The figures included herein contain material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of this patent document as it appears in the U.S. Patent and Trademark Office, patent file or records, but reserves all copyrights whatsoever in the subject matter presented herein.
The subject matter disclosed herein relates generally to gaming machines and more particularly, to gaming machines and methods for operating gaming machines to provide skill-based wagering games to players.
Known gaming machines include a video display device to display a reel game that includes a plurality of reels with each reel including a plurality of symbols. During game play, the gaming machine accepts a wager from a player, the player selects one or more paylines, the gaming machine spins the reels, and sequentially stops each reel to display a combination of symbols on the reels. The gaming machine then awards the player an award based on the combination of symbols orientated along the selected payline. At least some known gaming machines may also include bonus feature games that may include additional free spins and/or progressive awards.
Overtime, players may become frustrated with known wagering game feature because the games have limited player interaction and affect on the game outcome. Accordingly, new features are necessary to appeal to player interest and enhance excitement in order to entice longer play and increased profitability. The present invention is directed to satisfying these needs.
In one aspect of the present invention, a gaming machine for providing a skill-based wagering game to a player is provided. The gaming machine includes a display device, a user input device, a memory device, and a controller. The display device is configured to display the skill-based wagering game. The user input device includes a player operating device that is configured to generate a signal indicating a player skill operation by the player and an acceptor device that is configured to accept physical media associated with a monetary value to establish a credit balance associated with the player. The memory device stores return to player (RTP) value data. The RTP value data includes a plurality of RTP values. Each RTP value indicates an average award amount provided to players over time and is associated with a wager amount value and an award skill level. The controller includes a processor that is programmed to receive a signal indicating a wager amount being received from the player via the user input device and initiate the skill-based wagering game. The processor generates and displays the skill-based wagering game including a plurality of skill events, receives player skill operations from the player via the user input device in response to the displayed skill events, and determines a player skill level value associated with the player based on the received player skill operations. The processor accesses the RTP value data and determines an RTP value based on the determined player skill level value and the received wager amount, generates a plurality of primary awards as a function of the determined RTP value, displays a primary award selection screen on the display device to allow the player to select a primary award from the plurality of primary awards in response to the player's operation, and adjusts the credit balance based on the player selected primary award.
In another aspect of the present invention, a computer-implemented method of operating a gaming machine, is provided. The gaming machine includes a display device, a user input device, and a controller including a processor. The method includes the controller receiving a signal indicating a wager amount being received from the player via the user input device and initiating the skill-based wagering game. The user input device includes a player operating device that is configured to generate a signal indicating a player skill operation by the player, and an acceptor device that is configured to accept physical media associated with a monetary value to establish a credit balance associated with the player. The controller generates and displays the skill-based wagering game on the display device including a plurality of skill events. The controller receives player skill operations from the player via the user input device in response to the displayed skill events and determines a player skill level value associated with the player based on the received player skill operations. The controller accesses RTP value data being stored on a memory device that includes a plurality of RTP values indicating an average award amount provided to players over time and being associated with a wager amount value and an award skill level. The controller determines an RTP value based on the determined player skill level value and the received wager amount, generates a plurality of primary awards as a function of the determined RTP value, displays a primary award selection screen on the display device to allow the player to select a primary award from the plurality of primary awards in response to the player's operation, and adjusts the credit balance based on the player selected primary award.
In yet another aspect of the present invention, one or more non-transitory computer-readable storage media, having computer-executable instructions embodied thereon, is provided. The computer-executable instructions cause a processor to receive a signal indicating a wager amount being received from the player via a user input device that includes a player operating device configured to generate a signal indicating a player skill operation by the player and an acceptor device configured to accept physical media associated with a monetary value to establish a credit balance associated with the player. The processor generates and displays a skill-based wagering game on a display device that includes a plurality of skill events upon receiving the signal indicating a wager amount. The processor receives player skill operations from the player via the user input device in response to the displayed skill events and determines a player skill level value associated with the player based on the received player skill operations. The processor accesses RTP value data being stored on a memory device that includes a plurality of RTP values indicating an average award amount provided to players over time and being associated with a wager amount value and an award skill level. The processor determines an RTP value based on the determined player skill level value and the received wager amount and generates a plurality of primary awards as a function of the determined RTP value. The processor displays a primary award selection screen on the display device to select a primary award from the plurality of primary awards in response to the player's operation and adjusts the credit balance based on the player selected primary award.
Other advantages of the present invention will be readily appreciated as the same becomes better understood by reference to the following detailed description when considered in connection with the accompanying drawings wherein:
Corresponding reference characters indicate corresponding parts throughout the drawings.
With reference to the drawings and in operation, the present invention overcomes at least some of the disadvantages of known gaming systems by providing a gaming machine that provides a skill-based wagering game that allows the player to place wagers and receive awards based on the player's skill in performing skill-based events.
The gaming machine provides a game of skill which pays an award to a player of the game based on the player's skill. The skill-based wagering game may include a wide range of skill games for a casino, such as for example, wagering music games, shooting games, racing games, fighting games, sports games and the like.
In one embodiment, the skill-based wagering game may include a game similar to Fogger Get Hoppin™, published by Konami Ltd. In general, an animated game character is displayed within a game map including a plurality of open spaces and a plurality of obstacles. The player is required to move the game character along the game map by selecting (※) one of a predefined number of location options within a portion of the game map. The player is allotted a predefined period of time in which to move the game character as far along the game map as possible before the expiration of time. Moving the game character into a space occupied by an obstacle results in a predefined time penalty. The player accumulates points as the game character is successfully navigated along the game map while avoiding obstacles.
The gaming machine determines a skill level of the player based on the amount of points accumulated during an instance of the game and changes an award determination table based on the determined skill level of the player. For a low-skill player, the gaming machine may use an award determination table which assures minimum return to player (RTP) percentage to the player. For a high-skill player, the gaming machine may use a different award determination table which provides more chance for a larger award. By providing different award determination tables based on skill levels, the gaming machine a) assures the minimum RTP (%) for low-level skill players and b) provides a chance to win high prize for high-level skill players concurrently. As used herein, the term “Return to Player” describes a value indicating an amount of wagered funds that will be returned to players over a predefined period of time. For example, instance, a gaming machine having an RTP of 95% is expected to return $95 out of every $100 put in over a predefined period of time. For example, a gaming machine implementing a skill-based wagering game and selecting an award determination table based on the determined skill level of the player is described in U.S. patent application Ser. No. 15/261,775 to Hirai et al., filed Sep. 9, 2016, titled “Gaming Machine and Methods of Operating Gaming Machines to Provide Skill-Based Wagering Games to Players”, which is incorporated herein by reference in its entirety.
A selected embodiment of the present invention will now be explained with reference to the drawings. It will be apparent to those skilled in the art from this disclosure that the following description of the embodiment of the present invention is provided for illustration only and not for the purpose of limiting the invention as defined by the appended claims and their equivalents.
In the illustrated embodiment, the gaming machine 10 also includes a cabinet assembly 18 that is configured to support the display device 14, the user input device 16, and/or the gaming controller 12 from a gaming stand 20 and/or a supporting surface. The display device 14 and the user input device 16 are each coupled to the cabinet assembly 18 and are each accessible by the player. In one embodiment, the gaming controller 12 is positioned within the cabinet assembly 18. Alternatively, the gaming controller 12 may be separated from the cabinet assembly 18, and connected to components of the gaming machine 10 through a network such as, for example, a LAN, a WAN, dial-in-connections, cable modems, wireless modems, and/or special high-speed ISDN lines. For example, in one embodiment, the gaming controller 12 may be located remotely with respect to the gaming machine 10, or within another gaming machine cabinet assembly 18.
In the illustrated embodiment, the display device 14 is configured to display a skill-based wagering game 22 on a game screen 24 (shown in
In the illustrated embodiment, the display device 14 may include a first display 26 and a second display 28. In one embodiment, each display 26 and 28 may be configured to display at least a portion of the game screen 24. In addition, the display device 14 may be configured to display the game screen 24 on the first display 26 and/or the second display 28. In one embodiment, the display device 14 may be configured to display the skill-based wagering game on the first display 26 and display a secondary wagering game on the second display 28. For example, the secondary wagering game may include a video slot game described in U.S. patent application Ser. No. 14/855,993 to Gilmore et al., filed Sep. 16, 2015, titled “Gaming Machine and Methods of Providing Games to Players Having Player Characters and Enemy Characters”, which is incorporated herein by reference in its entirety.
In one embodiment, the first display 26, and/or the second display 28 may include a flat panel display, such as a cathode ray tube display (CRT), a liquid crystal display (LCD), a light-emitting diode display (LED), an organic light-emitting diode display (OLED), an active-matrix organic light-emitting diode display (AMOLED), a plasma display, and/or any suitable visual output device capable of displaying graphical data and/or text to a user. The first display 26 and/or the second display 28 may also include a touch screen. Alternatively, a single component, such as a touch screen, may function as both the display device 14 and as the user input device 16.
In the illustrated embodiment, the user input device 16 includes a player operating device 30 including a touch button unit 32 (shown in
The acceptor device 34 is configured to accept media associated with a monetary value to establish a credit balance. In one embodiment, the acceptor device 34 includes a validator device configured to identify physical media, and a cash-out button actuatable to cause an initiation of a payout associated with the credit balance. In one embodiment, the acceptor device 34 may be configured to receive physical media such as, for example, a coin, a medal, a ticket, a card, a bill, currency, and/or any suitable physical media that enables the gaming machine 10 to function as described herein. The acceptor device 34 may also be configured to accept virtual media such as, for example, an RFID signal, a keypad and/or touch screen entry, a personal identification number and/or identifier, a player tracking account, a virtual credit balance, reward points, gaming credits, bonus points, and/or any suitable virtual media that enables the gaming machine 10 to function as described herein. For example, the coin slot 36 includes an opening that is configured to receive coins and/or tokens deposited by the player into the gaming machine 10. The gaming controller 12 includes software code that converts a value of the coins and/or tokens to a corresponding amount of gaming credits that are used by the player to wager on games played on the gaming machine 10.
The bill acceptor 38 includes an input and output device that is configured to accept a bill, a ticket, and/or a cash card into the bill acceptor 38 to enable an amount of gaming credits associated with a monetary value of the bills, ticket, and/or cash card to be credited to the gaming machine 10. The bill acceptor 38 may also include the validator device to identify bills, ticket, and/or cash card received by the gaming machine. Moreover, the gaming machine 10 may also utilize a cashless wagering system (not shown), such as a ticket in ticket out (TITO) system (not shown). In one embodiment, the bill acceptor 38 also includes a printer (not shown) that is configured to dispense a printed voucher ticket that includes information indicative of an amount of credits and/or money paid out to the player by the gaming machine 10 during a gaming session. The voucher ticket may be used at other gaming machines, or redeemed for cash, and/or other items as part of a casino cashless system (not shown). In one embodiment, the acceptor device 34 and/or the validator device may include the coin slot 36, the bill acceptor 38, a TITO system, a cashless wagering system, and/or a player tracking device.
A coin hopper 40 is coupled to the cabinet assembly 18 and is configured to receive a plurality of coins that are dispensed from the gaming machine 10. One or more speakers 42 are installed inside the cabinet assembly 18 to generate voice announcements and/or sound effects associated with game play. The gaming machine 10 also includes one or more illumination lighting devices 44 that are configured to blink and/or change brightness and color in specific patterns to produce lighting effects to enhance a visual gaming experience for the player.
The touch button unit 32 includes a plurality of touch buttons 46 that are configured to receive a touch input from the player to enable the player to play the skill-based wagering game. In one embodiment, as shown in
In one embodiment, the touch buttons 46 may include a plurality of BET switches 56 for inputting a wager on a game and initiating the game and a PAYOUT switch 58 (shown in
The gaming machine 10 also includes a player tracking device 60 that is coupled to the gaming controller 12 for identifying the player and/or a player tracking account that is associated with the player. The player tracking account may include, but is not limited to, gaming credits available to the player for use in playing the gaming machine 10. The player tracking device 60 is configured to communicate player account information between a player tracking system (not shown) and the gaming machine 10. For example, the player tracking device 60 may be used to track bonus points and/or credits awarded to the player during a gaming session and/or track bonus and/or credits downloaded to the gaming machine 10 from the player tracking system. In the illustrated embodiment, the player tracking system assigns a player status, e.g., a player ranking, based on the player account information. For example, the player tracking information may include, but is not limited to, a frequency in which the player plays a game, the average wager the player makes per play of a game, a total amount wagered by the player over a predefined period of time, and/or any other suitable player tracking information.
The player tracking device 60 is coupled to the gaming cabinet assembly 18 and includes a player identification card reader, a data display, and a keypad. The player identification card reader is configured to accept a player tracking card (not shown) inserted by the player, and read information contained on the player tracking card to identify the player account information. The player identification card reader may include, but is not limited to, a barcode reader, a magnetic card reader, IC card reader, and/or a radio frequency identification (RFID) card reader. The keypad is configured to accept a user selection input such as, for example, a unique player personal identification number (PIN) to facilitate enabling the gaming machine 10 to identify the player, and access player account information associated with the identified player to be displayed on the data display. In one embodiment, the data display includes a touchscreen panel that includes the keypad. Alternatively, the data display and the keypad may be included in the display device 14.
Referring to
The memory device 80 includes a computer readable medium, such as, without limitation, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), flash memory, a hard disk drive, a solid state drive, a diskette, a flash drive, a compact disc, a digital video disc, and/or any suitable device that enables the gaming controller 12 to store, retrieve, and/or execute instructions and/or data.
The CPU 78 executes various programs, and thereby the gaming controller 12 controls other components of the gaming machine 10 according to player instructions and data accepted by the user input device 16. The CPU 78 in particular executes a game program, and thereby conducts a game in accordance with the embodiments described herein. The memory device 80 stores programs and information used by the CPU 78. Moreover, the memory device 80 stores and retrieves information including, but not limited to, wagers, wager amounts, skill-based game events, and image data for producing game images and/or screens on the display device 14, and temporarily stores variables, parameters, and the like that are used by the CPU 78. In addition, the memory device 80 stores software programs and data related to indicia, game images, player skill values, data files, and/or award paytables which represent relationships between combinations of random numbers, types of awards, and player skill level values (shown in
The bill/ticket identification unit 62 manages the amount of player's credits, which is equivalent to the amount of coins and bills counted and validated by the acceptor device 34. The bill/ticket identification unit 62 may also convert a player's credits to coins, bills, or other monetary data by using the coin hopper 40 and/or for use in dispensing a credit voucher via the bill acceptor 38. The printer unit 64 is configured to print ticket vouchers used with a cashless wagering system.
The graphic controller 66 controls the display device 14 to display various images on a graphical interface including the game screen 24 preferably by using computer graphics and image data stored in the memory device 80. More specifically, the graphic controller 66 generates and displays the images being displayed with the game including images being displayed on the first display 26 and the second display 28 by using computer graphics and the image data.
The input controller 68 monitors player operations received through the user input device 16, accepts various instructions and data that a player enters through the user input device 16, and transmits signals indicative of player's operations to the gaming controller 12.
The illumination controller 70 controls one or more illumination devices 44 to blink and/or change brightness and color in specific patterns in order to produce lighting effects associated with game play. The sound controller 72 controls the speakers 42 to output voice announcements and sound effects during game play.
In the illustrated embodiment, the gaming controller 12 generates random numbers for use in generating and displaying the skill-based wagering game 22. The random numbers are preferably generated at the start of each round of a game. The gaming controller 12 uses the random numbers to determine an outcome of the games. For example, the gaming controller 12 uses the random numbers to randomly select award paytables and/or game maps that may be used during the skill-base game to provide awards to the player based on the level of skill demonstrated by the players during the game. Moreover, the gaming controller 12 generally uses the generated random numbers to play the games and to determine whether or not to provide an award to a player. In general, the term “award” may be a payout, in terms of credits or money. Thus, the gaming controller 12 may award a regular payout in response to the outcome of the game. However, it should be noted that the term award may also refer to other types of awards, including, prizes, e.g., meals, show tickets, etc . . . , as well as in-game award, such as bonus features, free games, and/or free spins, or awarding the player one or more wild symbols or stacked wild symbols in each of the games. The gaming controller 12 may generate random numbers by executing software program modules using the CPU 78. Alternatively, the gaming controller 12 may include a hardware random number generator unit which generates random numbers using physical methods.
In the illustrated embodiment, the gaming controller 12 generates and displays the skill-based wagering game 22 including a skill-based game sequence 86 (shown in
For example, with reference to
The gaming controller 12 is programmed to display a game screen 24 on the display device 14 including the skill-based wagering game 22 including a game map 52 and a movable character 54 that is being displayed with the game map 52. The game map 52 includes a plurality of character positions 50 that are arranged in a matrix 92 including a plurality of rows 94 and a plurality of columns 96. A plurality of obstacles 98 and a plurality of bonus skill items 100 (shown in
As shown in
For example, during game play, the player is allowed to move the game character 54 from a character position 50 display in the initial position row 104 to one of the character positions 50 displays in the destination row 102. Upon receiving a player's skill operation of a character position button 48, the gaming controller 12 moves the game character 54 from the initial position row 104 to a character position 50 in the destination row 102 corresponding to the player operated character position button 48. As shown in
In the illustrated embodiment, the gaming controller 12 is programmed to assign a point value to each player skill operation being made by the player during play of the skill-based wagering game 22, and to generate a player skill level value 106, e.g., a total point score (shown in
In one embodiment, the gaming controller 12 may generate and store in the memory device 80 point value data 108 (shown in
In one embodiment, the gaming controller 12 displays a point scale 110 (shown in
In the illustrated embodiment, the gaming controller 12 allocates a predefined amount of time to each instances of the skill-based game sequence 86 played by the player. For example, in one embodiment, the gaming controller 12 allocates a 15-second time period to each instance of the game, during which the player attempts to accumulate points by performing a series of player skill operations to navigate the game character 54 through the game map 52. In one embodiment, the gaming controller 12 displays a time counter 112 (shown in
Upon expiration of the predefined time period, the gaming controller 12 terminates skill-based game sequence 86 of the skill-based wagering game 22 and determines a player skill level value including the total point score 106 achieved by the player during the game play. The gaming controller 12 calculates the total point score 106 including the sum of the point values associated with the selected character position 50 and bonus points associated with any bonus point items accumulated during the skill-based game sequence 86. The gaming controller 12 then accesses a skill point data 114 (shown in
In one embodiment, the gaming controller 12 may generate and store in the memory device 80 game map data 120 that includes a plurality of game map data records 122 including information associated with various game maps 52 and a selection probability associated with each game map 52. In one embodiment, upon initiating an instance of the game, the gaming controller 12 is configured to randomly select a game map data record 122 using the selection probabilities in the game map data 120 and a random number generated by the game controller 12. The gaming controller 12 then accesses the game map code including in the selected game map data record 122 and executes the game map code to display the randomly selected game map 52 for use during the game.
In the illustrated embodiment, the gaming controller 12 includes an award module 124 that includes software program code and resource data for generating and displaying the award sequence 88 (shown in
For example, in the illustrated embodiment, the gaming controller 12 generates a plurality of award skill levels 132 for use in selecting the plurality of primary awards 130 that are available to the player during the award sequence 88. Each award skill level 132 includes a numerical value that indicates the relative skill of players based on player skill level values. In one embodiment, the gaming controller 12 may graphically display each award skill level 132 with a different “Star” image 134 to indicate a relative amount of player skill level values associated with the award skill level 132. For example, as shown in
In one embodiment, the gaming controller 12 may generate and store in the memory device 80 skill level data 136 (shown in
During the award sequence 88, the gaming controller 12 is programmed to access the skill level data 136 and select the award skill level 132 associated with the range of skill level values 106 that includes the current player skill level value 106 achieved by the player during the skill-based game sequence 86. The gaming controller 12 then selects the plurality of primary awards 130 that are available to the player during the award sequence 88 based on the determined award skill level 132.
In one embodiment, each award skill level 132 may be associated with a predefined range of skill level values 106. In another embodiment, the gaming controller 12 may adjust each range of skill level values 106 associated with the award skill levels 132 based on previous player skill level values 106 obtained during previous instances of the skill-based wagering game 22. For example, in one embodiment, the gaming controller 12 may generate and store in the memory device 80 skill level adjustment data 138 (shown in
For example, the skill level adjustment data 138 may include a player score ranking value 140 associated with each award skill level 132. The gaming controller 12 generates a ranked list of the player score records 116 retrieved from the skill point data 114 based on the total point score values in each player score record 116. The gaming controller 12 then determines the bottom 50% of player score records 116 from the ranked list of the player score records 116, and assigns a lowest award skill level 142, (e.g., a “0” award skill level, or “0” Stars) to the range of skill level values 106 inclusive of the bottom 50% of player score records 116. The gaming controller 12 also determines the top 50% of player score records 116 from the ranked list of the player score records 116 and assigns a low award skill level 144, (e.g., a “1” award skill level, or “1” Star) to a range of skill level values 106 having a minimum skill level value inclusive of the top 50% of player score records 116. For example, a player accumulating a total point value sufficient to fall within the top 50% of the ranked list of player score records 116 is assigned the low award skill level 144, e.g., 1 Star. Similarly, the gaming controller 12 determines the top 25% of player score records 116 from the ranked list of the player score records 116 and assigns a medium award skill level 146, (e.g., a “2” award skill level, or “2” Stars) to a range of skill level values 106 having a minimum skill level value inclusive of the top 25% of player score records 116, such that a player accumulating a total point value sufficient to be included within the top 25% of the ranked list of player score records 116 is assigned the medium award skill level 146, e.g., 2 Stars. In addition, the gaming controller 12 determines the top 10% of player score records 116 from the ranked list of the player score records 116 and assigns a high award skill level 148, (e.g., a “3” award skill level, or “3” Stars) to a range of skill level values 106 having a minimum skill level value inclusive of the top 10% of player score records 116, such that a player accumulating a total point value sufficient to be included within the top 10% of the ranked list of player score records 116 is assigned the high award skill level 148, e.g., 3 Stars. In one embodiment, the gaming controller 12 may be programmed to adjust each range of skill level values 106 such that a predefined percentage of player score records 116 are associated with each award skill level 132. For example, the skill level adjustment data 138 may include a player percentage value 150 associated with each award skill level 132. The gaming controller 12 generates each range of skill level values 106 such that the predefined percentage of player score records 116 fall within the corresponding range. For example, the gaming controller 12 may use the skill level adjustment data 138 to set the range of skill level values 106 associated with the lowest award skill level 142 to include 50% of the player score records 116, set the range of skill level values 106 associated with the low award skill level 144 to include 25% of the player score records 116, set the range of skill level values 106 associated with the medium award skill level 146 to include 15% of the player score records 116, and set the range of skill level values 106 associated with the high award skill level 148 to include 10% of the player score records 116.
In the illustrated embodiment, the gaming controller 12 is programmed to determine the award skill level 132 achieved by the player during the skill-based game sequence 86, and select the plurality of primary awards 130 based on the achieved award skill level 132. For example, during the award sequence 88, the gaming controller 12 may access RTP value data 152 (shown in
Referring to
Referring to
In the illustrated embodiment, the gaming controller 12 is configured to receive a signal indicating a wager amount being received from the player via the user input device 16 and initiate the skill-based game sequence 86 of the skill-based wagering game 22. The gaming controller 12 generates and displays the skill-based game sequence 86 including a plurality of skill events and receives player skill operations from the player via the user input device 16 in response to the displayed skill events. The gaming controller 12 then determines a player skill level value, e.g., a total skill point value, associated with the player based on the received player skill operations. Upon completion of the skill-based game sequence 86, the gaming controller 12 initiates the award sequence 88 and accesses the RTP value data 152 to determine an RTP value based on the determined player skill level value and the received wager amount. The gaming controller 12 then generates a plurality of primary awards 130 as a function of the determined RTP value and displays the primary award selection screen 126 on the display device 14 to select a primary award from the plurality of primary awards 130 in response to the player's operation. The gaming controller 12 then receives a signal from the user input device 16, determines a primary award selected from a plurality of primary awards 13, and adjusts the credit balance based on the player selected primary award. The primary award may be determined based on random number generated by the gaming controller 12. In one embodiment, the primary award screen may include selectable elements each associated with one of the plurality of primary awards and the primary award. In this case, the gaming controller 12 may allow player to select one of the selectable element and award the primary award associated with the selectable element selected by the player. Alternatively, the gaming controller 12 may select a primary award randomly irrespective of the player's selection.
In one embodiment, the gaming controller 12 accesses the RTP value data 152 and determines the RTP value associated with the award skill level having the associated range of skill level values that includes the player skill level value. The gaming controller 12 may also determine each range of skill level values include in the RTP value data 152 based on a plurality of player skill level values achieved in a predefined number of previous instances of the skill-based wagering game 22. In addition, the gaming controller 12 may be programmed to access the primary award data 156 that includes a plurality of primary award sets, with each primary award set including a plurality of primary awards associated with a corresponding RTP value and a corresponding wager amount value. The gaming controller 12 may access the primary award data 156 and determine a primary award set associated with the determined RTP value and the received wager amount and display the primary award selection screen 126 including the plurality of primary awards included in the primary award set associated with the determined RTP value and the received wager amount.
In one embodiment, the plurality of primary awards 130 may include a bonus feature award 164. The gaming controller 12 may be programmed to initiate a bonus feature event upon determining the bonus feature award is the selected primary award. In addition, the gaming controller 12 may be programmed to initiate the bonus feature event including accessing bonus award data 166 (shown in
In the illustrated embodiment, the plurality of primary awards 130 may include a plurality of gaming credit awards 172 and/or a bonus feature award 164 that is associated with a bonus feature event 174 (shown in
Referring to
In one embodiment, the gaming controller 12 is programmed to adjust a probability of the bonus feature award 164 being provided to the player based on the achieve award skill level 132 achieved by the player during the skill-based game sequence 86. As shown in
In the illustrated embodiment, during the award sequence 88, upon receiving a signal indicating a player's selection of a bonus feature award 164 via the primary award selection screen 126, the gaming controller 12 is programmed to initiate a bonus wheel chance feature 174. As shown in
In one embodiment, the gaming controller 12 adjusts a selection probability associated with each progressive award 168 based on the award skill levels 132 achieved by the player during the skill-based game sequence 86 and/or a wager amount bet during the skill-based game sequence 86. Referring to
In one embodiment, as shown in
In one embodiment, the award module 124 includes a secondary award program, i.e., a leaderboard prize award program, that is configured to provide additional awards to player's achieving the highest total scores based on skill points obtained during the skill-based game sequence 86. For example, as shown on
During game play, upon completion of the skill-based game sequence 86, the gaming controller 12 may compare the current player score achieved during the skill-based game sequence 86 against a current ranked list of high scores 182 displayed on the leaderboard screen 118. Upon determining that the current player score falls within the current ranked list of high scores 182, the gaming controller 12 prompts the player to enter player initials on the leaderboard screen 118, and records the player initials in the player score record and adjusts the ranked list of high scores 182 to display the player initials and corresponding player score.
In one embodiment, the gaming controller 12 may execute the secondary award program to determine whether to provide one or more secondary awards 184 (shown in
The gaming controller 12 is configured to provide a secondary award to the player upon determining the player skill level value is greater than a secondary award skill level value associated with the secondary award 184. In one embodiment, the gaming controller 12 determines a ranked group of player skill values achieved in a predefined number of previous instances of the skill-based game and determines the secondary award skill level associated with a secondary award 184 to be equal to an average player skill level value of the ranked group of player skill level values. For example, the gaming controller 12 is programmed to generate and store leaderboard prize level data 186 (shown in
As shown in
During the award sequence 88, the gaming controller 12 is configured to provide the secondary award 184 to the player upon determining the player skill level value is greater than a secondary award skill level value, i.e., a threshold value associated with a corresponding secondary award 184. For example, the gaming controller 12 may be programmed to determine the current player skill level value based on the total skill points achieved during the skill-based game sequence 86. The gaming controller 12 may then access the leaderboard prize level data 186 to select a secondary award 184 based on the current player skill level value, and provide the selected secondary award 184 to the player during the award sequence 88. In one embodiment, the gaming controller 12 may provide a plurality of secondary awards 184 to the player based on the current player skill level value, or may provide only one secondary award 184. For example, if the current player total skill points falls within the top 1% of total point scores based on the ranked list of total point scores, the gaming controller 12 may provide the player the first, second, and third prize award levels, or provide the player only the first prize award level.
Referring to
In one embodiment, after providing a secondary award 184 to a player, the gaming controller 12 may adjust the award amounts associated with each secondary award 184 for use in subsequent game plays. For example, the gaming controller 12 may be programmed to reduce the total award amount available by the amount of the secondary award provided to the player, and adjust the amounts associated with each secondary award 184 based on the predefined award percentages. For example, as shown in
In one embodiment, the gaming controller 12 may generate and store in the memory device 80 award eligibility data 198 (shown in
In the illustrated embodiment, in method step 202, the gaming controller 12 displays the skill-based wagering game 22 on the display device 14. In one embodiment, the gaming controller 12 displays the skill-based wagering game 22 (shown in
In the illustrated embodiment, the gaming controller 12 displays the game map 52 and the game character 54 on the first display 26. The game map 52 includes a plurality of character positions 50 that may be occupied by the game character 54. The gaming controller 12 also displays a plurality of character position buttons 48 on the touch button unit 32 of the user input device 16. Each character position button 48 corresponds to a predefined character position 50 such that an activation of a character position button 48 by the player moves the game character 54 to the corresponding character position 50.
In method step 204, the gaming controller 12 receives a signal indicating a wager amount being received from the player via the user input device and initiates the skill-based game sequence 86 of the skill-based wagering game 22, and generates and displays the skill-based wagering game 22 including a plurality of skill events. For example, in the illustrated embodiment, the gaming controller 12 receives a signal from the user input device 16 indicating the player's actuation of a bet switch corresponding to a wager amount bet on the skill-based wagering game 22. Upon receiving a signal indicating the player's actuation of the bet switch, the gaming controller 12 initiates the skill-based game sequence 86.
In method step 206, the gaming controller 12 randomly selects or generates game map 52 and displays the skill-based game sequence 86 including the randomly selected game map 52 and the game character 54 on the first display 26. For example, upon initiating the skill-based game sequence 86, the gaming controller 12 is programmed to access the game map data 120, randomly select a game map data record 122 and execute the game map code to display the randomly selected game map 52 for use during the skill-based game sequence 86.
In method step 208, the gaming controller 12 receives player skill operations from the player via the user input device 16 in response to the displayed skill events and determines a player skill level value associated with the player based on the received player skill operations. For example, during the skill-based game sequence 86, the gaming controller 12 displays the game map 52 with a plurality of obstacles 98 and a plurality of bonus skill items 100 displayed within the plurality of character positions 50. The gaming controller 12 receives player operations of character position buttons and navigates the game character 54 through the game map 52 to character positions 50 corresponding to the player selected character position buttons.
In the illustrated embodiment, the gaming controller 12 assigns a point value to each player skill operations being made by the player during play of the skill-based wagering game 22. The gaming controller 12 also generates a total skill point score including the sum of the point values acquired by the player during an instance of the game. For example, during game play, the gaming controller 12 is configured to receive a player's operation of a character position button 48 corresponding to a character position 50 and determine a skill point value associated with the operated character position 50. The gaming controller 12 accumulates a running tally of point values acquired by the player through the sequence of player operations of character positions 50 to advance the game character 54 along the game map 52. The gaming controller 12 then determines a player skill level value based on the total skill point score achieved by the player during the skill-based game sequence 86.
In method step 210, the gaming controller 12 determines an RTP value based on the determined player skill level value and the received wager amount. For example, in one embodiment, the gaming controller 12 may access the skill level data 136 and select the award skill level associated with determined player skill level value. In one embodiment, each award skill level is associated with a different range of skill level values. The gaming controller 12 may be configured to determine the RTP value associated with the award skill level having the associated range of skill level values that includes the player skill level value. The gaming controller 12 may also be programmed to determine each range of skill level values based on a plurality of player skill level values achieved in a predefined number of previous instances of the skill-based wagering game. Upon selecting the award skill level associated with determined player skill level value, the gaming controller 12 may then access the RTP value data 152 (shown in
In method step 212, the gaming controller 12 generates a plurality of primary awards based on the selected RTP value. For example, the gaming controller 12 may access the primary award data 156 and select a primary award set associated with the determined RTP value 154 and/or the received wager amount.
In method step 214, the gaming controller 12 displays the primary award selection screen 126 including the selected a primary award set on the display device 14 to select a primary award from the plurality of primary awards included in the selected a primary award set. The gaming controller 12 then receives a signal from the user input device 16 to determine a selected primary award and adjust the credit balance based on the selected primary award.
Referring to
In method step 304, upon initiating the bonus feature event, the gaming controller 12 may access the skill level data 136 and select the award skill level associated with determined player skill level value achieved during the skill-based game sequence 86.
In method step 306, the gaming controller 12 determines a selection probability associated with each progressive award. For example, the gaming controller 12 may access the bonus award data 166 and select a progressive award selection probabilities associated with the progressive awards based on the wager amount received during the skill-based game sequence 86 and the award skill level achieved by the player during the skill-based game sequence 86.
In method step 308, the gaming controller 12 randomly selects a progressive award based on the selected progressive award selection probabilities and provides the award to the player. For example, in one embodiment, the gaming controller 12 may display the bonus wheel chance feature 174 including the prize wheel 176. The gaming controller 12 obtains a random number and randomly selects one of the bonus awards being displayed on the prize wheel 176 and rotates and stops the prize wheel 176 to display the selected bonus award to the player. The gaming controller 12 then adjusts the credit balance associated with the player based on the randomly selected bonus award.
In one embodiment, the gaming controller 12 may be programmed to access the progressive award data being stored in the memory device including a plurality of progressive awards and a plurality of award probability sets. Each award probability set including a corresponding award skill level value and a plurality of selection probabilities associated with each of the progressive awards. The gaming controller 12 determines an award probability set having a corresponding award skill level value matching the player skill level value and randomly selects a progressive award based on the selection probabilities included in the determined award probability set and provide the selected progressive award to the player. In one embodiment, each award probability set includes a corresponding wager amount value. The gaming controller 12 is configured to determine the award probability set having a wager amount value matching the received wager amount.
A typical bought skill-based game as described herein will last 15 seconds. A minimum bet: $1 may be required with 3 Bet options: ($1, $2, $5). The gaming machine 10 may support betting denominations of 250 with a reduced minimum bet credit size. ($1=100 credits at 10 denomination). During the skill-based wagering game, a player taps one of the 5 buttons to advance the frog one space upward. (Note map scrolls down). The player must avoid hazards like river tiles, vehicles and crocodiles. All objects are stationary. Player loses time (˜1 sec) when the character collides with a hazard or touches a river tile. A safe move will play a musical note as a reward.
Game Difficulty: The game map advances only as fast as you touch the buttons. The further the player travels the more difficult the map becomes (More obstacles and even dynamic ones). Crocodile and snake hazards are introduced. Randomly generated maps are used which help increase game longevity.
Scoring data (see
Pick Game: prize selection pick game is awarded after each skill game to resolve wager. “Pseudo Skill”—unselected items revealed. Awards 0.25x-1.0x bet or Wheel Bonus. Allows Wheel Bonus to be better balanced and always pay >=1x bet (No Blanks).
Wheel Bonus: Trigger Cycle: 1/5 games ($2 bet); 2/5 games ($5 bet). 14 Segment Wheel with various credit and 4 linked progressive jackpots. Wheel is upgraded as player score increases: Up to 3 upgrades (Shown visually as stars); Each upgrade changes 1 credit prize to progressive jackpot wedge; More stars=Greater RTP %.
Wheel Jackpot Math: Attractive jackpot values for gamble style player (shown in
Leader Boards: Motivates players to continue to play to beat their best score and see how they rank; Provides a sense of achievement; Top 100 all time and weekly scores are saved and displayed on top screen and signage; and Player can input their name if they achieve a top score (60 second time limit).
High Score Bonus: Provides financial motivation to achieve high scores; Scores to beat calculated based on last 5000 recorded scores of the entire bank; and Multiple prize pools will be kept for each level (shown in
High Score Bonus Funding: Fixed Increment (˜1.45%); Deferment—Difference in RTP % between lesser skilled and most skilled max bet player; Operator can also initially seed so start up values are not zero; 50% of Deferment and Fixed Increment will be used to pay off this startup seed.
High Score Bonus System: Leaderboards will not need to be reset to regulate prize difficulty. Player collusion potential is reduced because the pool of scores used to determine the thresholds is large, and is not transparent to the player.
High Score Bonus System—Prize Range: Assumes 5000 games played at $2 bet; A High Score Prize will be awarded every 600 games on average.
Math Sketch: Base RTP % increases when more stars are earned or when player bets more; Deferment RTP % decreases when more stars are earned or when player bets more; Actual Machine RTP %=Base RTP %+Deferment %+Increment %.
Progressives: Although increment is fixed across all bet levels, then probability of being awarded a particular progressive is affected by bet level and skill level. The probability always increases with both of these factors, but not in a linear pattern. The following provides give an overview of cycles and strike values for the progressives with the assumptions that for each case all games are played at the same bet level and with the same skill based star accumulation.
This model assumes a denomination of $0.25. The progressive reset values and increment information for the progressives and leaderboards is as shown in
Strike values for all progressives will vary depending on the distribution of bet levels played over time by players. In particular, players playing below the minimum eligible bet for each jackpot contribute increment without increasing the hit cycles. The tables shown in
Leaderboard Prizes: Leaderboards will be a powerful tool to motivate prolonged gameplay and reward player skill and development.
“All Time” leaderboards and short term (“Weekly” or “Recent”) leaderboards should rotate in display on a shared bank monitor. This motivates players to achieve a high score to see their name on the leaderboard, the same way that players were motivated with the original arcade game.
From the leaderboard tracking we will also have prizes for players based on achieving a high score on a particular level. Rather than have that score be directly linked to the leaderboard, the most recent 5000 scores will be used to calculate point thresholds that the player must beat to earn the skill prizes. On machine reset, a pre-populated set of scores can be included in the software to ensure that the difficulty of prizes is not too easy right away.
Calculating dynamic thresholds gives flexibility that using the literal leaderboard does not: 1) Leaderboards will not need to be reset to regulate prize difficulty. This gives players long term satisfaction and “bragging rights” for having their score posted on the leaderboard, and eliminates the risk of player disputes arising from an easy high score prize right after a reset. 2) Player collusion potential is reduced because the pool of scores used to determine the thresholds is large, and is not transparent to the player. 3) The gaming machine can display target values to the player during play instead of referring them to a leaderboard, allowing more flexibility in leaderboard display choreography.
Threshold Calculation: Based on the pre-populated scores and/or the most recent 5000 scores the thresholds for score prizes can follow the distribution shown in
RTP Deferment: This method is used to take the difference in RTP caused by player skill and repurpose it to increase the size of the prize pools.
The Star system allows players in increase their RTP through skill so long as they are betting at a level eligible for the wheel bonus. The gaming controller will make the point thresholds for the Stars earned dynamic based off of the same pool of points used to determine the leaderboard prize thresholds. In this way, the gaming controller guarantees a range of stars earned across the player base. For players who earn less Stars and play at a lower effective RTP, we use the difference in the theoretical RTP of the level earned and the best possible RTP and increment based on this amount. An example of the distribution of Stars awarded is shown in
Accumulation Rate: If 5000 sessions are played at a particular bet level the total deferment is as shown in
Prize Pool Seeding: The gaming machine provides the operator the option to seed their prize pools when placing the machines so that the leaderboard prize pools do not start empty. For example, if an operator seeds the bank with $500 for the leaderboard prizes, the prizes offered could start off with the following seeding shown in
Prize Pools: The gaming controller 12 may implement two major methods that can be used for Prize Pooling: Shared and Independent. In a shared pool, all increment and deferment that accumulates would be in one large pool. The prizes displayed to the player would be portions of this pool. If any of the prizes are awarded the size of the pool is reduced, and thus the sizes of the other prizes are also reduced. In independent pools a portion of all increment and deferment would be assigned to each prize pool. If a prize is awarded only that prize's pool is affected, and the other prizes do not change. For example, 5000 sessions on average will award one 1st Prize, three 2nd Prizes and six 3rd Prizes on average. The accumulation tables shown in
Leaderboard Prize Payout Structure—Shared Prize Pools: The advantaged of a shared prize pool is that nothing ever resets completely to 0. Only a portion of the pool is ever one, and the remaining pool is redistributed over all prizes. The disadvantage of a shared prize pool is that the top prize can be repeatedly reduced in size from players winning lower prizes. When initiating a level the player will be able to see the point thresholds and prizes for that particular level, as shown in
Leaderboard Prize Payout Structure—Independent Prize Pools: in an independent prize pool structure all increment and deferment is assigned to a prize when it accumulates. That prize pool is maintained independently, and can only be reduced if the respective prize is awarded. There are two ways to handle accumulation and payout. The first is to directly accumulate and fully pay out, the second is to split accumulation to future prizes. Take the following example of both methods where the average amount of accumulation for prize 1 between awards is $500:
1) All accumulation is paid out. If $500 is accumulated in prize 1, the next player who wins prize 1 received all $500 and the prize resets to 0. Starting with the first prize the average prize is $500 and the reset amount is always $0.
2) Accumulation is split to future prizes. If $500 is accumulated, it is split up over the next 5 prizes. The first player to hit the prize receives $100. By the next time the prize is awarded another $500 has been accumulated and split over the next 5 prizes. The second player to hit the prize receives $200. Likewise, the third player receives $300, the fourth player $400 and the fifth player and all future players receive $500. This method takes some time to ramp up, but from the fifth player onward the average prize is $500 and the average reset amount is $400.
The advantage of (1) is that the early prize winners get the full accumulation, but the disadvantage of a $0 reset will motivate players to stop playing once the prize has been hit. The disadvantage of (2) is that the prizes take some time to ramp up, but once they are hit the players are not motivated to leave the machine. The ramp up is not horrible for a new machine either, since it will take some time to establish a representative leaderboard for the player base. If the leaderboard thresholds are too high or too low on ramclear the scores will need time to normalize. During normalization the prizes may be hit very frequently or very rarely. The slow ramp up can also be somewhat remedied with seeding the prizes if the operator chooses to do so. The seeds are paid off slowly during the ramp up period. The prizes are appealing at ramclear to attract players, and they never go to 0.
Exemplary embodiments of a gaming machine, a gaming system, and a method of providing an award to a player are described above in detail. The gaming machine, system, and method are not limited to the specific embodiments described herein, but rather, components of the gaming machine and/or system and/or steps of the method may be utilized independently and separately from other components and/or steps described herein. For example, the gaming machine may also be used in combination with other gaming systems and methods, and is not limited to practice with only the gaming machine as described herein. Rather, an exemplary embodiment can be implemented and utilized in connection with many other gaming system applications.
A controller, computing device, or computer, such as described herein, includes at least one or more processors or processing units and a system memory. The controller typically also includes at least some form of computer readable media. By way of example and not limitation, computer readable media may include computer storage media and communication media. Computer storage media may include volatile and nonvolatile, removable and non-removable media implemented in any method or technology that enables storage of information, such as computer readable instructions, data structures, program modules, or other data. Communication media typically embody computer readable instructions, data structures, program modules, or other data in a modulated data signal such as a carrier wave or other transport mechanism and include any information delivery media. Those skilled in the art should be familiar with the modulated data signal, which has one or more of its characteristics set or changed in such a manner as to encode information in the signal. Combinations of any of the above are also included within the scope of computer readable media.
The order of execution or performance of the operations in the embodiments of the invention illustrated and described herein is not essential, unless otherwise specified. That is, the operations described herein may be performed in any order, unless otherwise specified, and embodiments of the invention may include additional or fewer operations than those disclosed herein. For example, it is contemplated that executing or performing a particular operation before, contemporaneously with, or after another operation is within the scope of aspects of the invention.
In some embodiments, a processor, as described herein, includes any programmable system including systems and microcontrollers, reduced instruction set circuits (RISC), application specific integrated circuits (ASIC), programmable logic circuits (PLC), and any other circuit or processor capable of executing the functions described herein. The above examples are exemplary only, and thus are not intended to limit in any way the definition and/or meaning of the term processor.
This written description uses examples to disclose the invention, including the best mode, and also to enable any person skilled in the art to practice the invention, including making and using any devices or systems and performing any incorporated methods. The patentable scope of the invention is defined by the claims, and may include other examples that occur to those skilled in the art. Other aspects and features of the present invention can be obtained from a study of the drawings, the disclosure, and the appended claims. The invention may be practiced otherwise than as specifically described within the scope of the appended claims. It should also be noted, that the steps and/or functions listed within the appended claims, notwithstanding the order of which steps and/or functions are listed therein, are not limited to any specific order of operation.
Although specific features of various embodiments of the invention may be shown in some drawings and not in others, this is for convenience only. In accordance with the principles of the invention, any feature of a drawing may be referenced and/or claimed in combination with any feature of any other drawing.
This application is a continuation of U.S. patent application Ser. No. 16/940,005, filed Jul. 27, 2020, which is a continuation of U.S. patent application Ser. No. 15/694,000, filed Sep. 1, 2017, which claims priority to U.S. Provisional Patent Application Ser. No. 62/383,314, filed Sep. 2, 2016, the disclosures of which are hereby incorporated by reference in their entirety.
Number | Date | Country | |
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62383314 | Sep 2016 | US |
Number | Date | Country | |
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Parent | 16940005 | Jul 2020 | US |
Child | 18120171 | US | |
Parent | 15694000 | Sep 2017 | US |
Child | 16940005 | US |