1. Field of the Invention
The present invention relates to Pachinko games and, in particular, to a Pachinko stand-alone game and to a Pachinko bonus game for an underlying game such as a slot machine.
2. Statement of the Problem
Slot machine bonusing features have become popular, and examples of their success include WHEEL OF GOLD, WHEEL OF FORTUNE, JEOPARDY!, REEL 'EM IN, PIGGY BANKIN', and many others. What has been heretofore lacking is a bonus game which utilizes the excitement and dynamic qualities of Pachinko. A need exists to provide a form of Pachinko as a bonus game for an underlying game such as a slot machine.
One problem associated with Pachinko games is that wear and tear caused by repeated play causes bias to occur wherein a ball may more frequently pass through certain lanes rather than through other lanes. A need exists to provide random payoffs during the play of Pachinko whether as a bonus game for an underlying game or as a stand-alone game despite bias caused by wear and tear.
A need also exists to provide additional excitement to the conventional play of a game such as video poker, slot machines and the like by providing additional random play in the dispensing of different values when a winning combination on the game is obtained.
Solution to the Problem
The present invention addresses the aforesaid needs. The Pachinko bonus game of the present invention is placed near an existing slot machine such as on top of, at the rear of, side-by-side with, or located near (such as on a wall). The Pachinko bonus game is started when an initiation condition such as when a symbol or combination of symbols align on the payline of the slot machine. The payoff selection and display on a per game basis is random so that biasing caused by wear and tear is eliminated whether the Pachinko game is played as a bonus game or as a stand-alone game. The Pachinko game can be used to dispense payoffs for conventional winning combinations of the underlying game.
The present invention pertains to a Pachinko bonus game system for an underlying game machine (such as a slot machine) being played by a player. The underlying game machine has a credit meter. The Pachinko bonus game system provides a playing field wherein the playing field has a plurality of rows of pegs with each row of pegs staggered from each adjacent row. A ball is launched onto the playing field by a launch mechanism. The launching or propelling of the ball onto the playing field occurs when an initiate condition occurs during play of the underlying game. In the case of a slot machine, the initiate condition can be the appearance of a special symbol on the payline. A number of different initiate conditions can be utilized based upon the underlying game. A row of lanes are provided on the playing field. The ball, after traversing among the pegs on the playing field, eventually travels through one of the lanes. At each lane is displayed a bonus payoff value. The lane the ball travels through senses the presence of the ball and the value displayed for that lane is added to the credit meter. The bonus payoff values are displayed at each lane with a flush mounted display so as not to interfere with or impede the travel of the ball through the lane. The bonus payoff values are randomly changed which would eliminate any mechanical bias present in the Pachinko game.
The Pachinko stand-alone game operates independently of an underlying game and is conventionally activated by a player to play the game. However, the playing field, ball, launch mechanism, rows of lanes, and the payoff display are as described above for the Pachinko bonus game with the exception of the credit meters in the Pachinko stand-alone game.
A bonus game for an underlying base casino machine played by a player wherein the bonus game further provides a Pachinko playing field, a ball propelled onto the Pachinko playing field when a bonus condition occurs during play of an underlying casino game. The Pachinko playing field having a row of lanes so that the ball, after traversing the playing field, travels through one of the lanes. A display at said row of lanes on said playing field for displaying at the lanes, targets, digits used to form a decimal number, graphic symbols used to perform a mathematical operation, symbols appearing in the underlying game outcome, so as to provide awards, wild symbols, extended game play, etc. Variations of the bonus game are found in scratch lottery tickets, standalone casino games, and features to gaming machines and systems.
And in yet another embodiment of the present invention, the Pachinko game system operates as a payoff dispenser for a conventional game.
Overview
In
The adjacent slot machine 20 functions conventionally when taking wagers, making payments and being played. The slot machine 20 has a conventional credit meter 24 which displays the player's current credits. Slot machines 20 are conventional and are made by a number of different manufacturers. How and in what form (i.e., coin-ins, dollar acceptors, magnetic cards, smart cards, etc.) wagers are placed at the slot machine 20 by a player is immaterial to the teachings of the present invention. What is material is that the credit meter 24 of the slot machine 20 is modified to increase when the player wins at the Pachinko bonus game 30. In addition, should an initiation condition arise during play of the slot machines such as a special symbol 26 (or set of symbols) appearing on the payline 22 of the slot machine 20, it automatically activates the Pachinko bonus game 30 (and deactivates the slot machine 20) so that the player of the slot machine 20 can play the Pachinko bonus game 30. Other means to “initiate” the Pachinko bonus game 30 are possible. The occurrence of a “winning combination” in the underlying game such as “two cherries” in a slot machine, or “twenty-one” in a blackjack game, or “three twos” in joker poker. The occurrence of the player accumulating a predetermined amount of winning such as “seventy-seven” dollars (or coins) in the underlying game. The occurrence of a symbol such as a “bonus” symbol appearing anywhere in the window or field of view in a slot machine even if it is not on the payline or receiving a card in a card game having a bonus symbol on it. The occurrence of an event such as a random signal to participate in the bonus game.
When utilized as a bonusing mechanism, the preferred Pachinko bonus game 30 embodiment utilizes one ball 220, which is propelled up onto a playing field 200 comprising alternately spaced rows of pegs 210. After traversing the playing field 200, the ball 220 falls through one of a plurality of chutes or lanes 230 separated by bumpers 240. The player receives an appropriate bonus payoff corresponding to the lane 230 the ball 220 travels through. The bonus payoff is credited to the slot game meter 24. The bonus game 30 ends and play reverts to the slot machine 20. The Pachinko game could also have a separate credit meter which is selectively incremented.
Details of Pachinko Game 30
In
In the preferred embodiment, the Pachinko game 30 of
The ball 220 is preferably three-quarters of an inch to one and one-half inch in diameter (i.e. about one inch). For example, in games 30 mounted on a wall, the ball 220 and pegs 210 would be scaled up such as having wider lanes. The pegs 210 are preferably on one and one-half to two-inch centers and each peg is preferably three-sixteenths an inch in diameter. Each row of pegs 210 is preferably staggered from the adjacent row above and below by one-half the center-to-center distance between pegs 210. These dimensions illustrate the present invention and are not meant to limit the teachings thereof. While the present invention uses one ball 220 per bonus, it is to be understood that more than one ball 220 could be used and that more than one ball 220 could be simultaneously or successively launched.
It is important to prevent outside influences from affecting the operation of the Pachinko bonus game 30 such as 1) possible tilting of the Pachinko game 30 to coax the ball 220 into desirable lanes 230 and 2) possible use of magnets to coax a steel or magnetic ball. Both of these concerns are eliminated in the present invention by using leveling sensors and a non-magnetic ball 220. While the use of plastic is preferred, the teachings of the present invention are not limited to plastic and other non-magnetic materials may be used. Furthermore, the algorithms and methods contained herein would also apply to conventional steel balls. Hence, the teachings of the present invention are not to be limited to use of either plastic balls or leveling sensors.
Algorithms
Algorithms for assigning the bonus game 30 values 260 to the lanes L1-L8 include, but are not limited to, the following three algorithms:
The slot machine 20 assigns a random payoff value 260 to the bonus game 30, either before or during play, that is independent of the outcome of the Pachinko action. After the ball 220 travels through a lane 230, the predetermined random payoff value 260 is displayed in display 250. Under this algorithm, the value of bonus payoffs is not determined by the ball 220 play in the Pachinko game.
Bonus payoff values 260 are randomly assigned to each lane 230 as a function of time and based upon game play. The value 260 for the bonus game 30 is determined by the displayed lane value at the time the ball 220 passes through a lane 230. This algorithm can either be free running (i.e., continuously) or start when the Pachinko bonus game 30 is activated. If free running, the cycle time for displaying a set of bonus payoffs 260 in displays 250 is preferably less than the typical Pachinko bonus game cycle time. For example, if it takes an average five seconds to play the Pachinko bonus game 30, then the payoff cycle time could be two seconds. In this example, every two seconds new payoffs 260 would be randomly displayed in displays 250. The display cycle time cannot be too fast since it must be viewed by a player, nor can it be too slow, if free running, since a player could take advantage of high payout values. Under the teachings of the present invention, the display cycle time, TD, is preferably less than the game cycle time, TG, or TD≦TG.
It is to be understood that the display in each lane could change at the same time; or the display in each lane could change at staggered times. For example, the first lane at time T0, the second lane at time T0+TS, the third lane at time T0+2TS, etc.; where TS is a predetermined stagger time period. This creates a flickering effect which is aesthetically pleasing.
In yet another embodiment, the time a value is displayed in a lane is constant (equal), but the frequency of selection is based upon the weight of the value. For example, if the values are ten dollars and one hundred dollars and the respective weights are 50% and 5%, then each value is displayed for the same amount of time (e.g., two seconds), but the ten-dollar value is displayed 50% of the overall time and the one hundred dollar value is displayed 5% of the overall time.
In yet another embodiment, the weight for each lane is constant (equal), but the frequency of selection is based upon time. For example, if the values are ten and one hundred dollars and the respective weights are each 50%, then each value has the same probability of being displayed, but the time of displaying the ten-dollar value is much longer than the time for displaying the one hundred dollar value.
Bonus payoff values 260 are assigned and displayed in displays 250 to each lane 230 randomly, via a weighted probability pay table, at any time after the bonus game 30 is activated and before the ball 220 travels through a lane 230. These bonus payoff values 260 remain fixed and the lane 230 selected by the ball 220 determines the ultimate payoff amount for the bonus game.
Algorithm No. 3 is the preferred embodiment for determining bonus payoff values 260 in that it allows players to see what bonus payoffs are possible, and to root for the ball 220 to settle into lanes 230 with high potential payoffs. It also gives players reassurance in knowing that no “funny business” is taking place (i.e., after launch the values 260 are fixed and known to the player, and subsequently the ball 220—and the ball 220 alone—determines the bonus payoff 260 the player will receive).
Bonus Payoff Values 260 Details Based on Algorithm No. 3
The above three algorithms are preferred embodiments. Other algorithms could be equivalently used under the teachings of the present invention.
Assume the desired average bonus payoff value for the Pachinko bonus game 30 is D units. The term “units” is used to refer to any suitable bonus payoff form such as monetary value (dollars), numbers of coins (number of quarters), tickets, etc. The teachings of the present invention are not limited to the form of the bonus payoff. Two preferred methods are used to determine the payoff.
Method 1: This method assigns bonus payoff values 260 to each lane 230 such that the expected value per lane 230 remains at D units, while particular bonus payoff values fluctuate above and below D units. In this fashion, the average value per game still remains at D units, but players experience variety in game play.
In Method 1, the average value per game remains equal to D units regardless of any bias which may exist or which may develop in the Pachinko bonus game 30 toward the lanes 230 and is accomplished in the following manner.
Let the number of lanes be NL and the number of payoffs for lane l be Rl. The set of payoffs and their associated weights (i.e., probabilities) for lane l is Pl,k and wl,k, where k is an index assuming values from 1 to Rl. Let the desired average value for the game be D. Then for each lane l the expected value becomes:
EVl=Σk(wl,k×Pl,k)≡a constant FORMULA 1
where
EVl=Expected Value for lane l
Pl,k=Set of rewards for lane l
wl,k=Weights per lane l
Summing over the game lanes, with unknown probabilities of occurrence Wl, yields the expected value per game:
EV=Σl(wl×EVl)=EVl×Σ wl=EVl FORMULA 2
Thus EV for the game is simply that of each lane, provided this is constant (i.e., equal for each lane). Furthermore, EV is independent of the weights wl of occurrence for each lane. Thus any bias developing through wear and tear which affects the wl has no bearing on EV. With no multiplier (M=1), the solution is EV=D. This is an important advantage of the present invention that the bonus payoff values 260 of the game are unaffected by physical wear and tear of the associated hardware. That is, even if the Pachinko bonus game 30 becomes biased toward one or more lanes 230, the bonus payoff value 260 of the game is unchanged. Randomness and fairness to the house and to the player is maintained. In the worst case of bias, the ball would fall through the same lane, game after game, yet the value, D, for the game is recovered.
Assume the Pachinko bonus game 30 has a value, per pay, of EV=D=50 units, then the following is an example of random assignments for each lane L1-L8 of
For example, for lane L4, there is a 70% chance the payoff chosen is 10 units, a 10% chance it is 30 units, and a 20% chance it is 200 units. The expected value for lane 4 is therefore 0.7×10+0.1×30+0.2×200=50 units, as required.
It should be apparent that the average bonus payoff value for each lane 230 is 50 units. However, the weights and associated possible bonus payoffs for each lane can be very different from each other. Furthermore, not all payoffs need to be possible for each lane, and vice-versa.
Several examples will illustrate the operation of Table I. In the first example, assume that the controller (as will be discussed subsequently) selects the following payoff values for L1-L8 of
Further, to add even more randomness, the lanes L1-L8 can be rotated from game to game (i.e., the weights for lane 1 may be applied to lane 2 in the next game, and so forth). The fixed value of 50 for lane L3 in Table I would be the value for lane L4 for the next game, for lane L5 etc. Or, the mapping from Table I for each successive game to actual lanes 230 may be done in a random fashion. The fixed value of 50 for lane L3 in Table I would be the value for a randomly selected lane such as lane L7 for the next game.
Note, too, that this algorithm does not require that each expected payoff, on a per-game basis, is always exactly D units. This volatility is a further advantage of this approach. For a third example, the lane payoff values are randomly chosen to be: {80, 50, 50, 200, 30, 40, 60, 30} for lanes L1 through L8, respectively. The probability of this occurring is 0.00012, and the expected value for the bonus game 30 is greater than 50 units. However, in the long run, the payoff will average D units.
Table I represents an illustration showing how bonus payoff values 260 are randomly selected from bonus game to bonus game. Many other values of combinations are possible which fall within the teachings of the present invention. D may be any suitable value, the number of lanes L are a design choice, and the actual payoff values can be tailored to the casino's requirements. A low value of D, such as D≦5, would generate little excitement in playing the Pachinko bonus game 30, while a high value of D, such as D≧100, would generate higher excitement. Also of consideration is how frequently the bonus symbol(s) 26 stop at the payline 22. The more frequent, then a lower D may be desirable. The lower the frequency, then a higher D may be desirable.
Method 2: An alternate approach which yields the same expected value EV each game is to randomly select a set of bonus payoff values 260 whose average value is D, and then assign each element of this set randomly to a lane 230.
For example, consider the set of lane payoffs L1-L8: {20, 20, 30, 40, 40, 50, 100, 100} with an average value D=50. Each of these payoff values 260 are randomly mapped to a lane in a one-to-one fashion, thus ensuring a game of value D. No equipment bias affects the expected value of the game, through the random assignment of values to lanes. In choosing different sets of lane payoffs, the volatility of playing the bonus game 30 may be increased or decreased.
A modified form of Methods 1 and 2 is to tie into the temporal approach of Algorithm 2 by randomly varying the lane value 260 as a function of time, with frequency governed such that the time-averaged value is D (e.g., by Table 1 above). This can be done by, e.g., fixing the time of a reward at TD and selecting based on weight w, or fixing the selection as the same for all and selecting the period proportionate to weight. Other manifestations are possible. Provided that the period (time between changing values) is shorter than the typical cycle time for a ball to drop through a lane, but long enough for a player to recognize the present lane value, the game should provide considerable excitement.
Under the teachings of the present invention, instead of credits, prizes or other types of awards may be provided.
Lane Multiplier(s) Algorithm
In addition to the algorithms described above, additional lanes are provided elsewhere on the playing field 200 in an alternate embodiment. Such rows could be added above or below lanes L1-L8.
Consider the embodiment shown in
EV=M×D FORMULA 3
Alternately, the values for the multipliers may be chosen in a fashion similar to that described in Method 1 above.
It is to be expressly understood in this embodiment, that any number of lanes in row 300 could be utilized to provide the multiplication. Furthermore, one or more of the lanes L9-L16 could be a “lose” lane (i.e., O×) so that when the ball 220 falls through that lane, the player loses; in which case when the ball 220 continues to fall and travel through on lanes L1-L8, the payoff value is not recorded. Indeed, passing through a lose lane, in one embodiment, would instantly cause the displays 250 to display “zero” and there could be a multimedia display informing the player and others of the lose. The location and number of the additional lanes L9-L16 is a design choice and they vary in number and can be placed anywhere in the playing field 200 above or below the pay lanes L1-L8. They do not have to be aligned in a row and can be dispersed on the field 200. Indeed, in some designs the ball 220 may enter a first multiplier lane (e.g., 2×) and then a second multiplier lane (e.g., 3×) before entering a payoff lane (e.g., $10—in which case the player receives 2×3×$10=$60). The number of lanes, the position of the lanes, and the number of rows are simply a design choice and do not depart from the teachings of the present invention.
Lane Addition Algorithm
The row 300 in another embodiment could be additive, subtractive, or both. For example, lanes L9-L16 could be {1+, 1+, 1+, 1+, 1+, 2+, 2+, 3+} mapped in a random fashion where the average addition is A=1.5+. In another example, lanes L9-L16 could be {1+, 1+, 1−, 1−, 2+, 2−, 3+, 3−} mapped in a random fashion where the average addition is A=0.
Double-or-Nothing Algorithm
In another embodiment, the player may replay the Pachinko bonus game as follows.
The player is given the option to double-or-nothing the bonus payoff just received such as by re-pushing a button 28 in
Other variations in this embodiment include triple, quadruple, etc., or nothing. For example, lanes L1-L8 could have the set {0×, 0×, 0×, 0×, 0×, 2×, 2×, 4×} randomly mapped to it resulting in an average multiplier of M=1.
Payoff Display Sequence
The displays 250 operate in several different sequences under the teachings of the present invention. In a first display sequence, the displays 250 for all lanes simultaneously display the payoff values 260. In a second display sequence, the displays 250 operate to randomly flicker payoff values 260 at different staggered times so that while a display in one lane is present, a display in another lane is just being displayed, etc. In a third display sequence, the time that a particular payoff value 260 is displayed in a lane 230 is proportional to the payoff weight so that a two hundred dollar payoff would have a shorter display time and a ten dollar payoff would have a faster display time.
Stand-alone Pachinko Game
The algorithms of the present invention can also be employed if the Pachinko game is a stand-alone machine. In this case, however, some of the payoff values are net losers based on coin-in. To encourage variety in the lane payoff values, and to allow for a variety of house advantages, Method 1 coupled with either Algorithm No. 2 or Algorithm No. 3 is preferred in this case.
Consider a stand-alone five-coin Pachinko game with a desired 10% house advantage. Assume the multiplier value is fixed at M=1×. To obtain a payoff value of D=4.5, the following is an example:
As before, the value for each lane 230 is chosen randomly by a controller and displayed in displays 250, with weights according to Table II above. In so doing, any equipment bias in the stand-alone Pachinko game is nullified with respect to house advantage. In the example above, lane 5 will have a value of 100 coins 4.5% of the time. A 500-coin payoff in lane 4 will appear once every 200 games.
These payoffs are merely exemplary and can, of course, be modified to the particular design. Table II does demonstrate, however, the mechanism whereby large “jackpot” values will periodically appear as possible payoffs and wherein the payoff values 260 in displays 250 are randomly changed from game to game.
These large jackpots can also arise from the use of multiple rows of lanes possibly including multipliers, additions, etc.
Bonus Game Hardware Configuration
The Pachinko game controller 430, in response to the activation signal received on lines 422 and the activation of button 28 by the player enables the launch ball mechanism 450 over line 434 to launch the ball 220 onto the field 200. Under alternate embodiments, the launch ball mechanism may be mechanically activated by a player such as by conventionally pulling back on a pull rod which is then released to propel the ball up chute 280 and into the playing field 200. Or, in other embodiments, a mechanical ball launcher 450 is used and if the player does not launch the ball within a predetermined time period, such as five seconds, the Pachinko game controller 430 automatically launches the ball. The Pachinko game controller 430, in response to the activation signal over lines 422, selects a set of payoff values 260 for delivery over lines 436 into the displays 250. Several approaches for determining what payoff values 260 are to be displayed have been discussed above. The Pachinko game controller 430 is suitably programmed and works with a random number generator 460 which may be a separate chip or software embedded in the Pachinko game controller 430 to randomly select payoff values from a table in memory 480 over lines 482 such as set forth in Table I.
After the ball 220 is propelled by the launch ball mechanism 450, the ball, after a period of time, travels through one lane 230. In
It is to be expressly understood that a number of different designs could be implemented under the teachings of the present invention. For example, one skilled in the art could remove the random number generator 460 and the Pachinko game controller 430 as well as the communication ports 410 and 420, and have the connections 436, 472, 432, and 434 delivered directly into and under control of the slot machine controller 400.
The field 200 may have any number of recessed lights, lighted designs, and/or sound effects commonly found in Pachinko and pinball games which are not shown and which are controlled by Pachinko game controller 430.
Operation
In
It is to be expressly understood that the order of stages 530, 540, and 550 can vary based upon method and the algorithm being used as discussed above as well as other design considerations. For example, if Algorithm No. 2 is used for a simultaneous display, and is based upon a two-second repetitive cycle, then every two seconds stage 530 selects new random payoffs for simultaneous display in stage 540. This continuously occurs until the bonus game play is over with. In the preferred embodiment of Algorithm No. 3, Method 1, the Pachinko game controller 430, at any time after being activated in stage 520 and before play is done in stage 560, can select a random payoff value for display. However, in the preferred operation of Algorithm No. 3, Method 1, sometime after activation in stage 520, the random values 260 are selected in stage 530 for display in stage 540. The launch ball mechanism 450 is then activated in stage 550 and play is done when the ball 220, as shown in
Stand-alone Pachinko Game
In
In
Likewise, in
Payoff Dispensing Mechanism
In yet another alternate approach to the teachings of the present invention, Pachinko game 30 of the present invention can utilize as a payoff dispensing mechanism. Formula 1 sets forth an overall payoff value of D as the expected value, EV.
It is well known in conventional game play for an underlying casino machine 20, that payoffs are commonly given. These payoffs are typically shown as printed charts actually on the machine. For example, in the case of the slot machine 20 and three double bars, the payoff printed on the chart may be twenty dollars. A player receiving a winning combination for the underlying casino gaming machine 20 is assured of receiving the printed payoff value. Under the teachings of the present invention, whenever a winning combination is obtained by a player at the underlying gaming machine 20, the Pachinko game 30 automatically is activated to allow the player the opportunity to receive more or less than the printed payoff value. In other words, the Pachinko bonus game of the present invention acts as a payoff-dispensing machine. From the casino operator's point of view, under Formula 1, the casino still pays the printed payout values. However, from the viewpoint of the player, a significant and additional level of excitement and further game play is present in watching the Pachinko game operate to dispense payoff which may be more or less than the stated printed payoffs. In some embodiments of this modification of the present invention, a player may have the option to take the printed payoff value or to play automatically for the higher or lower value.
Fixed Payoff Embodiment
The disclosed Pachinko bonus game and/or the stand-alone Pachinko game discussed above, in this embodiment, provides fixed payoff values 260 for lanes L1-L8 which could be printed at each lane or displayed in displays 250. Hence, the payoff values remain the same from game-to-game. Of course, this embodiment is subject to mechanical bias.
Bonus Game with Themed Play
A bonus feature utilizing the Pachinko top-box 30 themed to a casino game, such as the well known BATTLESHIP game from Hasbro as shown in
The bonus display 800 can be a video screen display (or any suitable display whether electronic or mechanical) mounted behind or below the field 200 so that the ball 220 can travel over or up to the edge of the screen. The dividers 240 can physically extend all the way down to the bottom over the video display 800 (or only partially). Alternatively, the dividers 240 can be adjacent to the video display 800. The video display 80 can have etched or painted on lines 810 to simulate the continuation of the physical division of dividers 240 or can be graphically shown as part of the video presentation. In the situation where the display 800 is a video display, the targets T (T1-T3) such as ships 802, 804, 806 can be stationary at a lane L (L1-L8). Or, the targets T can have moving effects such as caused by wave action from water. Or, the targets T can actually be moving across the lanes L in the bonus display 800. Note furthermore that each target T may occupy one lane or more than one lane. In one embodiment, a target occupying more than one lane occupies a plurality of adjacent lanes, such as a boat whose length occupies, e.g., three lanes. Furthermore, when the ball 220 “hits” a target as shown by arrow 820, a game response indication 830 such as a visual effect and/or other suitable display such as an exploding noise and an explosion visually shown on display 800 can occur to add more excitement to the game. In other embodiments, the display 800 can be any suitable mechanical or electrical/mechanical display that displays the target T in a stationary fashion or in a moving fashion.
Bonus game play is initiated through a qualification condition in the underlying casino game machine game 20. A large number of conventional conditions can occur such as a bonus trigger symbol appearing. The top box 30 includes the Pachinko playfield 200 with a display 800 that indicates whether each lane 230 is empty or whether it has a “target” T such as an enemy ship 802, 804, 806 located therein. The object of the game in
In
As the bonus game of
After each hit, the video screen 40 (on the base game 20) changes to display a set of “objects” 900 based on the “stage” of battle as shown in
It is an advantage that the player generally takes multiple shots during the bonus game, each hit resulting in the next stage of bonus play. Too, as the potential awards for each Stage grow, and yet the chance of success slowly diminishes, the suspense also grows for the player with each successful shot.
The following average pay schedule is exemplary for 8 stages of play:
Based on a Monte Carlo simulation of the bonus game, the following is obtained:
EV (Expected Value)=85.3
Average number of shots=4.25
For example, if a “starfish” object is selected, the selected starfish value would have an average value of 25× for the first hit (e.g., {15×, 20×, 25×, 30×, 35×}, an average value of 10× for the second hit (e.g., {5×, 10×, 10×, 10×, 15×}, etc. As an alternative, ships may be portrayed some of which are the enemy (to be hit), some of which are friendly (to be avoided). The status of lanes may be such that four lanes are enemy occupied, three lanes are friendly, and three lanes are vacant. “Shooting” a friendly ship (i.e., “end-of-game” target in at least one lane) ends the bonus game, “shooting” an enemy ship (i.e., a target) yields an award, and “shooting” an empty lane results in another shot being awarded.
To avoid any physical bias that may be introduced into the equipment, the ships and vacant lanes are randomly positioned in one embodiment such that each lane has an equal likelihood of containing a ship or being vacant. For example, consider a casino game with 10 lanes L, one of which is to be vacant and nine of which are to have a “ship” occupy the lane. To preserve fairness to the house and to the player even in the case of mechanical bias in the Pachinko equipment, the placing algorithm should be such that each of the 10 lanes is equally likely to be vacant (and hence, each of the 10 lanes is equally likely to have a ship). In practice, this may be done by first randomly choosing which lane shall be vacant (say, lane L4), and then subsequently “filling in” the other lanes with ships of varying sizes (e.g., a ship filling in three lanes, a ship filling in two lanes, and a ship filling in four lanes).
As an alternative, to add suspense, prior to each shot, one of the remaining ships may be selected to randomly display a special effect such as blinking, being lit, having a value, etc. Should this ship be sunk, the resultant award may be increased, for example, tripled.
The method steps implementing the bonus game described above in software are shown in
In one embodiment, bonus game play continues so that step 1060 is entered to display a set of objects 900 in the base game display 40 as shown in
The “next stage” is entered at step 1070, and play of the Pachinko bonus game 1010 continues with new targets T 1020 displayed. As mentioned above, and in one embodiment, the target T hit in the prior play is removed from the remaining targets T and the remaining targets are randomly shuffled and displayed across the lanes L. In this embodiment, with a target T removed, more lanes are empty, thereby increasing the possibility that play will end at step 1040 with a miss when the ball travels through an empty lane L. In another embodiment, the same targets T are randomly shuffled and displayed. In another embodiment, entirely different targets T are displayed in each new stage with or without the same number of targets for each next stage. It can be appreciated that the game is vigorous at this point with many possible embodiments. Play continues according to
In another embodiment of the present invention, more than one ball 220 can be launched either sequentially or simultaneously so as to provide for more possible hits in a single play of the Pachinko bonus casino game disclosed herein.
The playing field 200 can be any playing field and is not limited to the type shown in
The term “underlying casino game machine” shall be any mechanical, electronic, or video slot machine, any casino base game whether or not a slot machine, etc. The definition is vigorous and is not meant to limit the invention to past, present, or future gaming machines.
The terms “hit” and “miss” are used to mean the presence (or non-presence) of a target T at the lane the ball 220 travels through. The ball 220, of course, does not literally hit a target, but the correspondence of the ball and the target “at” the same lane L by the computer constitutes a “hit” to the player which results in the award of a payout. The term “at” used above means above the lanes L, in the lanes L, behind the lanes L, near the lanes L, or below the lanes L.
Furthermore, the bonus game disclosure herein can be adopted for a stand-alone Pachinko game as fully discussed earlier in this application. Such a stand-alone Pachinko casino game would be initiated upon placing a wager (rather than being initiated upon the occurrence of a bonus condition). In this embodiment, the targets T are randomly displayed and disposed at a plurality of lanes L wherein more lanes are empty (i.e., not having an associated target present when the ball travels through a lane) so as to obtain more misses.
It is to be expressly understood that
The above disclosure can be implemented in a wide area progressive. As an example, with a playing field having a row of eight lanes, the probability of sinking all eight ships is 0.0024 (approximately 1 in 416) for eight successive shots. As such, with a base symbol probability of 0.0000416 (approximately 1 in 24,033), the overall probability of winning the wide area progressive is set to approximately 1 in 10,000,000 utilizing a dual-stage qualification ( 1/416× 1/24033). This gives players more of a “taste” of almost winning compared to traditional wide area progressives. Each ship occupies only one lane. The casino bonus described in this example has up to eight “shots” (i.e., eight separate launches of a ball). The first shot is with 8 ships (hence a sure hit). The next shot is with seven randomly placed ships, then 6, 5, 4, 3, 2, and finally 1 ship. In each case, the lanes with ships/vacant are randomly assigned.
Bonus Game with Mathematical Computation
In another embodiment shown in
Indeed, under the teachings of this embodiment, more balls such as the optional ball B4 could also be delivered to provide the “thousands” decimal placement, etc. The game response indication for this win is shown as 1110 and can be used to increment a credit meter or the like.
In another embodiment, the three balls generate three numbers (e.g., 1, 4 and 6), and the player is awarded the maximum number thereby created (e.g., 641) multiplied by an initiating bet (or 641 units are awarded).
In
In another embodiment of
In yet another embodiment shown in
Another lane might have a “bomb” picture 1410 as shown in
In the above two examples of a directional arrow 1310 and bomb 1410, a graphic is displayed in one (or more) of the lanes L and if the graphic is hit by the ball, a predetermined mathematical operation based on the graphic occurs. In the case of
In still another embodiment shown in
While the embodiments of
The latter is shown in
What is described above in
Bonus Game Interacting with Base Game
The above embodiments of
These symbols are the conventional symbols that may also be displayed in display 40 in the reel spin as a game outcome shown as 1900. The game outcome in the underlying casino game is based on these symbols. Some or all of these symbols may appear in the game outcome. This is a conventional game outcome, and the symbols S1-S10 are conventional and can comprise any desired symbol. The designations S1-S10 are only used to illustrate the embodiment of the present invention. The ball B1 travels through lane L4 which corresponds to a randomly displayed symbol S8. As soon as the ball B1 travels through lane L4, it is sensed, as discussed above. Then, all S8 symbols in the displayed game outcome 1900 are changed to a wild symbol W. Any payout to the player is based upon the game outcome with all S8 symbols converted to wild symbols. This adds excitement and increases the possible award based upon the game outcome 1900 with the converted wild symbols.
In
In this embodiment, the Pachinko bonus game is used to generate wild symbols in the underlying casino game.
The various Pachinko bonus embodiments shown in
The above disclosure sets forth a number of embodiments of the present invention. Those skilled in this art will however appreciate that other arrangements or embodiments, not precisely set forth, could be practiced under the teachings of the present invention and that the scope of this invention should only be limited by the scope of the following claims.
This application is a divisional of U.S. patent application Ser. No. 11/035,225 filed Jan. 13, 2005 which is a continuation-in-part of U.S. patent application Ser. No. 10/161,568 filed Jun. 3, 2002, now U.S. Pat. No. 6,896,261 issued May 24, 2005, which is a continuation of U.S. patent application Ser. No. 09/632,357 filed Aug. 3, 2000, now U.S. Pat. No. 6,398,219 issued Jun. 4, 2002, which is a continuation of U.S. patent application Ser. No. 09/442,831 filed Nov. 17, 1999, now U.S. Pat. No. 6,139,013 issued Oct. 31, 2000, which is a continuation of U.S. patent application Ser. No. 09/098,804 filed Jun. 17, 1998, now U.S. Pat. No. 6,047,963 issued Apr. 11, 2000 which claims priority to U.S. Provisional Patent Application Ser. No. 60/081,724 filed Apr. 14, 1998.
Number | Date | Country | |
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20060084487 A1 | Apr 2006 | US |
Number | Date | Country | |
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60081724 | Apr 1998 | US |
Number | Date | Country | |
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Parent | 11035255 | Jan 2005 | US |
Child | 11285697 | Nov 2005 | US |
Number | Date | Country | |
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Parent | 10809260 | Mar 2004 | US |
Child | 11035255 | Jan 2005 | US |
Parent | 09632357 | Aug 2000 | US |
Child | 10161568 | Jun 2002 | US |
Parent | 09442831 | Nov 1999 | US |
Child | 09632357 | Aug 2000 | US |
Parent | 09098804 | Jun 1998 | US |
Child | 09442831 | Nov 1999 | US |
Number | Date | Country | |
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Parent | 10161568 | Jun 2002 | US |
Child | 10809260 | Mar 2004 | US |