects


106


fall vertically downward as if pulled by gravity, so that the object normally only hits one peg per row of pegs. The paths may skip one or more rows, as above, if appropriate. The paths contain angle changes that the laws of physics might predict given a weight and velocity for the object


106


. That is, the paths preferably do not contain angle changes that the laws of physics would never predict given any weight and velocity for the object


106


.




Varying paths for a given start position


124


award position combination makes the game more exciting for the player. If the game has only one path for each combination, the player is likely to see a pattern for the more likely combinations and be able to anticipate the award position outcome before it occurs. This is not desirable; rather, it is desirable to hold the player in suspense as long as possible. For a given start position, the more likely award positions


128


through


140


have a higher number of different paths. For example, the W-


130


and W-


132


combinations each have six paths, since both award positions


130


and


132


sit directly below the “W” start position


124


. The numbers of paths in the column


208


for the “W” position


124


decrease as the award positions become further and further removed from the award positions


130


and


132


.




Likewise, the X-


132


, X-


134


and X-


136


combinations have five, six and five paths, respectively, since these positions sit below the “W” start position


124


. The numbers of paths in the column


208


for the “X” position


124


decrease as the award positions become further and further removed from the award positions


132


,


134


and


136


. The path distribution indicated in the column


208


and the different probability distributions indicated in the columns


210


and


212


for the “Y” and “Z” start positions


124


preferably mirror the distributions for the “W” and “X” positions. When the start positions


124


of the start area


122


are the same size and centered above the award positions


128


through


140


, which are themselves the same size, the laws of physics would predict a mirroring of the distributions. For example, in

FIGS. 4

,


5


A through


5


C and


6


, it is as likely that the object


106


falls from the “W” position


124


to the award position


128


as it is that the object


106


falls from the “Z” position


124


to the award position


140


.




The probability distribution for selecting award positions indicated in the column


210


, for each start position


124


, is driven by two factors: (i) the overall value distribution illustrated in the table


190


of FIG.


7


and the number of paths indicated in the column


208


. For example, the table


190


sets that the ten value


142


be randomly generated 15% of the time. The award positions


128


and


140


both provide the ten value


142


. The probabilities of generating these award positions, for any start position


124


must add up to 15%. For the start position “W,” there are four times as many paths leading to the award position


128


as there is leading to the award position


140


. Thus, the probability of generating the award position


128


(12%) is four times that for generating the award position


140


(3%) and both add to the required 15%.




For the start position “X,” there are three times as many paths leading to the award position


128


as there is leading to the award position


140


. Thus, the probability of generating the award position


128


(11.25%) is three times that for generating the award position


140


(3.75%) and both add to the required 15% for the ten value


142


. The “Y” probability distribution for the award positions


128


and


140


is the inverse of the “X” distribution. The “Z” probability distribution for the award positions


128


and


140


is the inverse of the “W” distribution.




It should be appreciated that since the award positions


130


and


138


both provide the fifty value


142


, the probabilities of generating these award positions, for any start position


124


, must add to 30% according to the table


190


. Further, since the award positions


132


and


136


both provide the twenty value


142


, the probabilities of generating these award positions, for any start position


124


, must add to 35% according to the table


190


. Only one award position


134


per start position


124


provides the one hundred award, so that each start position


124


maintains a 20% chance of generating the top award.




The distribution scheme of

FIGS. 7 and 8

provides a number of benefits to the implementor. First, the game displays the values


142


(e.g., ten, twenty, fifty etc.) in the same award positions


128


through


140


for each attempt in the pachinko-type game. If the game switches the distribution, the player may be misled to think that the positions have been changed to generate a lower value. The game likewise preferably places the top value


142


in the middle award position


134


and makes the remaining values


142


symmetrical about the award position


134


so as not to bias the player's selection of the left versus the right of the start area


122


. The game also preferably alternates high and low values


142


, similar to the values on a dart board so as not to bias the player's selection of the middle versus the ends of the start area


122


.




Second, even though the game follows the outcomes predicted by the laws of physics, each start position


124


has the same expected value. That is, under the distribution scheme illustrated in

FIGS. 7 and 8

, no start position


124


provides the player an advantage. If a player realizes that a particular start position


124


provides an advantage, the selection process becomes mute and the game less interesting.




Third, each start position


124


has the same total number of paths, i.e., twenty-eight, as indicated in the column


208


of the table


200


. In structuring the table


200


in such a way, the game does not become more or less varied or exciting depending upon which start position


124


the player selects. The game pays equal attention to and dedicates an equal amount of computer memory in the device


40


to each start position


124


.




Finally, the column


212


provides the probability that the game selects any one of the twenty-eight paths for a selected start area


124


. Each probability in the column


212


is between three and four percent. The game does not therefore disproportionately generate any path or group of paths, and the player has roughly an equal chance to see any of the paths on the display device


30


or


32


.




In yet another alternative embodiment of the present invention, gaming device


10


is adapted to provide awards


142


in association with the award positions


128


to


140


and to provide intermediate awards in association with the object


106


hitting one or more of the pegs, i.e., intermediate award positions. Referring to

FIGS. 4

,


5


A to


5


C and


6


, gaming device


10


in one implementation provides an intermediate award in association with a peg selected from: (i) each row of pegs; (ii) every other row of pegs; (iii) one of the middle rows of pegs; (iv) a plurality of middle rows of pegs, etc. Gaming device


10


is adaptable to associate an intermediate award with one or a plurality of pegs from any desired single row or multiple rows of pegs.




The display device


30


or


32


in one embodiment informs the player of which pegs yield an intermediate award. Alternatively, the display device


30


or


32


does not provide such information to the player until the object


106


hits or contacts one of such pegs. When the object


106


contacts a peg that yields an intermediate award, gaming device


10


in one embodiment displays the award next to or adjacent to the peg and thereafter increments the player's award in the paid display


144


. Alternatively, a separate award indicator may be provided on the display device


30


or


32


which accumulates any intermediate award with an award


142


from one of the award positions


128


to


140


, whereby gaming device


10


then downloads the accumulated award into the paid display


144


.




The intermediate awards may operate with the table


200


in a plurality of ways. First, the intermediate awards may be provided independently of the awards


142


generated from the column


206


of the table


200


. In such a case, the game mathematics takes into account the fact that the player may generate an award from the table


200


and additionally may generate an intermediate award. Gaming device


10


maintains a probability for obtaining an intermediate award and for obtaining any particular intermediate award. Some intermediate awards may be harder to obtain than others, e.g., higher value intermediate awards.




In another embodiment, when gaming device


10


generates an award


142


from the table


190


of

FIG. 7

, gaming device


10


thereafter determines if a part of the award


142


comes from or is provided in the form of an intermediate award. For instance, if gaming device


10


generates an award


142


of one hundred for the player, gaming device


10


thereafter determines whether to provide the entire award by picking the award position


134


or to pick another one of the award positions that yields an award less than one hundred. Gaming device


10


would then select a path wherein the object


106


hits one or more of the pegs associated with an intermediate award. The intermediate award(s) would make up for the amount of the player's award that is not provided via the generated award position.




In this latter embodiment, the table


190


may contain an award entry that has a higher value than any of the values associated with the award positions


128


to


140


. For instance, the table


190


may be adapted to yield an award


142


of one hundred twenty, wherein the player can still win the highest award associated with any of the award positions (one hundred) as well as one or more intermediate awards. Gaming device


10


may be adapted to make up any difference between the player's overall award and the award provided via the award position by having the object


106


contact one or a plurality of pegs that yield intermediate awards.




Referring now to

FIG. 9

, an alternative embodiment of the present invention is illustrated by the screen


220


of one of the display devices


30


or


32


. The screen


220


illustrates an embodiment, wherein the values


142


do not mirror each other. The values


142


are not symmetrically placed about the center of the “U” and “V” start positions


124


. In

FIGS. 4

,


5


A to


5


C and


6


, the values


142


do mirror each other and are symmetrically placed about the center of the start positions


124


. Nevertheless, the mathematics as disclosed in connection with

FIGS. 7 and 8

may be adapted for the asymmetrical value distribution as illustrated with respect to FIG.


9


.




For example, a table, similar to the table


200


, may be stored in the memory device


40


that, for the “U” start position


124


, stores: 10 paths for the award position


131


; 12 paths for the award position


133


; 6 paths for the award position


135


; and 2 paths for the award position


137


. The object thus has more paths (22) to the closer award positions


131


and


133


than the number of paths (8) to the more remote award positions


135


and


137


. The expected value for selecting the “U” start position is the total payout for all the paths divided by the number of paths; or ((10×10)+(20×12)+(5×6)+(25×2))/30; or 14.




The table


200


may also store, for the “V” start position


124


: 3 paths for the award position


131


; 9 paths for the award position


133


; 12 paths for the award position


135


; and 6 paths for the award position


137


. The object thus has more paths (18) to the closer award positions


135


and


137


than the number of paths (12) to the more remote award positions


131


and


133


. The expected value for selecting the “V” start position is again the total payout for all the paths divided by the number of paths; or ((10×3)+(20×9)+(5×12)+(25×6))/30; or 14.




The player therefore receives the same average value


142


, regardless of whether the player selects the “U” or “V” start positions


124


. The object


106


tends to follow the laws of physics. The value distribution, however, is asymmetrical with respect to the start positions


124


, and the values


142


do not mirror each other.




Referring now to

FIGS. 10 and 11

, another embodiment illustrated by the screen


230


of

FIG. 10

on one of the display devices


30


or


32


shows a bowling lane


232


. The bowling lane


232


includes the “L”, “M”, “N”, “O” and “P” start positions


124


and the award positions


139


,


141


,


143


,


145


and


147


. The screen


230


also illustrates one possible path


234


to


242


from each start position


124


to the award position


143


. The award position


143


includes the highest award value


142


of one hundred because a bowling ball landing in this position is likely to knock over more bowling pins than if the bowling ball lands in one of the outer award positions.




The bowling embodiment of the screen


230


differs from the pachinko-type embodiments disclosed above because the notion of the ball is not merely dependent on the laws of gravity; rather, a bowling ball path is controlled by characteristics such as gravity, the surface friction of the bowling lane, the speed of the bowling ball and the spin of the ball. Also, the path is to a certain degree chosen by the player. Some bowlers attempt to throw a straight ball while others feel that putting a spin on the ball and attempting a curved path is beneficial. In this embodiment, therefore, the start positions


124


are preferably visible to the player so that the player can throw a straight or a curved ball.




To make a realistic bowling game, the center award position


143


has the highest associated value


142


. To give equal opportunity to each of the different player preferences, each start position


124


provides an equal chance of achieving the award position


143


. The laws of physics would predict, however, that if a player attempting to put a slight hook on the ball by starting from the “O” start position


124


misses the award position


143


, the ball misses more often by landing in the award positions


145


and


147


than by landing in the award positions


139


and


141


. A player attempting to put a severe hook on the ball by starting from the “P” start position


124


misses even more often by landing in the award positions


145


and


147


.




Referring now to

FIG. 11

, a table


250


illustrates one possible probability distribution for the bowling embodiment of the screen


230


. The data of table


250


is stored in the memory device


40


of the gaming device


10


. The table


250


contains the start position column


202


that lists each of the start positions


124


five times, one for each award position


139


to


147


of the award position column


204


. For each possible start position/award position combination, the table


250


associates a probability that the game selects the award position (assuming player picks the start position


124


) in the column


210


.




As illustrated in the table


250


, each start position


124


has a forty percent chance of obtaining the award position


143


. The “L” and “M” start positions


124


miss the highest value award position


143


more often by landing in the award positions


139


and


141


, as would be expected from the bowling lane


232


. The “


0


” and “P” start positions


124


miss the highest value award position


143


more often by landing in the award positions


145


and


147


, as would also be expected from the bowling lane


232


. The central “N” start position


124


misses equally on either side of the award position


143


.




The award values


142


are mirrored or symmetrical as illustrated in the screen


230


of FIG.


10


. The probabilities for the award positions


141


and


145


for each of the start positions


124


add to forty percent. The probabilities for the award positions


139


and


147


for each of the start positions


124


add to twenty percent. This ensures the same expected value for the player, regardless of which start position


124


the player selects.




As with the pachinko game of the present invention, the bowling embodiment of

FIGS. 10 and 11

may be adapted to allow the player to control one or more physical characteristics of the movement of the ball. For example, gaming device


10


may provide a control device that prompts the player to pick one or more of all of the start position


124


, the size or weight of the ball, the speed of the ball, whether the motion of the ball is straight, slightly curved or severely curved. Gaming device


10


then generates an outcome based on the player's input. For example, in one embodiment, the control device enables the player to select a start position


124


but not whether the ball moves straight or hooks.




Based on the player's start position and the generated award position, gaming device


10


generates a path for the ball and the speed of the ball. In another embodiment, the control device enables the player to select a speed and a path (straight or hook) and gaming device


10


generates the start position after generating an award position. In a further embodiment, the control device enables the player to select a start position


124


and a path (straight or hook), wherein the game generates an award position and a speed, i.e., ball hooks less if traveling faster and hooks more if traveling slower to hit the game generated award position based on the player selected start position.




As with the pachinko game of the present invention, the award positions


139


through


147


may alternatively be adapted to be end-positions, which may or may not be associated with an award


142


. In one preferred embodiment each of the end-positions is initially associated with an award


142


. However, as with real bowling, if the game end-position is generated a second time (i.e., pin is already knocked over) the player receives no award. Each end-position is therefore adapted to yield an award


142


the first time gaming device


10


generates the end-position but not to yield an award


142


upon subsequent generations.




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 gaming device comprising:a display device; a plurality of award positions displayed by the display device; a plurality of awards associated with the award positions; a plurality of different start positions spaced apart from the award positions on the display device; a probability means for generating each of the award positions from each of the start positions,; a path from each start position to each award position; and a processor which communicates with the display device, which generates one of the award positions based on a selected start position and the probabilities associated with said start position and causes the display device to display an object moving from said start position to the generated award position along the path therebetween and which provides the player any award associated with said generated award position.
  • 2. The gaming device of claim 1, which includes a probability associated with each path from each start position to each award position, wherein the generated path is based on said probabilities, said selected start position and the generated award position.
  • 3. The gaming device of claim 2, wherein the probabilities associated with the paths from each start position to each award position are weighted.
  • 4. The gaming device of claim 1, which includes a number of paths selected from the group consisting of: (a) a plurality of paths from one of the start positions to one of the award positions; (b) a plurality of paths from each of a plurality of the start positions to one of the award positions; (c) a plurality of paths from each of the start positions to one of the award positions; (d) a plurality of paths from one of the start positions to each of a plurality of the award positions; (e) a plurality of paths from each of a plurality of the start positions to each of a plurality of the award positions; (f) a plurality of paths from each of the start positions to each of a plurality of the award positions; (g) a plurality of paths from one of the start positions to each of the award positions; (h) a plurality of paths from each of a plurality of the start positions to each of the award positions; and (i) a plurality of paths from each start position to each award position.
  • 5. The gaming device of claim 4, which includes a probability associated with each path from each start position to each award position, wherein one of the paths is generated based on said probabilities, said selected start position and the generated award position.
  • 6. The gaming device of claim 5, wherein the probabilities associated with the paths from each start position to each award position are weighted.
  • 7. The gaming device of claim 1, wherein the start positions are defined by coordinates on the display device.
  • 8. The gaming device of claim 1, wherein the display device displays a start area which includes the start positions.
  • 9. The gaming device of claim 8, wherein the display device displays the start positions in the start area.
  • 10. The gaming device of claim 1, which includes a greater number of paths from one of the start positions to a first one of the award positions than a number of paths from said start position to a second one of the award positions that is further away from said start position on the display device than the first award position.
  • 11. The gaming device of claim 1, wherein two of the award positions are associated with the same award, and wherein a number of paths from the selected start position to the award position closer in proximity to the start position on the display device is greater than a number of paths to the award position further in proximity to the start position.
  • 12. The gaming device of claim 1, which includes a plurality of blockages displayed by the display device between the start positions and the award positions.
  • 13. The gaming device of claim 12, wherein the blockages are in the paths and the paths include a redirection of the objects around the blockages.
  • 14. The gaming device of claim 12, which includes an award associated with at least one of the blockages.
  • 15. The gaming device of claim 1, wherein the awards are displayed by the display device in association with their respective award positions.
  • 16. The gaming device of claim 1, wherein each award is associated with one or more award positions and has an equal probability of being generated.
  • 17. The gaming device of claim 1, wherein one of said awards is associated with each award position.
  • 18. The gaming device of claim 1, wherein at least one of said awards is associated with at least two of said award positions.
  • 19. The gaming device of claim 1, wherein a plurality of said probabilities are the same.
  • 20. The gaming device of claim 1, wherein a plurality of the probabilities are different.
  • 21. The gaming device of claim 1, which includes a probability table for each start position which includes percentages for generating each of the award positions from each of the start positions.
  • 22. The gaming device of claim 1, wherein the selected start position is determined by an event displayed by the display device.
  • 23. The gaming device of claim 1, wherein the selected start position is determined by a random event.
  • 24. The gaming device of claim 1, wherein the selected start position is determined by a game displayed by the display device.
  • 25. The gaming device of claim 1, which includes at least one intermediate award position along one of the paths, at least one award associated with said intermediate award position, wherein if the processor generates said path, the processor causes the display device to display the object moving from said start position through the intermediate award position to the generated award position along the path and provides the player the award associated with said intermediate award position.
  • 26. The gaming device of claim 25, wherein the award associated with the award position and the award associated with the intermediate award position is provided to the player.
  • 27. The gaming device of claim 1, wherein one of the paths is generated and displayed by the display device in real time.
  • 28. The gaming device of claim 1, which includes a dynamic visual display associated with the path, displayed by the display device, displaying the object moving from the start position to the award position.
  • 29. A gaming device comprising:a display device; a plurality of award positions displayed by the display device; a plurality of awards associated with the award positions; a plurality of start positions spaced apart from the award positions on the display device; a probability table that includes percentages for generating each of the award positions from each of the start positions, the percentages structured and arranged so that award positions closer in proximity to a selected start position are selected more often than are award positions further in proximity to the selected start position; a plurality of paths from the start positions to the award positions including a path from each start position to each award position; and a processor which communicates with the display device, which generates one of the award positions based on the selected start position and the probabilities associated with said start position and causes the display device to display an object moving from said start position to the generated award position along the path therebetween and which provides the player any award associated with said generated award position.
  • 30. The gaming device of claim 29, which includes a probability associated with each path from each start position to each award position, wherein one of the paths is generated based on said probabilities, said selected start position and the generated award position.
  • 31. The gaming device of claim 30, wherein the probabilities associated with the paths from each start position to each award position are weighted.
  • 32. A gaming device comprising:a display device; a plurality of end positions displayed by the display device; a plurality of start positions spaced apart from the end positions on the display device; a probability means for generating each of the end positions from each of the start positions, wherein probabilities are chosen to provide a predefined overall average payout; a path from each start position to each end position; and a processor which communicates with the display device, which generates at least one of the end positions based a selected start position and the probabilities associated with said start position, causes the display device to display an object moving along the path for the selected start position and generated end position and which provides the player an award based on said generated end position.
  • 33. The gaming device of claim 32, which includes a plurality of paths for each start position and each end position, each path having a probability wherein the processor generates one of the paths using the probability for the paths.
  • 34. A gaming device comprising:a display device; a plurality of award positions displayed by the display device; a plurality of awards associated with the award positions; a plurality of player selectable start positions spaced apart from the award positions on the display device; a probability means for generating each of the award positions from each of the start positions, wherein a first one of said awards associated with a first one of the award positions is predetermined to be generated more often than a second one of said awards associated with a second one of the award positions and wherein the first award position is closer in proximity to a selected one of the start positions than said second award position; a path from each start position to each award position; and a processor which communicates with the display device, which generates one of the award positions based a player selected start position and the probabilities associated with said start position and causes the display device to display an object moving from said player selected start position to the generated award position along the path therebetween and which provides the player any award associated with said generated award position.
  • 35. The gaming device of claim 34, which includes a probability associated with each path from each start position to each award position, wherein one of the paths is generated based on said probabilities, said selected start position and the generated award position.
  • 36. The gaming device of claim 35, wherein the probabilities associated with the paths from each start position to each award position are weighted.
  • 37. The gaming device of claim 34, wherein the plurality of player selectable start positions are defined by coordinates on the display device.
  • 38. The gaming device of claim 34, wherein the display device displays a start area defined by the start positions.
  • 39. The gaming device of claim 34, which includes a greater number of paths from one of the start positions to a first one of the award positions than a number of paths from said start position to a second one of the award positions that is further away from said start position on the display device than is the first award position.
  • 40. The gaming device of claims 34, which includes a plurality of blockages displayed by the display device between the start positions and the award positions.
  • 41. The gaming device of claim 40, wherein the blockages are in the paths and the paths include a redirection of the objects around the blockages.
  • 42. The gaming device of claim 34, wherein the display device includes a touch screen which sends a particular input to the processor based on the start position selected by the player.
  • 43. The gaming device of claim 34, which includes a control device connected to the processor which enables the player to control at least one characteristic of the moving object.
  • 44. The gaming device of claim 34, wherein the characteristic is the speed of the moving the object.
  • 45. The gaming device of claim 34, wherein a plurality of the probabilities are different.
  • 46. The gaming device of claim 34, which includes a probability table for each start position which includes percentages for generating each of the award positions from each of the start positions.
  • 47. The gaming device of claim 34, wherein one of said awards is associated with each award position.
  • 48. The gaming device of claim 34, wherein at least one of said awards is associated with at least two of said award positions.
  • 49. A gaming device comprising:a display device; a plurality of award positions displayed by the display device; a plurality of awards associated with the award positions; a start area spaced apart from the award positions on the display device, said start area including a plurality of non-displayed start positions; a probability table that includes percentages for generating each of the award positions from each of the start positions, the percentages structured and arranged so that award positions closer in proximity to a selected start position are selected more often than are award positions further in proximity to the selected start position; a path from each start position to each award position; and a processor which communicates with the display device, which generates one of the award positions based a selected start position and the probabilities associated with said start position and causes the display device to display an object moving from said non-displayed start position in the start area to the generated award position along the path therebetween and which provides the player any award associated with said generated award position.
  • 50. The gaming device of claim 49, which includes a probability associated with each path from each start position to each award position, wherein one of the paths is generated based on said probabilities, said selected start position and the generated award position.
  • 51. The gaming device of claim 50, wherein the probabilities associated with the paths from each start position to each award position are weighted.
  • 52. The gaming device of claims 49, which includes a plurality of blockages displayed by the display device between the start area and the award positions.
  • 53. The gaming device of claim 52, wherein the blockages are in the paths and the paths include a redirection of the objects around the blockages.
  • 54. The gaming device of claim 49, wherein the awards are displayed by the display device in association with their respective award positions.
  • 55. The gaming device of claim 49, wherein each award is associated with one or more award positions and has an equal probability of being generated.
  • 56. The gaming device of claim 49, wherein one of said awards is associated with each award position.
  • 57. The gaming device of claim 49, wherein at least one of said awards is associated with at least two of said award positions.
  • 58. The gaming device of claim 49, wherein a plurality of said probabilities are the same.
  • 59. The gaming device of claim 49, wherein a plurality of the probabilities are different.
  • 60. A gaming device comprising:a display device; a plurality of end positions displayed by the display device; a start area displayed by the display device spaced from said end positions on the display device, said start area including a plurality of start positions defined by coordinates on the display device; a probability means for generating each of the end positions from each of said start positions, wherein start area/end area probabilities are chosen to provide a predefined overall average payout; an object adapted to be displayed by the display device; a plurality of paths for said object to take from each start position to each end position; a probability associated with each path from each start position to each end position; and a processor which communicates with the display device, which generates one of the end positions based the probabilities associated with the start positions, which generates one of the paths from the selected start position to the generated end position based on said probabilities associated with each path, which causes the display device to display the object moving from the start area to the generated end position along said generated path and which provides the award if any associated with said award position to the player.
  • 61. The gaming device of claim 60, wherein the probabilities associated with the paths from each start position to each end position are weighted.
  • 62. The gaming device of claim 60, which includes a greater number of paths from one of the start positions to a first one of the award positions than a number of paths from said start position to a second one of the award positions that is further away from said start position on the display device than is the first award position.
  • 63. The gaming device of claim 60, wherein two of the award positions are associated with the same award, and wherein the award position closer in proximity to the selected start position on the display device is more likely to be generated than is the award position further in proximity to the selected start position.
  • 64. The gaming device of claim 60, which includes a plurality of blockages displayed by the display device between the start area and the end positions.
  • 65. A gaming device comprising:a display device; a plurality of end positions displayed by the display device; a start area displayed by the display device; a plurality of player selectable start positions defined by the start area; a probability table for each start position which includes a probability for generating each end position from each said start position and a number of paths from each start position to each end position, the number of paths proportional to the probability between each start and end position; an object adapted to be displayed by the display device; and a processor which communicates with the display device and generates one of the end positions and one of said paths based on one of the start positions selected by a player and the probability table for said selected start position, wherein the display device displays the object following the generated path on the display device from the selected start position to the generated end position.
  • 66. The gaming device of claim 65, wherein each path is defined by a plurality of coordinate sets on the display device and the object moves in a different direction when the object intersects a coordinate set.
  • 67. The gaming device of claim 65, wherein the total number of paths in each probability table is the same.
  • 68. The gaming device of claim 65, which includes a greater number of paths from one of the start positions to a first one of the award positions than a number of paths from said start position to a second one of the award positions that is further away from said start position on the display device than is the first award position.
  • 69. The gaming device of claim 65, wherein two of the award positions are associated with the same award, and wherein the award position closer in proximity to the selected start position on the display device is more likely to be generated than is the award position further in proximity to the selected start position.
  • 70. The gaming device of claim 65, wherein each path in each probability table has a probability of being generated that is part of the probability associated with each start position.
  • 71. The gaming device of claim 65, wherein equal value awards have an equal probability of being generated from each start position.
  • 72. A method of operating a gaming device, said method comprising:(a) displaying a pachinko type game having a start area and a plurality of end positions on a display device; (b) enabling a player to pick one of a plurality of start positions in the start area; (c) moving an object on the display device beginning from the player selected start position in the start area to an end position on the display device along a path based on probabilities for generating the end positions from said start positions, wherein there is a higher probability of generating an end position closer in proximity to the selected start than to an end position further away from the start position; and (d) providing an award associated with the award position to the player.
  • 73. The method of claim 72, wherein there are more paths between an end position closer in proximity to the selected start position than to an end position further away from one of the start position.
CROSS REFERENCE TO RELATED APPLICATIONS

The present invention relates to the following co-pending commonly owned U.S. patent applications: “Gaming Device Having A Weighted Probability For Selecting A Bonus Game,” Ser. No. 09/680,346, “Gaming Device Having A Method For Randomly Generating A Bonus Round Outcome,” Ser. No. 09/679,251, “Gaming Device Having An Award Exchange Bonus Round And Method For Revealing Award Exchange Possibilities,” Ser. No. 09/689,510, “Gaming Device Having Changed Or Generated Player Stimuli,” Ser. No. 09/686,244, “Gaming Device Having Game Scheme Allowing Player Skill To Affect Symbol Movement Without Affecting Award,” Ser. No. 09/684,535; “Wagering Gaming Device Having Simulated Control of Movement of Game Functional Elements,” Ser. No. 10/243,899, and “Wagering Game Device Providing Physical Simulation Responses to Various Components of the Gaming Device,” Ser. No. 10/244,125.

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