This invention relates to a gaming machine. More particularly, the invention relates to a gaming machine and to an improvement to a game played on such a gaming machine.
Players who regularly play gaming machines quickly tire of particular games and therefore it is necessary for manufacturers of these machines to develop innovative game features which add interest to the games. In so doing, it is hoped to keep players amused and therefore willing to continue playing the game as well as to attract new players.
Also, with the growth that has occurred in the gaming machine market, there is intense competition between manufacturers to supply various existing and new venues. When selecting a supplier of gaming machines, the operator of a venue will often pay close attention to the popularity of various games with their patrons. Therefore, gaming machine manufacturers are keen to devise games and/or game features which are popular with the players as a mechanism for improving sales, retaining customers and attracting new customers.
In addition, players enjoy having greater interaction with a game such that they feel that they can have an effect on the outcome of the game. However, due to very strict compliance regulations which need to be satisfied in various jurisdictions, it is difficult, if not impossible, to include high levels of player skill in game features of gaming machines. It is desirable to include features where pseudo-skill is involved in the feature which, the applicant believes, will enhance player enjoyment.
According to a first aspect of the invention, there is provided gaming machine having a display and a game controller arranged to control images of symbols displayed on the display, the game controller being arranged to play a game wherein at least one random event is caused to be displayed on the display means and, if a predefined winning event occurs, the machine awards a prize, the gaming machine further comprising a game feature where, upon being awarded at least one prize in the feature, a player is offered a choice and, if the choice results in a successful outcome, the player has the option of continuing with the feature but, if the choice results in an unsuccessful outcome, the feature ends and a portion, but not all, of a total prize accumulated up to termination of the feature is forfeited.
More particularly, upon being awarded at least one prize, the player may be offered the opportunity to continue to attempt to accumulate further prizes and, at the player's option, for so long as the player is successful in accumulating further prizes, the feature continues but, if the player is unsuccessful, the feature ends and only a part of a total prize accumulated up to termination of the feature is awarded to the player. It will be appreciated that, after the player has obtained a successful outcome, the player may decide to end the feature and to take the winnings from the feature which have been awarded to date rather than continuing with the feature and risking said portion of the prize.
The game feature may be a second screen feature which is triggered when a predetermined trigger condition occurs in a base game. The particular feature to which the invention is applicable is a second screen feature following the Applicant's “Outback Jack™” game.
A screen display of the game feature may display a paytable that indicates the number of credits that will be paid for various successful outcomes which occur during the playing of the feature. Further, the screen display of the second screen feature may include a prize meter which provides a cumulative total of the number of credits won due to successful outcomes which have occurred during the playing of the feature.
When the initial screen display is displayed on the display means, the player may be alerted to commence the feature by pressing a “Start Feature” button on a midtrim of the gaming machine.
At least a first outcome may be guaranteed to be a successful outcome where a player is awarded a prize of a number of credits multiplied by the total bet. If desired, a second outcome may also be guaranteed to be a successful outcome.
It will be appreciated that, because the player has the option of attempting to achieve further successful outcomes, an apparent level of skill is imparted to the game. In other words, the player has a choice of continuing with the feature at the risk of losing a portion of the total prize won to date or ending the feature and taking the total prize won to date.
Should the player wish to continue playing the feature, a probability of success of the outcome may be determined by the controller so that an average total prize awarded for the feature is approximately the same as the total prize the player would get if the player chose to leave the feature. This has the benefit that it allows for an expected return to player percentage of the gaming machine to be accurately calculated without the level of uncertainty which results when player skill has an effect on the outcome.
Should the player desire to continue with the feature, the controller may determine the prize for a subsequent stage of the feature in the same way as for any previous stage of the feature by making a weighted random selection to determine the size of a prize associated with that stage.
A probability of success of the subsequent stage may be dependent upon both the size of the prize for a successful outcome in the subsequent stage as determined by the controller and the size of a total prize that has so far been accumulated. More particularly, the probability of success may be determined by the following equation:—
Ps=(Number of credits that may be lost)/(Number of credits that may be lost+New prize).
The gaming machine may include a selector to allow the player the opportunity of continuing with or leaving the feature. The selector may be in the form of buttons on the midtrim of the gaming machine and/or icons arranged behind touch sensitive zones of the display.
The portion of the total prize which the player forfeits if an unsuccessful outcome occurs if the player continues with the feature may be half the total prize accumulated up to the time of the unsuccessful outcome occurring.
Should the player wish to leave the feature, the player may press the appropriate button or touch the appropriate icon. The feature ends and the total amount on the prize meter may be transferred to a win meter of the gaming machine. Should the player wish to continue with the feature, the player may do so by pressing the appropriate button or touching the appropriate icon. The feature may continue with the risk that the following stage may have an unsuccessful outcome. In that event, half the prize on the prize meter may be forfeited and the remaining half added to the win meter of the gaming machine. The feature is then at an end.
However, should the player continue with the feature and the outcome of the following stage is successful, the resulting prize may be added to the prize meter and the player may then again be offered the option of continuing with the feature or terminating the feature as described above.
As indicated above, to eliminate true skill from the game, the average win may need to remain the same as a total accumulated win that is already displayed on the special prize meter of the second screen feature.
According to a second aspect of the invention, there is provided a method of playing a game on a game playing apparatus, the game playing apparatus having a display and a game controller arranged to control images displayed on the display, the game further comprising a game feature where, upon being awarded at least one prize in the feature, a player is offered a choice and the method including, if the choice results in a successful outcome, providing the player with the option of continuing with the feature but, if the choice results in an unsuccessful outcome, the feature ends and a portion, but not all, of a total prize accumulated up to termination of the feature is forfeited.
A game playing apparatus includes one which does not require the wagering of a stake in order to play the game and further includes apparatus which is connectable to a network.
The method may include implementing the game feature as a second screen feature which is triggered when a predetermined trigger condition occurs in a base game.
The method may include displaying a paytable on a screen display of the game feature, the paytable indicating the number of credits that will be paid for various successful outcomes which occur during the playing of the feature. The screen display of the second screen feature may include a prize meter and the method may include providing a cumulative total of the number of credits won due to successful outcomes which have occurred during the playing of the feature.
The method may further include guaranteeing that at least a first outcome is a successful outcome where a player is awarded a prize of a number of credits.
Should the player wish to continue playing the feature, the method may include determining a probability of success of the outcome so that an average total prize awarded for the feature is approximately the same as the total prize the player would get if the player chose to leave the feature. Further, should the player desire to continue with the feature, the method may include determining the prize for a subsequent stage of the feature in the same way as for any previous stage of the feature by making a weighted random selection to determine the size of a prize associated with that stage.
The method may include making a probability of success of the subsequent stage dependent upon both the size of the prize for a successful outcome in the subsequent stage as determined by the controller and the size of a total prize that has so far been accumulated.
In particular, the method may include determining the probability of success by the following equation:—
Ps=(Number of credits that may be lost)/(Number of credits that may be lost+New prize).
The method may include setting the portion of the total prize which the player forfeits if an unsuccessful outcome occurs if the player continues with the feature as half the total prize accumulated up to the time of the unsuccessful outcome occurring.
The invention is now described by way of example with reference to the accompanying diagrammatic drawings in which:—
In
The machine 10 includes a top box 26 on which artwork 28 is carried. The artwork 28 includes paytables, details of bonus awards, etc.
A coin tray 30 is mounted beneath the console 12 for cash payouts from the machine 10.
Referring now to
Finally, the controller 36 drives a payout mechanism 40 which, for example, may be a coin hopper for feeding coins to the coin tray 30 to make a pay out to a player when the player wishes to redeem his or her credit.
Referring to
Should the player select the Gold Mine feature, the screen display 50 as shown in
In addition to a credit meter 56, a bet meter 58 and a win meter 60, a prize meter 62 is also displayed in the screen display. A paytable 64 is also displayed in the screen display 50. The paytable 64 shows the number of credits to be awarded if one of the minerals or precious stones in the paytable are “dug up” by the character 54.
To start the feature, a “Start Feature” button from the bank 22 of buttons is pressed. The character 54 digs up a randomly selected item (a mineral or gem stone) and the appropriate prize is paid depending on the item dug up.
For example, as shown in
The character 54 then digs up a second item 68 which is worth 2 credits as shown on the paytable 64. Once again, the value of the item is multiplied by the bet to provide the total prize awarded so that a prize of 40 credits is credited to the prize meter 62 as shown in
It will therefore be seen that the first two outcomes are guaranteed to be successful and no player choice is involved.
After the second prize has been paid, two icons 70, 72 are displayed on the screen display 50. The icon 70 is a “Leave” icon and the icon 72 is a “Dig” icon. The Dig icon 72 is selected by the player should the player wish to continue playing the game feature. Thus, a choice is offered to the player. The player can either terminate the game feature by touching the Leave icon 70 or can continue playing the game feature by touching the Dig icon 72.
Should the player touch the Leave icon 70, the total prize credited to the prize meter (in this case a credit of 540 credits) is applied to the win meter 60 of the gaming machine 10 and the feature is at an end. Should the player wish to continue playing the game feature, the player touches the Dig icon 72 and is afforded the opportunity of digging up further items potentially to increase the size of the total prize awarded in the feature but at the risk of forfeiting a portion, but not all, of the total prize standing to the credit of the player on the prize meter 62.
In the illustrated example, it is assumed that the player touches the Dig icon 72 in an attempt to increase the total prize awarded in the game feature. As illustrated in
Had the player been successful in “digging” up a further item, the player would again then have been offered the opportunity of continuing with the feature or terminating the feature. Theoretically, the feature can continue indefinitely so long as the player is successful with their “dig” attempts but in practice a limit of eight “digs” is imposed including the first two digs.
The controller 36 determines whether or not, at each stage of the feature where the player is offered a “Leave” or “Dig” choice, the outcome will be successful. Although, by offering the player a choice, it appears that player skill is involved, it is, more correctly, pseudo-skill. Pseudo-skill is used because it allows for the expected return to player percentage of the gaming machine 10 to be accurately calculated without the level of uncertainty that results when true skill has an effect on the outcome of the game.
Should the player decide to continue with the feature by touching the Dig icon 72, one of two things will happen. Either the character 54 will dig up another item to increase the prize on the prize meter 62 or the tunnel 52 will collapse.
To eliminate skill from the game 16, the average win for the feature needs to remain the same as the total accumulated win that is currently displayed on the prize meter 62. Hence, when the player chooses to continue with the game feature by touching the Dig icon 72, a prize is determined in the same way as for previous prizes awarded. That is, a weighted random selection is made by the controller 36 to determine which item from the paytable 64 will be revealed and, hence, the size of the next prize. After the item has been determined, the probability of success, i.e. whether the outcome will be successful or not, is determined by the following equation:
Ps=(Number of credits that may be lost)/(Number of credits that may be lost+New prize).
The probability of the outcome being unsuccessful in that the tunnel 52 collapses is therefore dependent upon both the next item selected from the paytable and the size of the total prize that has so far been accumulated on the prize meter 62.
Once the probability of success has been determined in this way, a selection is made according to that probability to decide whether the player has a successful or unsuccessful outcome, the latter ending the feature.
For example, if the player is lucky enough to get the maximum prize of 100 as shown on the paytable 64 twice in a row before deciding to continue with the feature by touching the Dig icon 72, then, if the 25 credit item is selected as the third prize, the player would have a 20 percent chance of winning half the current prize on the prize meter 62, ie. a prize of 100 credits, in that the outcome is regarded as unsuccessful and is designated as such by the tunnel 52 collapsing. Conversely, the player has an 80 percent chance of having a successful outcome in which case the total prize would be 225 credits.
On average, this works out to be exactly the same as if the player had selected to end the feature by touching the Leave icon 70 after twice winning the 100 credit prize.
Accordingly, it is an advantage of the invention that a game feature is provided which includes apparent player skill thereby resulting in greater interaction by a player with the game such that the player feels that he or she has an effect on the outcome of the game.
It is a further advantage of the invention that the mathematics is selected so that the expected return to player percentage of the gaming machine 10 can be accurately calculated without the level of uncertainty that results when real skill has an effect on the outcome of the game.
It will be appreciated by persons skilled in the art that numerous variations and/or modifications may be made to the invention as shown in the specific embodiments without departing from the spirit or scope of the invention as broadly described. The present embodiments are, therefore, to be considered in all respects as illustrative and not restrictive.
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