The present invention relates generally to gaming machines and, more particularly, to a gaming machine that conducts a selection game in which a player's selection triggers a chain reaction of events.
Gaming machines have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing machines and the expectation of winning each machine is roughly the same (or believed to be the same), players are most likely to be attracted to the most entertaining and exciting of the machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines available because such machines attract frequent play and hence increase profitability to the operator.
Video gaming machines are typically operable to play such traditional games as video slots, poker, bingo, keno, and blackjack. Such games have been enhanced in recent years to include first and second screen bonus features. Due to the proliferation of such bonus features and the repeated use of similar (or even identical) bonus features in different games, many of the enhanced games now appear to be ordinary and mundane. Accordingly, in the competitive gaming machine industry, there is a continuing need for gaming machine manufacturers to produce new types of games, or enhancements to existing games, which will attract frequent play by enhancing the entertainment value and excitement associated with the game.
These and other objects are realized by a gaming machine and a method of conducting a game of chance on the gaming machine. In response to a wager from a player, the machine conducts a selection game including a plurality of selectable elements associated with respective outcomes. In response to a player's selection of one of the selectable elements, the machine awards the outcomes associated with the selected element and at least one of the non-selected elements. The awarded outcome may, for example, include a payoff, a bonus game, or awarding the outcome associated with yet another of the non-selected elements. If the awarded outcome includes the bonus game, the bonus game may re-trigger the selection game.
The foregoing and other advantages of the invention will become apparent upon reading the following detailed description and upon reference to the drawings.
While the invention is susceptible to various modifications and alternative forms, specific embodiments have been shown by way of example in the drawings and will be described in detail herein. It should be understood, however, that the invention is not intended to be limited to the particular forms disclosed. Rather, the invention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the invention as defined by the appended claims.
Turning now to the drawings and referring initially to
The gaming machine 10 includes a video display 12 preferably in the form of a dot matrix, CRT, LED, LCD, electro-luminescent, or other type of video display known in the art. The video display 12 is preferably outfitted with a touch screen to facilitate interaction with the player. In the illustrated embodiment, the gaming machine 10 is an “upright” version in which the display 12 is oriented vertically relative to the player. Alternatively, the gaming machine may be a “slant-top” version in which the display 12 is slanted at about a thirty-degree angle toward the player of the gaming machine 10.
A system memory 22 stores control software, operational instructions and data associated with the gaming machine 10. In one embodiment, the system memory 22 comprises a separate read-only memory (ROM) and battery-backed random-access memory (RAM). However, it will be appreciated that the system memory 22 may be implemented on any of several alternative types of memory structures or may be implemented on a single memory structure. A payoff mechanism 24 is operable in response to instructions from the CPU 18 to award a payoff to the player in response to any outcomes that include a payoff. The payoff may, for example, be in the form of a number of credits. The number of credits are determined by one or more math tables stored in the system memory 22.
Referring to
In response to selecting a highlighted element, a cherry 38 jumps from the cherry meter 36 to the selected element and explodes to trigger a chain reaction of events. Specifically, the cherry 38 explodes in a pattern encompassing the selected element and one or more non-selected elements in the array. The machine awards and reveals the outcomes associated with all of the elements in the explosion pattern of the cherry 38. The outcomes may, for example, include no payoff, a payoff, another exploding fruit, and a bonus game. The bonus game may include a different type of game, such as slots, poker, bingo, keno, roulette, or blackjack, having a different play mechanic than the selection game. The bonus game may, in turn, generate an outcome that re-triggers the selection game by randomly placing another exploding fruit on one of the elements 30 in the array. The fruit, which may be an extra cherry 38 or a different fruit, explodes in a pattern associated with that fruit. The machine again awards and reveals the outcomes associated with all of the elements in the explosion pattern of the fruit. When the chain reaction of events is over, if the player has any cherries 38 remaining in the cherry meter 36 the player repeats the process of selecting a highlighted element 30 to trigger a chain reaction of events.
An example of the chain reaction of events that can result from a single cherry placement is described below.
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The orange 40 may remain inert and therefore be equivalent to no payoff. Alternatively, referring to
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Once the chain of events and outcomes associated with the first placed cherry 38 from the cherry meter 36 have been completed, the above process of selecting one of the highlighted elements 30 in the array to trigger a chain of events is repeated for each cherry 38 remaining in the cherry meter 36.
While the present invention has been described with reference to one or more particular embodiments, those skilled in the art will recognize that many changes may be made thereto without departing from the spirit and scope of the present invention.
For example, the number, pattern, and location of the selectable elements 30 that are highlighted, and therefore can be selected for cherry placement, may randomly vary between cherry placements and/or between wagers. In an alternative embodiment, the number, pattern, and location of highlighted elements 30 may vary between cherry placements but remain the same for the first cherry placement after any wager. In another alternative embodiment, the number, pattern, and location of highlighted elements 30 may be the same between cherry placements and between wagers. If all of the highlighted elements 30 are exploded prior to placing all of the cherries 38 contained in the cherry meter 36, the game may refresh the array or allow any unused cherries in the cherry meter 36 to be “cashed in” for a bonus. In yet another alternative embodiment, the game may allow the player to choose any unexploded element 30 in the array for placement of a cherry, instead of only highlighted elements. The game may highlight some of the elements merely to suggest an optimum course of action.
Instead of only purchasing cherries 38 for placement in the array, the game may be modified to allow the player to purchase other fruits associated with different explosion patterns. Fruits with larger explosion patterns encompassing more elements 30 may be more costly (i.e., cost more credits) than fruits with smaller explosion patterns.
The chain reaction of events triggered by an exploding fruit may extend to adjacent gaming machines linked to the gaming machine 10. For example, the exploding fruit may produce a “super” explosion pattern that spreads to the display of an adjacent machine currently in play. The explosion pattern may encompass one or more of the elements 30 on the display of the adjacent machine. The adjacent machine, in turn, awards and reveals the outcomes in the explosion pattern. Alternatively, the explosion pattern may be unassociated with the elements on the display of the adjacent machine, but when the smoke clears the adjacent machine may reveal a bonus payoff.
Themes other than an exploding fruit theme may be employed. For example, the cherries 38 may be replaced with vehicles (air or land), persons, animals, dynamite, or any other things that can create an animated pattern encompassing multiple elements after being placed on a directly selected element. The machine awards and reveals the outcomes associated with any elements in the animated pattern.
Each of these embodiments and obvious variations thereof is contemplated as falling within the spirit and scope of the claimed invention, which is set forth in the following claims:
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Number | Date | Country | |
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20030130025 A1 | Jul 2003 | US |