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 gaming devices and more particularly, the present invention relates to an offer/acceptance game.
Gaming devices provide enjoyment and excitement to players, in part, because they may ultimately lead to monetary awards for the players. Gaming devices also provide enjoyment and excitement to the players because they are fun to play. Secondary or bonus games, in particular, provide gaming device manufacturers with the opportunity to add enjoyment and excitement to that which is already expected from a primary or base game of the gaming device. Secondary or bonus games provide extra awards to the player and enable the player to play a game that is different than the primary or base game.
Gaming devices are typically games of luck, not skill. Primary games are set up to pay back a certain average percentage of the amount of money wagered. The average payout percentage in most primary games is set high enough that any player who plays a few hands or spins of the reels will win. That is, in most primary games, it is not too difficult to experience some level of success. Bonus games are typically set up for the player to succeed. The player usually wins an award in a bonus game. In bonus game play, the goal is often to maximize the possible award.
One known secondary game provides a player with a series of offers, where each offer includes a number of credits, coins, tokens or dollars. The player may accept or reject each offer prior to the final offer. The offers are randomly determined from a series of potential offers of differing values. If the player accepts an offer, the game provides the offer to the player. If the player rejects an offer, the gaming device provides another offer to the player, as long as the current offer is not the final offer. The player is automatically provided the final offer if the player has not previously accepted an offer. This type of gaming device has achieved significant popularity in the gaming industry.
As part of a continuing need to provide gaming devices that issue primary game and secondary game awards in an exciting and enjoyable manner, it is desirable to have variability in game play as well as variability in outcomes and potential payouts. This may be more or less possible depending on the type of machine and the desired winning percentage.
The present invention provides a gaming device. The gaming device employs both a method and apparatus for playing the offer and acceptance game of the present invention. The present invention is operable with multiple types of wagering games including slot, poker, keno and blackjack.
In one embodiment, the game of the present invention follows the theme of the popular Jeopardy™ game show. The game includes or displays a grid or board to the player having a plurality of columns and rows of values. The values increment in each column from a lowest value to a highest value. In one embodiment, the values across each row or at least some of the rows are constant. The game instructs the player to select a contestant from a plurality of contestants. After a player selects a contestant, the game generates a plurality of the values from the board for the player. Those values accumulate to form an offer for the player.
In one embodiment, the player is provided up to three picks, i.e., picks three contestants. The first two contestants each result in a potential award offer. The game offers the greater of the two potential award offers to the player as an initial offer. This initial sequence alternatively includes more than two picks, contestants and potential offers. The offer/acceptance feature arises after the initial offer. The player must decide whether to keep the initial offer or forego that offer for a final offer. If the player keeps the offer, the game provides that initial offer to the player and ends. If the player rejects that initial offer, the game proceeds to build a third and final offer, which is then provided to the player automatically.
In one preferred embodiment, the values are displayed in accordance with a Jeopardy™ game board. That is, for each column, the values are displayed from lowest to highest starting from the top. In one embodiment, the first value of a column that is generated does not have to be the lowest value in the column. Every subsequent value generated from that column, however, should be greater than the first value generated, to appear like the Jeopardy™ game. In certain instances described below, the rules concerning the display of values will conflict with methods used to generate values for the offers/potential offers. The present invention provides multiple methods and apparatuses for either avoiding the conflict or remedying the conflict once it occurs. In one preferred embodiment, a value from a first row must be selected before a value in the second row of the same column is selected, and so on. Here, the offers for the contestants build incrementally. If a row of values is filled, the values of that row can no longer be generated, avoiding any conflict between the value generations and the display rules.
In one preferred embodiment, the first, second and potentially the third contestant each pick from each of a provided number of columns. The values increase as the picks progress in the columns, but the likelihood of getting those higher values decrease, tending to even out the expected value of each contestant. In any column, a subsequent contestant begins where the previous contestant stopped, which can be the first selection, last selection or a middle selection in the column. Although in one embodiment, the selection analysis proceeds in a orderly manner, e.g., from left to right, the display of the picks for any contestant can be done randomly in different columns, making the game appear virtually exactly the same as the true Jeopardy™ game, and wherein each contestant, although picking at different value levels than for other contestants, has about the same expected value.
It is the player's hope that at least one of the offers is built using a value from the final, most lucrative row. Otherwise, the lower the rows, the higher the values and offers/potential offers. Different columns can be weighted differently to increase the chance of generating those weighted values.
It is therefore an advantage of the present invention to provide a gaming device with a fun and exciting display.
It is another advantage of the present invention to provide a gaming device with an intelligent display of values.
It is a further advantage of the present invention to provide a gaming device with an improved offer/acceptance type of game.
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 touch-screen with an associated touch-screen 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 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 touch-screen. 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 touch-screen. 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
In the illustrated embodiment, value levels 72a to 72d each include the same value in each column 74a to 74f. For example, each of the values of the different columns associated with value levels 72a is the value five. Likewise, each of the values of the columns 74a to 74f associated with the value level 72d includes the value fifty. The values associated with award level 72e on the other hand change for one or more of the columns 74a to 74f. The change in values provides variety to the game if the player is able to receive an offer having one or more values from the final value level 72e. It should be appreciated that each of the value levels could include the same values for each of the columns. Alternatively, one or more or all of the value levels could include different values for the different columns 74a to 74f. In that latter case, the range of values on the average value increases sequentially from level 72a to 72d.
It should be appreciated that in an alternative embodiment, the plurality of offers are provided to the player without the selection of the contestants.
In
Gaming device 10 can use any suitable way to highlight the values associated with a player's pick of one of the contestants 82 to 86. In the illustrated embodiment, the values are circled. Alternatively, the values are illuminated, morphed, provided with a color change, any combination of those methods or via any other suitable method for highlighting certain values with respect to other values.
In one embodiment, the generation and display of the values associated with the “B” selection 84 is performed as much as possible in accordance with the theme of the Jeopardy™ game. That is, the values generated of the lowest value group are displayed first. Values picked from columns 74a to 74f are displayed sequentially from the previously selected values of the same columns. In one embodiment, a value may be displayed before a lower level value from another column is displayed. For example, in
The potential offer of 95 indicated by message 92 is not yet provided as an option to player 90 to keep. Accordingly, no value is displayed yet in award meter 88. In
As discussed above, the value ten in column 74e could be highlighted before any of the five values in columns 74a, 74c and 74d because the five values of column 74e have been already highlighted via the “B” contestant 84. Thus for the second contestant “A” in accordance with the theme of the Jeopardy™ game, any of the five values or ten value for the letter “A” could be displayed first, second, third or fourth. The twenty value in column 74f, however, must be displayed last because the ten value in column 74f has not been previously highlighted. In keeping with the theme of the Jeopardy™ game, if for contestant “A” gaming device 10 had generated the one thousand value of column 74c, that value could have been displayed before any of the five values of value level 72a generated for contestant “A”. This would be analogous to a player completing a category before switching to a different category in the theme Jeopardy™ game.
In
The game of gaming device 10 as illustrated in
As illustrated in
In one embodiment, the player's picks do not dictate the outcome of the generation of the outcomes. That is, if the player had instead chosen one of the “A” or “C” contestants first, the gaming device 10 would have generated the same values that it did in
In an alternative embodiment, the contestants are actually associated with the random generations. That is, the “A” selection, for example, has a set random generation that takes place regardless of the order in which the “A” contestant is selected.
The player 90 opts to reject the offer of ninety-five and instead pick the final remaining “C” contestant 86.
A message 98 indicates to the player that the player receives as the final offer the value accumulation for the “C” contestant. The value 90 is then awarded to the player as seen in award meter 88. If the present invention is a bonus game, gaming device 10 returns the player to base game play after
Placing the letters “A” to “C” adjacent to the values of the offers generated for those contestants provides a convenient method for illustrating the distinctions. It should be appreciated however that gaming device 10 can provide the separate value associations in other ways, such as via different colors, backgrounds or other visual markings.
Referring now to
Then, gaming device 10 prompts the player to pick a second selection, as indicated by block 110. A second potential award offer is formed from values generated in association with the second selection as indicated by block 112. Again, in one embodiment, the values for the second selection are displayed generally from lowest to highest. The above process is repeated “N” number of times. Schematically, the gaming device is shown prompting the player to make “N” additional player selections as indicated by block 114. Additional potential award offers from values associated with those selections are formed and displayed generally in one embodiment from lowest to highest as indicated by block 116.
Gaming device 10 provides the player an initial offer, which in one embodiment, is the greatest of the first, second and “N” additional potential offers, as indicated by block 118. In other embodiments, the initial offer is generated randomly from the potential offers. The potential offers provided could also be based on the player's wager such as the highest potential offer provided if maximum bet made.
The player as illustrated in connection with
If the player decides instead to reject the offer and trade it for a final offer as indicated by diamond 120, gaming device 10 forms the final offer from the displayed values and, in an embodiment, displays those values generally from lowest to highest, as indicated by block 128. Gaming device 10 then awards the amount of the final offer to the player, as indicated by block 130 and the sequence of method 100 ends, as indicated by 126. As discussed above, the sequence indicated by block 128 alternatively includes multiple final offers built from displayed values.
Referring now to
Once the ranges are set as indicated in block 134, the gaming device, upon a player's selection of one of the contestants, generates values for a first offer/potential offer using a first number of values to select a range and a first value amount average as indicated by block 136. Next, upon a second player pick of one of the contestants, gaming device 10 generates values for a second offer (term “offer” also includes “potential offer” as those concepts have been described above) using a second number of values range and a second amount range. That process is continued as indicated by the dotted lines of method 100 of
Referring now to
In one embodiment, the expected value for each pick is the same. If one expected value is significantly higher or lower than the rest of the expected values, the player who plays the game often may learn such a fact and constantly accept an offer provided from that pick. The average value amount is then the expected value divided by the average number of values.
For the first pick, gaming device 10 can select randomly to highlight or use for making the potential offer using from two to ten values. Assuming equal weight is applied to each entry, the average number of values for the first pick is six. For the first pick, the average value amount is nine since the present expected value is fifty-four. If the expected value changes, the average value amount also changes.
Picks two and three progressively lessen the average number of values and increase the average value amount. The second pick of table 150 yields a number of highlighted values from two to eight. That range, if weighted equally, produces an average number of values highlighted equal to five. Since the expected value is fifty-four, the average value amount is 10.8 as illustrated. For the third pick, the game generates anywhere from one to five values to highlight and form the final offer. The average number of values is three, yielding in cooperation with the expected value of fifty-four, an average value amount of eighteen. The numbers used in table 150 of
Referring now to table 155 of
Referring now to
Referring now to
Referring now to
Method 190 is very similar to method 170 except that in the method 190 the offers/potential offers are generated up front. The offers/potential offers in
Upon starting method 170 of
In the method 170 of
In method 190 of
Gaming device 10 can determine if one of the values has been generated more than its displayed number of times on the board or grid. For example, in
If one of the values is generated more than its displayed number of times on the board or grid, as determined in connection with diamond 180, gaming device 10 determines whether one or more of the offers can be reconfigured using the values of the current board or grid, as indicated by diamond 182. If so, then gaming device 10 reconfigures the values of the offers of the previously selected board, so that no value is selected more than its displayed number of times on the board, as indicated by block 184. The game proceeds to display the offers and play in accordance with the previously described figures, as indicated by block 186.
If the current board or grid cannot be reconfigured using the values of the current board, as indicated by diamond 182, gaming device 10 selects a new board with different values, as indicated by block 192. For example, if all the “five” values are used up and gaming device 10 thereafter generates two “five” values for one of the offers, gaming device 10 can then instead display a single ten value instead of the two “five” values, as indicated by block 184. On the other hand, if all of the five values are used up and the gaming device 10 generates only a single five value for the final offer, the grid, for example, of
After generating a new board with different values, a determination must be made whether the values of the new board could possibly form the previously generated offers, as indicated by diamond 194. This step is similar to selecting a suitable board in the first place after the offers are pre-generated in method 190, as indicated by block 177. If the board cannot possibly generate the offers, then a new board is selected, as indicated by block 192. The loop between block 192 and diamond 194 is repeated until a suitable board is selected that can possibly generate each of the offers.
After a suitable board is generated, as indicated by diamond 194, the gaming device generates values to form the previously created offers, as indicated by block 196. Afterwards, the entire loop created after diamond 180 is repeated until either the offers can each be built together from values of a single board or grid initially, as indicated by block 186, or upon reconfiguration, as indicated by block 184. The ending of methods 170, 190 as indicated by oval 188 leads to the end of the play of the game, which in turn leads to the player resuming base game play or reinserting money if the methods described herein are base game methods.
Referring now to
Referring now to
If the second position is filled as indicated by diamond 222, gaming device 10 determines whether the third position of the selected column is filled (e.g., corresponding to award level 72c, as indicated by diamond 226. If not, the third value from the selected column is added to the current offer, as indicated by block 228. If the third position has already been filled, as indicated by diamond 226, gaming device 10 determines whether the Nth or last position is filled, as indicated by diamond 230. If the Nth or last position has not been filled, gaming device 10 provides as part of the offer the value of the Nth position of the selected column. Method 210 therefore allows for the columns to contain any same or different number of values.
If the Nth position is filled, the Nth being the last position, then the game returns to select a new column because each of the columns is filled, as indicated by block 216. The loop created by block 216 and diamond 230 is repeated until a value is added to the current offer.
Once the offer associated with the pick or contestant is incremented, i.e., after blocks 220, 224, 228 and 232, gaming device 10 determines whether the values for the contestant are exhausted, as indicated by diamond 236. If not, game play returns to select a new column for the first contestant, as indicated by block 216. The loop created between block 216 and diamond 236 is therefore repeated until the values for the current contestant, pick or offer are exhausted, as indicated by block 236.
Once the values for a particular pick or contestant are exhausted, gaming device 10 determines whether the keep or trade option is enabled, as indicated by block 238. If the keep or trade option is enabled as indicated by diamond 238, then according to one embodiment the game described above, the current contestant is the next to last pick or contestant (in alternative embodiment keep or trade sequences takes place multiple times with multiple offers). Accordingly, the player is provided an option of keeping the highest of the previous offers, which are each value accumulations, as indicated by diamond 240. If the player decides to keep the initial offer, gaming device 10 awards the initial offer to the player as indicated by block 242 and the sequence ends as indicated by oval 244.
If the keep or trade option is not enabled, as indicated by diamond 238, a determination must be made whether the current contestant is the final contestant, as indicated by diamond 246. If the contestant or pick is the final contestant or pick, gaming device 10 awards the final offer to the player as indicated by block 248 and the sequence ends as indicated oval 244.
If the contestant is not the final contestant, as indicated by diamond 246 or if the player rejects the initially provided offer, as indicated by diamond 240, at least one pick or contestant remains and therefore a new contestant is picked, as indicated by block 250. A number of displayed or associated values for the pick or contestant is also generated as indicated by block 250. The game then returns to the select column stage, as indicated by block 216, and the sequence is repeated until one of the offers is eventually awarded to the player as indicated by either block 242 or block 248.
The apparatus and method of
Referring now to
Each of the award levels 72a to 72e shown above is also illustrated in
The value selection for Contestant “B” is shown in
It should be appreciated that each of the contestants selects in each of the columns until exhausting a column or generating a miss in that column. Accordingly, selection after the miss in column 74e turns to column 74b, beginning at value level 72a. Here, gaming device 10 generates randomly a hit for Contestant “B”. Gaming device 10 generates randomly another hit in column 74b at award level 72b. In award level 72c, the likelihood of generation percentage falls to 30 percent, while the value increases to 20. Here, gaming device 10 generates randomly a miss for Contestant “B”. Likewise, gaming device 10 generates a miss for Contestant “B” in the first value level 72a of column 74c.
Gaming device 10 generates randomly four hits in column 74d beginning with award level 72a and proceeding to award level 72d. Gaming device 10 finally generates a miss in column 74d when the likelihood of generation percentage is only ten percent for award level 72e.
Value selection then turns to column 74e at the award level 72a, where gaming device 10 generates randomly a miss for the player. Value selection turns then to the final column 74f, where gaming device 10 randomly generates a hit in award 72a and a miss for award level 72b. If the total value generated by the gaming device for any contestant is equal to zero, value selection can return to column 74a and the process begins again at the lowest possible selection value.
The total for Contestant “B” is shown at the bottom of
Referring to
Gaming device 10 generates randomly a miss for Contestant “A” in column 74c at value 72a and then proceeds to generate another miss at column 74d, value level 72e. Gaming device 10 next generates randomly a hit for Contestant “A” at column 74e and value level 72a, followed by a miss by value level 72b. In column 72f, selection begins at value level 72b, where gaming device 10 generates randomly a hit for the player, followed by a miss generated at value level 72c for column 74f.
The bottom of
Following the above example of
Value selection next returns to column 74b, which has only one remaining value, the highest value of five hundred in value level 72f. The likelihood of generation percentage also rises from ten percent in value level 72e to forty percent in value level 72f. Gaming device 10 generates randomly a hit for the contestant in column 74b and at award level 74f. Because there is no remaining value levels in column 74b, selection turns to column 74c. The player hits again in column 74c at the beginning value level 72a and then misses at value level 72b. The contestant also misses in the first possible award level 72e of column 74d.
Selection turns then to column 74e, where the contestant hits at value level 72b and then misses at value level 72c. Selection for Contestant “C” reaches column 74f, where gaming device 10 generates randomly a miss for the contestant at the first available award level 72c. The bottom of
Referring now to
Referring now to
Referring to
Value selection is continued until gaming device 10 generates randomly a miss. The hits in value levels 72c and 72d of column 74e are therefore tallied additionally for Contestant “C”. Contestant “C” misses main value level 72e of column 74e. If for some reason, the player picks successfully all the way through column 74f, gaming device 10 in one embodiment enables the player to pick again from column 74a and proceed until finally generating another miss. In an alternative embodiment, the picks can be done all the way through each column. It should also be appreciated that a minimum number of picks can be provided to the player.
As stated above, the examples of
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.
This application is a continuation patent application of U.S. patent application Ser. No. 10/659,689, filed on Sep. 9, 2003, the entire contents of which is incorporated herein.
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Number | Date | Country | |
---|---|---|---|
Parent | 10659689 | Sep 2003 | US |
Child | 11853603 | US |