A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever.
The present invention relates generally to gaming machines, and methods for playing wagering games, and more particularly, to a gaming machine having skill-based compensation.
Gaming machines, such as slot machines, video poker machines and the like, 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 at each machine is roughly the same (or believed to be the same), players are likely to be attracted to the most entertaining and exciting machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines, features, and enhancements available because such machines attract frequent play and hence increase profitability to the operator. Therefore, there is a continuing need for gaming machine manufacturers to continuously develop new games and improved gaming enhancements that will attract frequent play through enhanced entertainment value to the player.
One concept that has been successfully employed to enhance the entertainment value of a game is the concept of a “secondary” or “bonus” game that may be played in conjunction with a “basic” game. The bonus wagering game may comprise any type of game, either similar to or completely different from the basic wagering game, which is entered upon the occurrence of a selected event or outcome in the basic wagering game. Generally, bonus wagering games provide a greater expectation of winning than the basic wagering game and may also be accompanied by more attractive or unusual video displays and/or audio. Bonus wagering games may additionally award players with “progressive jackpot” awards that are funded, at least in part, by a percentage of coin-in from the gaming machine or a plurality of participating gaming machines. Because the bonus wagering game concept offers tremendous advantages in player appeal and excitement relative to other known games, and because such games are attractive to both players and operators, there is a continuing need to develop gaming machines with new types of bonus wagering games to satisfy the demands of players and operators.
Skill-based games are often attractive to player. These skill-based games tend to provide a greater degree of player involvement and interaction because they require the player to carefully consider his or her actions rather than simply make arbitrary selections. In general, there are three types of skill-based games: games that involve the use of strategy, games that rely on the player's past experiences and knowledge, and games that require hand-eye coordination. Each type has its advantages and drawbacks.
In the strategy-based game, there are usually clear rules from which the player can infer the most optimal choices. An example of this type is Tic-Tac-Toe, where playing in certain squares first can guarantee the player at least a draw. In the experience or knowledge-based game, the player is required to make decisions without knowing which choices lead to what outcomes. An example of this type is a game in which the player must decide whether to redeem an award worth a certain credit amount or try for another worth potentially more, but also potentially less. The player's past knowledge of success has an influence on his or her future selections. In the hand-eye coordination type of game, the player uses reflex and manual dexterity to try and achieve the best results. An example of such a game is “Pong,” where the player controls the movement of a computerized paddle to deflect a bouncing ball.
Wagering games are typically designed to avoid elements of skill because gaming regulations prohibit giving certain players an advantage. Such skill-based games often end up with some players using less than the most optimal strategy or not making the best decisions. As a result, these players wind up with less than their expected share of winnings, thus producing a less than desirable gaming experience.
Accordingly, what is needed is a gaming machine having a skill-based game to attract players, but which compensates players who are using less-than-optimal strategy or who are not making the best decisions. In particular, what is needed is a gaming machine that is capable of performing the compensation in such a way that players would not easily suspect they are being compensated.
According to one aspect of the invention, a gaming machine for conducting a wagering game includes a value input device for accepting a wager from a player at the gaming machine and a display unit for displaying a wagering game on the gaming machine. The wagering game has an outcome that is randomly selected from a plurality of outcomes, the plurality of outcomes including a special-event outcome. In response to the randomly-selected outcome being the special-event outcome, the display unit displays a special event having a skill-based component and a random component. The skill-based component is playable by the player to achieve an optimal strategy and a non-optimal strategy. The random component compensates the player for achieving a non-optimal strategy in the skill-based component.
According to another aspect of the invention, a method of conducting a wagering game on a gaming machine comprises accepting a wager input from a player at the gaming machine. The wager input initiates a wagering game in which an outcome is randomly selected from a plurality of outcomes, the plurality of outcomes including a special-event outcome. The method further comprises displaying a special event upon occurrence of the special-event outcome as the randomly-selected outcome, the special event including a skill-based component and a random component. The random component is controlled to compensate the player for achieving a non-optimal strategy in the skill-based component.
According to still another aspect of the invention, a method of conducting a wagering game on a gaming machine comprises accepting a wager input from a player at the gaming machine. The wager input initiates a wagering game in which an outcome is randomly selected from a plurality of outcomes, the wagering game having a skill-based component and a random component. The method further comprises displaying the skill-based component for play by the player, the skill-based component being playable by the player to achieve an optimal strategy and a non-optimal strategy. The random component is controlled to compensate the player for achieving a non-optimal strategy in the skill-based component.
According to yet another aspect of the invention, a computer readable storage medium is encoded with instructions for directing a gaming machine to perform the above methods.
Additional aspects of the invention will be apparent to those of ordinary skill in the art in view of the detailed description of various embodiments, which is made with reference to the drawings, a brief description of which is provided below.
While this invention is susceptible of embodiment in many different forms, there is shown in the drawings and will herein be described in detail preferred embodiments of the invention with the understanding that the present disclosure is to be considered as an exemplification of the principles of the invention and is not intended to limit the broad aspect of the invention to the embodiments illustrated.
Referring to
The gaming machine 10 comprises a housing 12 and includes input devices, including a value input device 18 and a player input device 24. For output the gaming machine 10 includes a primary display 14 for displaying information about the basic wagering game. The primary display 14 can also display information about a bonus wagering game and a progressive wagering game. The gaming machine 10 may also include a secondary display 16 for displaying game events, game outcomes, and/or signage information. While these typical components found in the gaming machine 10 are described below, it should be understood that numerous other elements may exist and may be used in any number of combinations to create various forms of a gaming machine 10.
The value input device 18 may be provided in many forms, individually or in combination, and is preferably located on the front of the housing 12. The value input device 18 receives currency and/or credits that are inserted by a player. The value input device 18 may include a coin acceptor 20 for receiving coin currency (see
The player input device 24 comprises a plurality of push buttons 26 on a button panel for operating the gaming machine 10. In addition, or alternatively, the player input device 24 may comprise a touch screen 28 mounted by adhesive, tape, or the like over the primary display 14 and/or secondary display 16. The touch screen 28 contains soft touch keys 30 denoted by graphics on the underlying primary display 14 and used to operate the gaming machine 10. The touch screen 28 provides players with an alternative method of input. A player enables a desired function either by touching the touch screen 28 at an appropriate touch key 30 or by pressing an appropriate push button 26 on the button panel. The touch keys 30 may be used to implement the same functions as push buttons 26. Alternatively, the push buttons 26 may provide inputs for one aspect of the operating the game, while the touch keys 30 may allow for input needed for another aspect of the game.
The various components of the gaming machine 10 may be connected directly to, or contained within, the housing 12, as seen in
The operation of the basic wagering game is displayed to the player on the primary display 14. The primary display 14 can also display the bonus wagering game associated with the basic wagering game. The primary display 14 may take the form of a cathode ray tube (CRT), a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the gaming machine 10. As shown, the primary display 14 includes the touch screen 28 overlaying the entire monitor (or a portion thereof) to allow players to make game-related selections. Alternatively, the primary display 14 of the gaming machine 10 may include a number of mechanical reels to display the outcome in visual association to at least one payline 32. In the illustrated embodiment, the gaming machine 10 is an “upright” version in which the primary display 14 is oriented vertically relative to the player. Alternatively, the gaming machine may be a “slant-top” version in which the primary display 14 is slanted at about a thirty-degree angle toward the player of the gaming machine 10.
A player begins play of the basic wagering game by making a wager via the value input device 18 of the gaming machine 10. A player can select play by using the player input device 24, via the buttons 26 or the touch screen keys 30. The basic wagering game consists of a plurality of symbols arranged in an array, and includes at least one payline 32 that indicates one or more outcomes of the basic wagering game. Such outcomes are randomly selected in response to the wager by the player. At least one of the plurality of randomly-selected outcomes may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus wagering game.
In some embodiments, the gaming machine 10 may also include a player information reader 52 that allows for identification of a player by reading a card with information indicating his or her true identity. The player information reader 52 is shown in
Turning now to
The controller 34 is also coupled to the system memory 36 and a money/credit detector 38. The system memory 36 may comprise a volatile memory (e.g., a random-access memory (RAM)) and a non-volatile memory (e.g., an EEPROM). The system memory 36 may include multiple RAM and multiple program memories. The money/credit detector 38 signals the processor that money and/or credits have been input via the value input device 18. Preferably, these components are located within the housing 12 of the gaming machine 10. However, as explained above, these components may be located outboard of the housing 12 and connected to the remainder of the components of the gaming machine 10 via a variety of different wired or wireless connection methods.
As seen in
Communications between the controller 34 and both the peripheral components of the gaming machine 10 and external systems 50 occur through input/output (I/O) circuits 46, 48. More specifically, the controller 34 controls and receives inputs from the peripheral components of the gaming machine 10 through the input/output circuits 46. Further, the controller 34 communicates with the external systems 50 via the I/O circuits 48 and a communication path (e.g., serial, parallel, IR, RC, 10bT, etc.). The external systems 50 may include a gaming network, other gaming machines, a gaming server, communications hardware, or a variety of other interfaced systems or components. Although the I/O circuits 46, 48 may be shown as a single block, it should be appreciated that each of the I/O circuits 46, 48 may include a number of different types of I/O circuits.
Controller 34, as used herein, comprises any combination of hardware, software, and/or firmware that may be disposed or resident inside and/or outside of the gaming machine 10 that may communicate with and/or control the transfer of data between the gaming machine 10 and a bus, another computer, processor, or device and/or a service and/or a network. The controller 34 may comprise one or more controllers or processors. In
Turning now to
Upon the randomly-selected outcome being the start-bonus outcome, the basic wagering game transitions to a bonus wagering game on the primary display 14. It is also possible, of course, for the bonus wagering game to be displayed on the secondary display 16 instead. An example of such a bonus wagering game is shown in
If the player chooses the “I Feel Lucky” option 78, the primary display 14 displays a plurality of multipliers 80 from which the player may select, as shown in
However, as mentioned above, not all players can or will use the optimal strategy, either because they lack understanding or for various other reasons. As a result, some players wind up with less than their expected share of winnings. Plus, since the winnings are already factored into the payback percentage of the gaming machine 10, the gaming machine 10 ends up generating more revenue than expected, potentially raising questions about the functionality or fairness of the gaming machine 10.
Therefore, in accordance with embodiments of the invention, a compensation bonus may be provided to compensate those players (as opposed to all players in general) at the end of the bonus wagering game. The compensation bonus, which may be implemented in many forms, compensates the player when he or she employs less-than-optimal strategy or fails to make the best decisions during the bonus wagering game. An example can be seen in
Since the compensation bonus is a corrective measure, it is preferably made to appear mysterious or otherwise unrelated to the bonus wagering game to prevent the player from intentionally playing for it. Thus, in one embodiment, the “Extra Lucky Bonus” is awarded periodically at random, for example, after every second, two and a half, third, three and a quarter, fourth, four and two-thirds, fifth, or other rational or irrational number of times that the “Take Credits” option 76 is selected. In another embodiment, the “Extra Lucky Bonus” may be designed with a certain probability (e.g., 25%) of being awarded any time the player makes a non-optimal selection. It is also possible to base the frequency of the “Extra Lucky Bonus” on the amount that the player missed out on due to his or her non-optimal selections. For example, if the player opted for the “Take Credits” option 76 when 2000 credits or more are at risk, then he or she will be twice as likely to receive the “Extra Lucky Bonus” than if only 1000 credits were at stake. Any difference in credits awarded between the two situations may be corrected using a multiplier, which may be twice as large for the lower probability situation. Regardless of the specific implementation, the “Extra Lucky Bonus” should be awarded in such a way that the player does not link the occurrence of the “Extra Lucky Bonus” to his or her failure to select the “I Feel Lucky” option 78.
Furthermore, instead of simply compensating the player the difference between the amount that was actually won and what he or she would have won had the “I Feel Lucky” option 78 been selected, the amount awarded may vary. The variance may be directly or indirectly related to the difference amount by some predefined scheme, such as a percentage of the difference amount, or a predetermined amount added to or subtracted from the difference amount. For example, consider a player who has won 100 credits at the end of four bonus wagering games where the “Take Credits” option 76 was selected. On average, the player would have won approximately 400 credits had he or she selected the “I Feel Lucky” option 78 instead. Rather than compensating the player the difference of 300 credits, the “Extra Lucky Bonus” may compensate the player 500 credits one time, then 100 credits another time, and so on. In this way, the player does not connect the amount of the “Extra Lucky Bonus” to his or her failure to select the “I Feel Lucky” option 78.
Note in the foregoing that the lack of optimal strategy may, but does not necessarily have to, occur in consecutive-bonus wagering games. Thus, there may be times where the player mixes optimal strategy with less-than-optimal strategy during different instances of the bonus wagering game. When that happens, only those bonus wagering games where less-than-optimal strategy was used are counted toward the “Extra Lucky Bonus.”
It is of course possible to simply award the player the difference between the amount that was actually won and what he or she would have won, and/or to do so after every bonus wagering game where the optimal strategy or best decision-making was not used, without departing from the scope of the invention.
The compensation bonus may be implemented in other ways as well. For example, instead of a mysterious bonus being awarded from time to time after the end of a bonus wagering game, the compensation bonus may be implemented in the form of a player-selection game displayed on the secondary display 16, as shown in
FIGS. 8 and 9A-9C illustrate an embodiment of the invention where players are compensated for less-than-optimal hand-eye coordination and/or timing. As can be seen in
Upon the randomly-selected outcome being the start-bonus outcome, a bonus wagering game is displayed on the secondary display 16, as depicted in
In accordance with embodiments of the invention, a plurality of bonus awards, including credit awards 110 and “special” awards 112, may be shown continuously flying past the aircraft. The credit awards 110 represent credit amounts, whereas the special awards 112 represent non-credit types of awards, such as multipliers (e.g., 2×, 4×, 6×, etc.), bonus extenders (denoted here as “Extend”), and even enemy engagements (denoted here as “Engage”) in which the player may win additional credit amounts by eluding enemy aircrafts. Selecting one of the flight controls 108a-d when one or more bonus awards 110 and 112 are on-screen results in the player being awarded one of the on-screen bonus award 110 and 112. Based on this arrangement, one or more of the on-screen bonus awards 110 and 112 will be awarded to the player only a certain percentage of the time. Indeed, for some on-screen bonus awards 110 and 112, the percentage of time may be zero.
In one embodiment, the specific on-screen bonus awards 110 and 112 are displayed and awarded in a manner such that players with good hand-eye coordination (or other skill-based abilities) have no advantage over other players. In these embodiments, players do not necessarily receive the highest bonus award 110 appearing on the display 16 (or a region thereof) when a flight control selection is made, but may instead be awarded a predetermined credit value selected from amongst the credit values displayed. In order to appear random, the range of on-screen bonus awards 110 that are displayed may vary significantly, but with larger credit values being less likely to be awarded than smaller ones. As a result, it may be difficult to maintain a particular weighted average or EV with every player for the bonus wagering game.
Therefore, in accordance with embodiments of the invention, one or more off-screen (i.e., not visible) bonus awards may be awarded from time to time to help maintain a consistent credit value awarded when averaged amongst all the on-screen bonus awards 110 and 112 appearing on the display 16. The off-screen bonus awards, like the on-screen bonus awards 110 and 112, may include both credit awards 114 and special awards 116. These off-screen credit awards 114 and special awards 116 compensate the player for any credit amounts he or she may have missed out on. Such off-screen bonus awards 114 and 116 may be awarded by themselves (e.g., as a “mystery” award) or in addition to the on-screen bonus awards 110 and 112 when the player selects one of the flight controls 108a-d.
The determination of which on-screen and which off-screen bonus awards 110 and 112 and 114 and 116 to use at any given time may be implemented in many ways. In one embodiment, the on-screen bonus awards 110 and 112 may be selected by one or more “bonus award generators” or other functional components, as illustrated in
For the on-screen bonus awards 110 and 112, there are two types of bonus award generators, credit award generators G1, G2, G3, and G4 that generate the on-screen credit awards 110, and special award generators GX that generate the on-screen special awards 112. When an on-screen bonus award 110 and 112 is awarded or otherwise moved off the display 16, the bonus award generator G1-G4 and GX that generated that on-screen bonus award 110 and 112 selects another on-screen bonus award 110 and 112 from its set of available bonus awards 110 and 112 for placement on-screen. Special award generators GX typically share the same set of possible on-screen special awards 112. However, the set of possible on-screen credit awards 110 that may be generated by each credit award generator G1-G4 may be uniquely distinct, or two or more credit award generators G1-G4 may share at least one possible on-screen credit award 110.
For the off-screen bonus awards 114 and 116, an off-screen bonus award generator GY generates both the off-screen credit awards 114 and the off-screen special awards 116. In one embodiment, the bonus award generator GY generates the off-screen bonus awards 114 and 116 by randomly selecting them from an off-screen bonus award table. In accordance with embodiments of the invention, the off-screen bonus awards 114 and 116 contained in the table may be weighted to create a targeted net expected value (“EV”). The targeted net EV may be the same from flight control 108a-d selection to flight control 108a-d selection, or it may vary from flight control selection to flight control selection. In the latter case, there may be a plurality of net EVs, each net EV being associated with its own respective weighted table. One of the plurality of net EVs may then be assigned when a player makes a flight control selection. Alternatively, the off-screen bonus awards 114 and 116 may be weighted so that their distribution does not change regardless of which on-screen bonus awards 110 and 112 are displayed on the display 16. As in the case of the net EVs, there may also be a plurality of distributions of off-screen bonus awards 114 and 116, each distribution being associated with its own respective weighted table.
An example of a weighted table that may be used specifically for the off-screen credit awards 114 is shown at TABLE 1. A similar table may be used for the off-screen special awards 116 and, therefore, that table will not be described here. In TABLE 1, the row labeled “Value” lists the possible credit amounts that may be awarded as an off-screen credit award 114, and the row labeled “Weight” lists the weights associated with each value. As can be seen, the first and second credit amounts, 10 and 15, have identical probabilities of being awarded based on their weight, whereas the third credit amount, 20, is more than twice as likely to be awarded. In contrast, the next-to-last credit amount, 500, has a comparatively small chance of being awarded. The weights are chosen so that the probability of being awarded any particular credit amount for a given flight control selection does not change regardless of which on-screen bonus awards 110 and 112 are currently displayed on the display 16. Alternatively, the weights may be chosen so that the EV for any given flight control selection does not change regardless of which on-screen bonus awards 110 and 112 are currently displayed on the display 16.
The weighted table, in turn, may be chosen from a plurality of weighted tables. In one embodiment, selection of the specific weighted table may be based on the bonus awards 110 and 112 that are on-screen at the time the player selects one of the flight controls 108a-d. The particular on-screen bonus awards 110 and 112 that are considered in the selection process may include all of the on-screen bonus awards 110 and 112 appearing on the display 16, or they may include only some of the on-screen bonus awards 110 and 112 appearing on the display 16. Each set of on-screen bonus awards 110 and 112 used may be completely distinct from the other sets, or two or more sets may share all or some of their on-screen bonus awards 110 and 112. Or there may be no on-screen bonus awards 110 and 112 used at all (i.e., the weighted table is chosen via some other criteria) based on a particular flight control selection.
In one embodiment, the particular on-screen bonus awards 110 and 112 used in the selection of a specific weighted table are grouped according to the region of the display 16 into which the aircraft maneuvers. This can be seen in
In addition, each flight control 108a-d is randomly seeded with one of the on-screen or off-screen bonus award generators G1-G4, GX, and GY either before the player selects a flight control 108a-d or at the time of the selection. In the example shown, the hard left flight control 108a is seeded with a special award generator GX, the climb and barrel flight controls 108b and 108d are seed with credit award generators G3 and G1, and the hard right flight control 108c is seeded with an off-screen bonus award generator GY. These seedings may change after each flight control selection, or they may remain the same for multiple flight control selections. When the player selects one of the flight controls 108a-d, the aircraft “maneuvers” into the region 118a-d corresponding to the selected flight control 108a-d, and the player is awarded one of the on-screen or off-screen bonus awards 112-116 associated with that region, depending on the bonus award generator G1-G4, GX, or GY assigned to the selected flight control 108a-d.
If the selected flight control 108a-d is seeded with one of the on-screen bonus award generators G1-G4, or GX, then the player is awarded the on-screen bonus award 110 or 112 appearing in that region and generated by that bonus award generator. On the other hand, if the selected flight control 108a-d is seeded with an off-screen bonus award generator GY, then a decision is made whether to award an off-screen credit award 114 or an off-screen special award 116. In some embodiments, the probability of receiving either one is the same, but in other embodiments, one may have a higher probability of being awarded than the other. Thereafter, the on-screen bonus awards 110 and 112 appearing in the selected region 118a-d, but not the other regions, are used to select the weighted table for the off-screen bonus award generator GY. The selection may be accomplished, for example, by using a look-up table to match the on-screen bonus awards 110 and 112 appearing in that region 118a-d to one of a plurality of available weighted tables. The specific off-screen bonus award 114 or 116 may then be chosen from the weighted table.
It is also possible to choose the weighted table based solely on the flight control 108a-d that the player selects. Thus, for example, if the player selects the hard left flight control 108a, one set of on-screen bonus awards 110 and 112 is used to choose the table, whereas if the player selects the hard right flight control 108d, another set of on-screen bonus awards 110 and 112 is used.
When on-screen bonus award 110 and 112 has been awarded or otherwise moved off the screen, it may be replaced. In some embodiments, the replacement may be one of the off-screen bonus awards 114 and 116. For example, the new on-screen bonus awards 110 and 112 may be selected from the weighted tables discussed above (see TABLE 1). The particular weighted table used may be the same as the one used for current flight control selection, or it may be a different weighted table. And the replacement may occur before a player makes a flight control selection, or it may occur after the player makes the flight control selection. Other aspects of the invention involve using the entire set of possible bonus awards (i.e., on-screen and off-screen) to select the replacement for the on-screen bonus award 110 and 112, or only a subset of the entire set (including an empty set, in which case the bonus award 110 and 112 that was removed is simply placed back on-screen).
Although the foregoing embodiments describe the bonus award 110 and 112 as being displayed and awarded randomly, it is also possible to award the credit value closest to the aircraft when selection of a flight control 108a-d is made. Thus, for example, selecting the hard left flight control 108a awards the player the largest on-screen bonus award 110 and 112 located on that region 118a of the display 16, selecting the hard right flight control 108c awards the largest on-screen bonus award 110 and 112 located on the right region 118c, and so forth. In still other embodiments, the player must actually maneuver the aircraft through the on-screen bonus award 110 and 112 in order to receive that award.
In the above embodiments, players ideally will time their flight control 108a-d selections to coincide with the appearance and location of the on-screen bonus awards 110 and 112 having the highest values. However, some players have poor timing and/or hand-eye coordination, or simply do not perform well in these types of activities for various reasons. As a result, the gaming machine may retain more than its expected share of revenue, potentially discouraging players and causing problems for casino operators. Therefore, in accordance with embodiments of the invention, a compensation bonus may be awarded to the player for the lack of hand-eye coordination. The compensation bonus may be awarded in the form of a mystery bonus, similar to the “Extra Lucky Bonus” (see
Still other ways of implementing the compensation bonus may be used without departing from the scope of the invention. For example, some bonus wagering games may have multiple rounds of skill-based decisions. In one embodiment, such a bonus wagering game may increase the potential credit award and/or the likelihood of winning after each skill-based round to compensate for a lack of optimal play in the previous skill-based round. The final round may then require minimal skill or be entirely random, or no compensation is provided if the difference amount is small enough.
In general, embodiments of the invention may be implemented in the form of a bonus wagering game that includes a skill-based component, such as the “I Feel Lucky” multiplier option 78 and of FIGS. 4 and 5A-5B (and, in some embodiments, the mid-air maneuvers of
Other skill-based components and/or random components may also be used as well. For example, in some embodiments, instead of a multiplier option, a “Pong” game may be used as the skill-based component. Moreover, the skill-based component and the random component may have more than two levels of skills and compensation. For example, the skill-based component may present the player with three or more choices, including a best choice, a mediocre choice, and a bad choice. The compensation component may then compensate the player according to his or her selection, including no compensation for the best choice, an intermediate credit amount for the mediocre choice, and a maximum credit amount for the bad choice.
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.
This application for patent claims priority to, and hereby incorporates by reference, U.S. Provisional Application Ser. No. 60/680,753, entitled “Gaming Machine With Skill-Based Compensation,” filed May 13, 2005 with the United States Patent and Trademark Office.
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