Embodiments of the present inventions relate generally to the field of regulated electronic games of chance.
Regulated multi-phase skill games allow for the creation of a new class of electronic casino games in which player skill plays a larger role in determining the player's financial outcome without, however, compromising the inherent “house edge” built into each game. To accomplish this aim, multi-phase games according to embodiments of the present invention may include two segments of play: 1) skill-based play and 2) a random award. Players who are more successful in the skill-based portion of each game earn more favorable terms (i.e. higher average returns) in the random portion of play than do players who are less successful during the skill-based portion of play. This structure allows for games that further incentivize skilled play but that remain just as consistently profitable for game operators as traditional games.
The “skills” that are rewarded within multi-phase games according to embodiments of the present invention may include, for example, manual dexterity (such as may be useful in arcade style games), puzzle solving ability (such as may be used in puzzle games), general knowledge (useful in trivia games), or virtually any skill that the game designer may wish to measure.
An optional third segment of multi-phase game play according to embodiments of the present invention may utilize a percentage of each player's wager to fund a progressive jackpot awarded to the player or players having the highest skill-based play score over a predetermined period of time. This feature represents a breakthrough in house-banked casino play, allowing for the creation of games in which the most skilled players may play at a financial advantage without reducing the game's overall profitability for the house.
Accordingly, an embodiment of the present invention is a method of determining a reward due to a player of a regulated electronic game of chance. The method may include steps of accepting from the player a selection of a game play contract for a predetermined duration of game play for a predetermined amount of funds; providing the player with a skill-based first game that may be configured such that, on average, players exhibiting greater skill earn higher scores than do players exhibiting comparatively lower skill and enabling game play thereon, and during the predetermined duration: determining a score of the player in playing the skill-based first game; after the predetermined duration: providing a chance-based second game to the player, the chance-based second game being configured to include a number of winning opportunities that may be determined at least in part by the player's score; randomly determining the reward due to the player for each of the number of winning opportunities.
According to further embodiments, the method may further include providing a skill-level table that may include a plurality of score ranges and an associated number of winning opportunities for each of the plurality of score ranges, the skill-level table being configured such that higher scores are associated with greater numbers of winning opportunities than are associated with comparatively lower scores and the chance-based game providing step may be carried out with the number of winning opportunities being determined by calling the skill-level table using the player's score. The chance-based second game providing step may be carried out with an average reward to the player of at least some of the winning opportunities of the chance-based second game increasing as the number of winning opportunities increases. The skill-based first game providing step may be carried out with the skill-based first game including, for example, a pinball game, a console style video game, a trivia game, or an electronic puzzle game, to name but a few of the possibilities. For example, the chance-based second game may include a virtual scratch off lottery ticket, a number in a lottery number selection screen, a number on a roulette layout, and/or a number on a keno number selection screen, to name but a few of the limitless possibilities. The measuring step may include a step of providing the determined score to the player. The likelihood of one or more of the winning opportunities leading to the player earning a reward may be higher with a higher determined score than with a comparatively lower determined score.
According to another embodiment, the present invention is a method of determining rewards due to a player of a regulated electronic game of chance that includes steps of accepting funds from a player and using a first portion of the funds to fund a progressive jackpot to be awarded at a predetermined point in time and using a second portion of the funds to purchase a game play contract for a predetermined duration of game play on the regulated electronic game of chance; providing the player with a skill-based first game that is configured such that, on average, players exhibiting greater skill earn higher scores than do players exhibiting comparatively lower skill and enabling game play thereon, and during the predetermined duration: determining a score of the player in playing the skill-based first game; and after the predetermined duration: providing a chance-based second game to the player, the chance-based second game being configured to include a number of winning opportunities that may be determined at least in part by the player's score; randomly determining the reward due to the player for each of the winning opportunities; if the player's score matches or exceeds a current high score, establishing the player's score as the current high score, and awarding at least a portion of the progressive jackpot to the player if the player's score may be established as the current high score and has not been exceeded by the predetermined point in time.
The method may further include providing a skill-level table that includes a plurality of score ranges and an associated number of winning opportunities for each of the plurality of score ranges, the skill-level table being configured such that higher scores are associated with greater numbers of winning opportunities than are associated with comparatively lower scores and the chance-based game providing step may be carried out with the number of winning opportunities being determined by calling the skill-level table using the player's score. The chance-based second game providing step may be carried out with an average reward to the player of at least some of the winning opportunities of the chance-based second game increasing as the number of winning opportunities increases. The skill-based first game providing step may be carried out with the skill-based first game including, for example, a pinball game, a console style video game, a trivia game or an electronic puzzle game, to name but a few of the possibilities. The chance-based second game may include, for example, a virtual scratch off lottery ticket, a number in a lottery number selection screen, a number on a roulette layout, and/or a number on a keno number selection screen, to name but a few of the virtually limitless possibilities. The establishing step may include issuing a jackpot claim ticket to the player. The method may further include a jackpot claim ticket redemption step enabling players who hold a jackpot claim ticket for a score that has not been exceeded by the predetermined period of time to redeem the ticket for at least a portion of the progressive jackpot. The score determining step may include providing the determined score to the player.
According to still another embodiment thereof, the present invention is a method of determining a reward due to a player on a regulated electronic game of chance. Such a method may include steps of accepting funds from the player; setting a maximum terminating events parameter; initializing a terminating events counter to zero; providing the player with a skill-based first game that may be configured such that, on average, players exhibiting greater skill earn higher scores than do players exhibiting comparatively lower skill and enabling game play of the skill-based first game; determining a score of the player in playing the skill-based first game; incrementing the terminating events counter each time the player triggers a terminating event during game play of the skill-based first game; concluding the skill-based first game when the terminating events counter equals the maximum terminating events parameter, and after the skill-based first game is concluded: providing a chance-based second game to the player, the chance-based second game including a number of winning opportunities that may be determined at least in part by the player's determined score, and randomly determining the reward due to the player for each of the number of winning opportunities.
The chance-based second game providing step may be carried out with a higher determined score being associated with a greater number of winning opportunities than is associated with a comparatively lower determined score. The chance-based second game providing step may be carried out with an average reward to the player of at least some of the winning opportunities of the chance-based second game increasing as the number of winning opportunities increases. The skill-based first game providing step may be carried out with the skill-based first game including, for example, a pinball game, a console style video game, a trivia game or an electronic puzzle game. The chance-based second game may include a virtual scratch off lottery ticket, a number in a lottery number selection screen, a number on a roulette layout and/or a number on a keno number selection screen, for example.
A still further embodiment of the present invention is a method of determining rewards due to a player on a regulated electronic game of chance that includes steps of accepting funds from a player and using a first portion of the funds to fund a progressive jackpot to be awarded after a predetermined point in time and using a second portion of the funds to enable game play; setting a maximum terminating events parameter; initializing a terminating events counter to zero; providing the player with a skill-based first game that may be configured such that, on average, players exhibiting greater skill earn higher scores than do players exhibiting comparatively lower skill and enabling the game play thereon; determining a score of the player in playing the skill-based first game; incrementing the terminating events counter each time the player triggers a terminating event during game play of the skill-based first game; concluding the skill-based first game when the terminating events counter equals the maximum terminating events parameter, and after the skill-based first game is concluded (i.e., over) providing a chance-based second game to the player, the chance-based second game including a number of winning opportunities that may be determined at least in part on the player's determined score; randomly determining the reward due to the player for each of the number of winning opportunities; if the player's determined score matches or exceeds a current high score for the skill-based game: establishing the player's score as a current high score for the skill-based first game, and awarding at least a portion of the progressive jackpot to the player if the player's score was established as the current high score and has not been exceeded by the predetermined point in time.
The chance-based second game providing step may be carried out with a higher determined score being associated with a greater number of winning opportunities than is associated with a comparatively lower determined score. The chance-based second game providing step may be carried out with an average reward to the player of at least some of the winning opportunities of the chance-based second game increasing as the number of winning opportunities increases. The skill-based first game providing step may be carried out with the skill-based first game including, for example, a pinball game, a console style video game, a trivia game, or an electronic puzzle game. The chance-based second game may include, for example, a virtual scratch off lottery ticket, a number in a lottery number selection screen, a number on a roulette layout and/or a number on a keno number selection screen. The establishing step may include issuing a jackpot claim ticket to the player. The method may also include a jackpot claim ticket redemption step enabling players who hold a jackpot claim ticket for a score that has not been exceeded by the predetermined period of time to redeem the ticket for at least a portion of the progressive jackpot. The skill level measuring step may include providing the measured skill level to the player. The score determining step may include providing the measured score to the player.
A still further embodiment of the present invention is a method of determining rewards due to a player on a regulated electronic game of chance, comprising the sequential steps of accepting funds from the player; randomly determining a theoretical maximum reward that the player could win; providing a skill-based game that may be configured such that, on average, players exhibiting greater skill earn higher scores than do players exhibiting comparatively lower skill and enabling game play on the skill-based game of chance, the provided skill-based game being further configured to include a plurality of reward generating assets, at least one of a number of the reward generating assets and a value of a reward for successfully interacting with any of the plurality of reward generating assets being dependent upon the randomly determined theoretical maximum reward; determining the score of the player in playing the skill-based game, and based upon the determined score, determining how much of the randomly determined theoretical maximum reward the player actually wins.
The method may further include a step of providing a maximum reward table and the randomly determining step may be carried out by calling the maximum reward table. The accepting step may include using a first portion of the funds to fund a progressive jackpot to be awarded after a predetermined point in time and using a second portion of the funds to enable game play. The accepting step may include accepting from the player a selection of a game play contract for a predetermined duration of game play of the skill-based game for a predetermined amount of funds. The score determining step may be carried out with the score being determined according to a number of the plurality of reward generating assets with which the player successfully interacts during the game play of the skill-based game. The score determining step may include increasing the score with each successful interaction with any of the plurality of reward generating assets. The method may also include a step of determining whether the determined score matches or exceeds a pre-stored high score, and, if so, establishing the score as a new high score, and awarding at least a portion of the progressive jackpot to the player if the player's score was established as the high score and has not been exceeded as of a time when the progressive jackpot may be awarded. The accepting step may include using a first portion of the funds to fund a progressive jackpot to be awarded after a predetermined point in time and using a second portion of the funds to enable game play and the method further may include awarding at least a portion of the progressive jackpot to the player if the player has earned a score that has not been exceeded by the predetermined point in time. The providing step may be carried out with the skill-based game including one or more penalty inducing assets that may be configured such that each time the player interacts therewith, the determining step decreases the player's score by a predetermined penalty amount. The method may also include a step of initializing the score to 100 (or any predetermined initial value) and the score determining step decreases the score by the penalty amount each time the player interacts with the at least one penalty inducing asset during the game play. The skill-based game providing step may be carried out with the skill-based game including, for example, a virtual pinball game, a console style video game, a trivia game and/or an electronic puzzle game.
Yet another embodiment of the present invention is a method of determining a reward due to a player of a regulated electronic game of chance, comprising the steps of: accepting from the player a selection of a game play contract for a predetermined duration of video game play for a predetermined amount of funds; providing the player with a skill-based first game that is configured such that, on average, players exhibiting greater manual dexterity earn higher scores than do players exhibiting comparatively less manual dexterity and enabling game play thereon, and during the predetermined duration: determining a score of the player in playing the skill-based first game; after the predetermined duration: providing a chance-based second game to the player, the chance-based second game being configured to include a number of winning opportunities that may be determined at least in part by the player's score; randomly determining the reward due to the player for each of the number of winning opportunities.
The method may further include providing a skill-level table that includes a plurality of score ranges and an associated number of winning opportunities for each of the plurality of score ranges, the skill level table being configured such that higher scores are associated with greater numbers of winning opportunities than are associated with comparatively lower scores and the chance-based game providing step may be carried out with the number of winning opportunities being determined by calling the skill-level table using the player's score. The chance-based second game providing step may be carried out with an average reward to the player of at least some of the winning opportunities of the chance-based second game increasing as the number of winning opportunities increases. The chance-based second game may include, for example, a virtual scratch off lottery ticket, a number in a lottery number selection screen, a number on a roulette layout and/or a number on a keno number selection screen. The measuring step may include a step of providing the determined score to the player. The likelihood of at least one of the winning opportunities leading to the player earning a reward may be higher with a higher determined score than with a comparatively lower determined score.
A still further embodiment of the present invention is a method of determining rewards due to a player on a regulated electronic game of chance, comprising the sequential steps of: accepting funds from the player; randomly determining a theoretical maximum reward that the player could win; providing a skill based video game that may be configured such that, on average, players exhibiting greater manual dexterity earn higher scores than do players exhibiting comparatively less manual dexterity and enabling game play on the skill based video game; determining the score of the player in playing the skill-based video game, and based upon the determined score, determining how much of the randomly determined theoretical maximum reward the player actually wins.
The method may also include a step of providing a maximum reward table and the randomly determining step may be carried out by calling the maximum reward table. The accepting step may include using a first portion of the funds to fund a progressive jackpot to be awarded after a predetermined point in time and using a second portion of the funds to enable game play. The skill-based game providing step may be carried out with the skill-based game including a plurality of reward generating assets, and with at least one of a number of the reward generating assets and a value of a reward for successfully interacting with any of the reward generating assets being dependent upon the determined theoretical maximum reward. The accepting step may include accepting from the player a selection of a game play contract for a predetermined duration of game play of the skill-based game for a predetermined amount of funds. The score determining step being carried out with the score being determined according to an ability of the player to successfully interact with as many reward generating assets as possible during the game play of the skill-based game. The score determining step may include increasing the score with each successful interaction with any of the plurality of reward generating assets. The method may further include a step of determining whether the determined score matches or exceeds a pre-stored high score, and, if so, establishing the score as a new high score, and awarding at least a portion of the progressive jackpot to the player if the player's score was established as the high score and has not been exceeded as of a time when the progressive jackpot may be awarded. The accepting step may include using a first portion of the funds to fund a progressive jackpot to be awarded after a predetermined point in time and using a second portion of the funds to enable game play and the method further may include awarding at least a portion of the progressive jackpot to the player if the player has earned a score that has not been exceeded by the predetermined point in time. The skill-based providing step may be carried out with the skill-based game including a plurality of penalty inducing assets and the randomly determining step may be carried out with at least one of a number of the penalty inducing assets and a value of a penalty amount for interacting with any of the penalty inducing assets being dependent upon the determined theoretical maximum win. The score may be initialized at 100 (or to some other predetermined value) and the score determining step may successively decrease the score by the penalty amount each time the player interacts with one of the penalty inducing assets during the game play.
In the following detailed description of exemplary embodiments of the invention, reference is made to the accompanying drawings, which form a part hereof, and in which is shown by way of illustration specific exemplary embodiments in which the invention may be practiced. These embodiments are described in sufficient detail to enable those skilled in the art to practice the invention, and it is to be understood that other embodiments may be utilized and that logical, mechanical, electrical and other changes may be made without departing from the spirit or scope of the present invention. The following detailed description is, therefore, not to be taken in a limiting sense, and the scope of the present invention is defined only by the appended claims.
Multi-phase games depart from their traditional counterparts in that their primary game play is either predominantly skill-based or completely skill-based. Traditional slot machines operate in a purely random fashion and, therefore, do not reward skilled play. Traditional video poker games operate in a predominantly random fashion, rewarding skilled play only to a small degree. Electronic versions of other popular casino games like video blackjack operate in a predominantly random fashion, and allow skilled players to achieve only marginally better returns than unskilled players over time.
It is believed that the predominantly random to purely random nature of traditional electronic casino games are of little interest to a significant segment of the gaming industry's potential customer base. Many potential customers, particularly those who have grown up playing popular home video games, prefer a gaming experience in which there is a greater correlation between the skill they have exhibited and their ultimate results. Many of these players are disdainful of games over which they exert little to no control, finding them to be generally mindless and unentertaining. It stands to reason that, were casino games to become successful in incentivizing skilled play (particularly manual dexterity skills), they would likely gain increased appeal within a key demographic that currently does not widely patronize them.
One important reason that predominantly skill-based games have not made inroads into the regulated casino environment relates to the difficulty in ensuring their profitability. Existing house banked games all have a built in mathematical edge that ensures they will generate a profit. In these games, the player's skill merely determines the magnitude of this house mathematical edge, with skilled players facing a smaller disadvantage than unskilled players.
As electronic casino gaming evolves to encompass more complex game classes such as fully interactive, fully skill-based console style games, new methods must be developed to create a satisfying play experience while ensuring each game's profitability. An ideal model of next generation gaming would achieve the following goals: a) incentivize skill-based play by awarding skilled players significantly greater average returns than non-skilled players, and b) employ a structure through which unskilled players may randomly achieve winnings, so unskilled players are not discouraged from playing, c) offer the promise that, with enough skill, a player could realize a financial advantage over the game and d) accomplish all of these aims while earning a consistent profit for the game operator by maintaining a reliable house edge that is not jeopardized by even the most skilled players.
Multi-phase gaming, according to embodiments of the present invention, constitutes the first gaming model that is able to successfully achieve each of the above-listed goals. This gaming model accomplishes these goals by employing a multi-phase structure that separates the skill-based element of each game from the random element of the game. In the first phase, the player engages in skill-based play and receives a score based on the strength of his or her performance. This score is then input into a second, random phase of play in which players with higher skill scores (corresponding to the measured level of skill) from the previous phase of game play earn more favorable terms (i.e., higher average returns) than players who were less successful during skill-based play. For example, a multi-phase game according to an embodiment of the present invention may offer the player the opportunity to scratch off virtual lottery tickets and win instant rewards in its random phase. Players who earned high skill scores in the first phase of play may then be given the opportunity to scratch off a greater number of virtual lottery tickets than players who earned comparatively lower scores. An optional third phase of play, according to embodiments of the present invention, may use a percentage of each wager made on a multi-phase game to fund a progressive jackpot awarded to the player or players earning the highest skill score or scores over a predetermined period of time.
Because the first phase of game play is predominately skill-based or even fully skill-based, each player action will take on increased meaning and significance, which should lead to greater player engagement, suspense and entertainment. The random nature of the second phase of play ensures that even the least skilled players will sometimes achieve wins, which should keep players of all skill levels invested in the game. The progressive phase of play will appeal to the competitive nature of players, causing players to keep playing in hopes of winning funds by setting the game's “high score.” Perhaps most importantly, this multi-phase structure grants casino operators the ability to offer players a game with a purely skill-based feel (in the first phase) that still maintains a consistent casino advantage.
Popular skill-based games may be offered for play in the multi-phase model, in many cases in an unaltered format (that is, configured no differently than when they were originally offered on home consoles, in video game arcades or on home computers). Because players may play games with which they are already familiar (and with which they may have formed some attachment or affinity), multi-phase casino games have a minimized learning curve. This ease of play is of tremendous value to game operators, as they earn revenue when players play, but not when players look through help menus or engage in other activities trying to orient themselves within a new game.
As noted above, in the center of the depicted exemplary user interface, a player is engaged in the popular outer space-themed console style Space Invaders® video game. In Space Invaders® the player earns a score 212 by using a cannon 214 to shoot aliens 216 that advance towards him. At the end of the player's gaming session, the player's final score, according to embodiments of the present invention, is referenced against a skill-level table 218 to determine how many winning opportunities the score 212 has earned for the player in the random phase of game play. In the exemplary case depicted in
It should be noted that this skill-based phase of play—i.e., the Space Invaders® video game—has been offered to the player in a largely unaltered format such that players already familiar with the arcade version of the game would be able to play with confidence and minimal orientation, reliving the video arcade exploits of their youth. It is understood that the skill-based phase of game play may be readily configured to cater to specific demographics, as the primary skill-based game need not be limited to pixilated early 80's arcade favorites.
As also shown in
In the depicted user interface, the current progressive jackpot 220 is set at $2,457.36. As shown at 222, the current high scores are owned by Johnny Q (5,260 points) and Laars W (5,100 points). For purposes of illustration, we will assume that this exemplary game is set to pay the entire progressive jackpot to the owner of the highest score every night at midnight. In this scenario, if the current player achieves a score of 6,700 points, he or she would be issued a jackpot redemption ticket (or another functionally equivalent device may be given to the player or a previously issued player device may be suitably updated) displaying information including but not limited to: the score, the time the score was earned, and, if the operator wished to make such a service available, a code used to check the status of the reward claim over the Internet or by phone. If the player's score is not exceeded before the midnight jackpot deadline, then he or she would be able to collect the jackpot by inserting or presenting the ticket or other player device into or to a participating gaming machine or redemption kiosk or by presenting the ticket at the casino's cashier cage, or, if available, entering a code printed on the ticket into a dedicated website. Further details regarding the above progressive jackpot claim ticket issuance and redemption model is provided hereunder relative to
The multi-phase gaming model according to embodiments of the present invention may facilitate the creation of several different classes of casino games, including casino puzzle games. Indeed, popular puzzle games such as Sudoku may be converted for casino play without significant changes to their traditional rules and structure. The depicted user interface, for example, may feature a version of Sudoku in which the player 312 tries to complete as many puzzles as he or she can in a predetermined period of time by dragging and dropping numbers from a palate 314 into the empty squares of an onscreen puzzle 316. In the depicted version of the game, the player must touch an onscreen button 318 to determine if a puzzle has been correctly completed, although alternate version of the game may be offered in which the game automatically checks each puzzle for successful completion after every change the player makes. Onscreen meters provide the player with information about game play, including but not limited to: how many puzzles the player has completed as shown at 320 and the average time taken to complete each puzzle has taken, as shown at 322. Those of skill in this art will readily recognize that many variations are possible, which embodiments may include, for example, different meters, different layouts, and/or different criteria for determining whether the player has successfully completed a puzzle (completing puzzles within successively diminishing time periods, for example), and all such variations are deemed to fall within the scope of the present inventions.
Like the console style game of
Each virtual ticket in this model may be branded to promote, for example, the casino, the game supplier, a third party, or multi-phase gaming in general. As may be seen on virtual ticket 404, the present assignee Cyberview Technology's “CVT” logo is featured in the top left corner along with the marketing slogan “Instant Riches”, as shown at 406. The prize window of this particular ticket 408 has already been scratched by the player, revealing a non-winning outcome.
Touch screen technology may be used to allow the player to redeem each virtual lottery ticket through a simulated scratching motion, optionally with accompanying scratching sound effects. As is depicted on virtual ticket 410, the player 412 may simply move his or her finger (or some kind of pointer if touch screen technology is not used) across the prize window 414 to virtually scratch away the virtual dark ink and reveal the prize stored underneath. In this case, the player has won a financial award, the size of which is still partially obscured. The player will continue the virtual scratching motion on the touch screen to reveal the full prize amount.
Virtual ticket 416 has yet to be touched by the player. The prize window 418 on unscratched tickets remains solid, obscuring the potential prize from the player until it is scratched.
The size of the player's potential reward may be fixed for a given game or it may be determined randomly. The amount of numbers the player may pick from—in this case 42—may be increased or decreased by the operator to alter the volatility of the game.
Upon reaching the random phase of play in this model, the player may simply touch one of the numbers onscreen 512 to use one of his or her winning opportunities. Numbers that remain unselected take on a different onscreen appearance than numbers that have been selected. For example, in the depicted interface, selected numbers are shown in white text 516 and a black background while unselected numbers 514 are shown in black text with a white background.
The player, in this random award model, may continue to select lucky numbers from the number selection menu 504 until he has exhausted all of the winning opportunities he has earned. At that point, the game will consult a random number generator to select the winning lucky number. This random draw process is illustrated in detail in
Within this random award model, a number of strategies may be used to dramatize the random number selection. For example, onscreen effects may be used where different numbers are emphasized in a quick succession such that it appears as if the winning number is dancing back and forth between the many potential numbers. A skill stop button maybe added to such systems allowing the player to stop the random draw. In these instances, the player may feel as if the point at which he presses the skill stop button will improve his chances at gaining a random reward but, in actuality, the results will purely random, just as they would have been with a random stop. Once a winning number has been selected, it is emphasized on the number selection menu 616, the emphasis occurring, in this exemplary case, by surrounding the winning number with a bold square. As shown at 618, a message may be displayed onscreen to console the player for losing outcomes or to congratulate the player for winning outcomes.
To make the random award phase of game play more enjoyable and intuitive to the player, popular casino games may be emulated.
The size of the player's potential reward may be fixed for a given game or it may be determined randomly. Upon reaching the random phase of play, players may choose which numbers they wish to play by touching numbers as shown at 714 on the onscreen layout 704. Game operators may wish to make more volatile versions of the game available, where the player may be given the opportunity to double his potential reward by using two chances on the same number, or triple his reward by using three chances on the same number, or quadruple his reward by using four chances on the same number, etc. In addition, operators may also elect to make a version of the game available where players can touch the border between two numbers to select them both (but only win half as much if the roulette ball ends up in either number's bucket on the wheel) or they may make a version available where players can touch the corner between four numbers to select all four of them (at one quarter the depicted bet size). Once the player has used up all of his winning opportunities by selecting numbers, the onscreen roulette wheel will spin, revealing to the player a win (if the ball ends up in a bucket the player has chosen) or a loss (if the ball ends up in a bucket the player has not chosen).
By referencing a skill-level table, multi-phase games assign each player's performance to one of various skill buckets. Players having exhibited a low level of skill (as evidenced by the score they have achieved) during the skill-based phase of the regulated multi-phase game may be assigned to a low skill bucket 806 in which they receive fewer winning opportunities 808 (in this case, only one) and a lower overall average Return To Player (RTP) percentage return 810 (in this case only 82%). From a mathematical standpoint, a player being assigned to the depicted Low Skill Bucket 1, would expect a theoretical average return of $4.10 on his $5.00 wager (assuming none of the original wager was used to fund a progressive jackpot).
Players exhibiting an average level of skill (i.e., they have achieved an average score) may be assigned to an average skill bucket 812 in which they receive a greater number of winning opportunities 814 (in this case, two chances) than the players in the low skill bucket, but a lesser number of winning opportunities than players in the high skill bucket 818. Players assigned to the average skill bucket 812 will earn, on average, a higher overall return 816 (in this case, an average RTP percentage of 90%) than will players in the low skill bucket but a lower overall return than players in the high skill bucket. From a mathematical standpoint, a player assigned to the Average Skill Bucket 812, may expect a theoretical average return of $4.50 on his $5.00 wager (assuming none of the original wager was used to fund a progressive jackpot).
Players exhibiting high skill (i.e., those that have achieved a high score) may be assigned to a high skill bucket 818 in which they receive a greater number (in this case, three chances) of winning opportunities 820 than are received by players having exhibited an average or low level of skill, and a higher overall average return 822 (in this case, an average RTP percentage of 98%) than players of low or average skill. From a mathematical standpoint, a player being assigned to the depicted High Skill Bucket 318 may expect a theoretical average return of $4.90 on his $5.00 wager (assuming again that none of the original wager was used to fund a progressive jackpot). In addition, if the progressive high score jackpot feature is in place and the player's skill level is high enough to win the jackpot, the player may actually play the game at a financial advantage.
It should be noted that while the included illustration depicts a multi-phase wagering model with three buckets, models with a greater number of buckets may be readily implemented. For example, the Sudoku skill-level table detailed in
One significant advantage of this bucketing feature used within the present regulated multi-phase games is the manner in which it allows game designers to regulate the relationship between winning opportunities awarded to the player and the value of those chances. Game designers would like to be able to reward the skilled player with a large amount of extra instant win opportunities (thus increasing the player's enjoyment of the game) while having the flexibility to tightly control the value of each added chance. A further advantage of this feature is that these changes can be made by altering a game's pay table only, as changes to the games core elements are not necessary.
For example, if each instant win ticket had a set cash value (which they need not have, according to embodiments of the present invention), then the game designer would not be able to award a second or third instant win ticket to the player without doubling or tripling his theoretical return from the game. Advantageously, the bucketing feature allows the game designer to exert greater control over the reward process. Low skill players, for example, may receive only one instant win opportunity with a theoretical value of $3. In the same game, average skill players may receive two instant win opportunities each with a theoretical value of $2. The combined value of the two $2 opportunities would be $4, which is greater than the $3 earned by the less skilled player. So, while the financial return the average skill player has earned is 33% greater than that of the low skill player, the average skill player has been awarded twice as many winning opportunities which, for many players, equates to double the fun. So long as the game designer fairly rewards players (by ensuring that more skilled players earn greater rewards), the game designer has the flexibility, using the present bucketing system, to create countless reward schemes to maximize player enjoyment and excitement.
Because this brand of multi-phase game is time-based, players must press a start button to start the game play contract session, as shown at 906. At 908, the session credit meter is initialized to zero and the timer begins with the duration associated with the selected game play contract. It is to be noted that the session credit meter may be initialized to an amount other than zero. The timer is incremented (or decremented) by a clock set to a small periodicity, every millisecond for example, and may be continually monitored to determined if the timer has expired, as shown at 910.
As long as the game's timer has not expired, the player may continue playing the skill-based gaming phase 912 in an attempt to accrue points. Every time the player has a successful in game interaction 914 (for example, destroying an alien spacecraft in Space Invaders® or solving a puzzle or a portion thereof in Sudoku), the player's score is increased, as shown at 916. This dynamic (i.e., steps 910, 912, 914 and 916) occurs until the player's timer has expired, indicating the end of the skill phase of his or her gaming session.
Upon termination of the skill phase of gaming, the player's score is compared to a table of the highest scores earned within a predetermined period of time, as shown at 918. If the player has earned a top score (i.e. a score high enough to currently qualify him for an award) then he is issued a jackpot redemption ticket (or some other functionally similar device) 920 which he will be able to redeem for all or a portion of the jackpot if his high score is not exceeded before the jackpot period expires.
After the player's jackpot eligibility has been determined, the skill-level table is then consulted at 922 to determine the number of winning opportunities associated with his skill-level score. As noted above, the better the player's skill-level score, the more winning opportunities the player earns. For example, in a Sudoku themed puzzle regulated multi-phase game according to embodiments of the present invention, players solving 2 or 3 puzzles during the course of their game play contract may qualify for 2 winning opportunities while players solving 4 or 5 puzzles may qualify for 3 winning opportunities. Winning opportunities may take the form of virtual scratch off lottery tickets, lottery or keno style draws, or any other random award method.
After the game has determined how many winning opportunities to award the player, the game enters its random draw phase, as shown at 924. Each winning opportunities references a pay table and a random number generator to determine if the player has won any funds, as shown at 926. If the player has won funds, they are credited to his or her account at 928. If the player has not won funds then his or her game is over, as shown at 930.
The duration of multi-phase game may be determined by the player reaching a predetermined number of terminating events instead of a timer expiring. When the player presses the start button at 1006, both the session credit meter and a terminating event counter are initialized to zero at 1008. During game play, this counter is monitored continually, every millisecond for example, to determine if the player has exceeded his predetermined limit (that is, to determine whether the maximum number of terminating events has been exceeded), as shown at 1010.
As long as the player has not triggered a predetermined number of terminating events, the player may continue play of the skill-based gaming phase of the regulated multi-phase game according to an embodiment of the present invention, in an attempt to accrue points, as shown at 1012. Each time the player has a successful in game interaction 1014 (for example, destroying an alien spacecraft in Space Invaders® or solving a puzzle or a portion thereof in Sudoku), the player's score is increased at 1016.
Any event occurring in the game that is not a successful game interaction may be a terminating event (such as, for example, making an error in Sudoku). The game will evaluate each event that occurs at 1018. Events that are classified as terminating events will cause the terminating event counter to be incremented, as shown at 1020.
The described game play dynamic (i.e., steps 1010, 1012, 1014, 1016, 1018 and 1020) occurs until the player has reached the predetermined number of terminating events, indicating the end of the skill phase of his or her regulated multi-phase gaming session.
Upon termination of the skill phase of gaming, the player's score is compared to a table of the highest scores earned within a predetermined period of time 1022. If the player has earned a top score (i.e. a score high enough to currently qualify him for an award) then he is issued a jackpot redemption ticket (or other functionally equivalent device) at 1024 which he will be able to redeem for all or a portion of the jackpot if his score is not exceeded before the jackpot period expires.
After the player's jackpot eligibility has been determined, his score is then compared to a pay table at 1026 to determine the number of winning opportunities for which his score has qualified him. The better the player's score, the greater the number of winning opportunities the player earns. For example, in a Sudoku themed puzzle game, players solving 2 or 3 puzzles in their game play contract duration may qualify for 2 winning opportunities while players solving 4 or 5 puzzles may qualify for 3 winning opportunities. Winning opportunities may take the form of virtual scratch off lottery tickets, lottery or keno style draws, or any other random award method.
After the game has determined how many winning opportunities to award the player, the present regulated multi-phase game enters its random draw phase at 1028. Each winning opportunity references a pay table and a random number generator to determine if the player has won any funds, as shown at 1030. If the player has won funds, they are credited to his or her account at 1032. If the player has not won funds then his or her game is over, as shown at 1034.
While regulated multi-phase games according to embodiments of the present invention add drama to the gaming experience by featuring an interactive random phase of game play, the regulated reverse multi-phase game embodiments allow game operators to perform the random phase of game play “behind the scenes” or hidden from the player's view. This structure allows for a game with a more integrated feel since the primary (i.e. interactive) portion of game play has a single phase instead of two distinct phases.
The skill-based phase in a regulated reverse multi-phase game may be structured differently than the skill-based phase of a regulated multi-phase game, as described above. The skill-based phase within standard multi-phase games may, for example, be comprised of an existing console style video game with very little or no adaptation being necessary. This simple conversion is possible because the skill phase in these games is static; every player experiences a game with the same opportunities to score points.
In contrast, the skill-based phase in a regulated reverse multi-phase game according to embodiments of the present invention changes in accordance with the random phase that has preceded it. Players who have randomly achieved a high maximum win will play a skill-based game with more opportunities to score points than players who have randomly achieved a lower maximum win. To make this dynamic work, the reverse multi-phase game may store multiple version of the skill-based game internally (or dynamically adjust the difficulty thereof) and then cue an appropriate version of the game based on each player's previously calculated maximum win. The logical flow of a full time-based reverse multi-phase game with a high score progressive jackpot is listed in greater detail below. It should be noted that regulated reverse multi-phase games according to embodiments of the present invention may also be offered to players in a terminating-event format as opposed to a time-based format. In addition, regulated reverse multi-phase games may be offered to the player without a high score progressive jackpot.
Players fund a regulated reverse multi-phase game by, for example, inserting funds as shown at 1102 or by allocating funds from a credit balance already available on the gaming machine, or retrieved from a network to which the gaming machine is coupled. Players wishing to play a regulated reverse multi-phase game may then select a game play contract type as shown at 1104 and purchase it at an agreed price for a set duration. For example, the player may purchase a 5 minute game play contract to play a multi-phase for $5. Both the duration of the game play contract and its cost advantageously may be predetermined, packaged together, and presented to the player as a menu offering of game play contract types. According to embodiments of the inventions described herein, the menu of offerings provided to gaming operators may be customizable, to enable the operators of gaming establishments to select and/or set the game play contract duration and price combinations that they believe will best meet the demands of their customers.
The depicted regulated reverse multi-phase game is time-based, meaning that players must press a start button to start the game play contract session, as shown at 1106. At the point a game is initiated, the game may randomly reference a maximum reward table to determine the player's maximum win at 1108. This figure may be greater than the player's wager (meaning that the player will have the opportunity to win funds), may be equal to the player's wager (meaning the best the player can do is break even), or may be less than the player's wager (meaning that the player will be playing to minimize his or her losses). According to an embodiment of the present invention, this draw occurs behind the scene; the resulting maximum win information is not shared with the player. In another embodiment, the theoretical maximum reward information is indeed shared with and provided to the player.
At 1110, the session credit meter is initialized to zero and the timer begins with the duration associated with the selected game play contract. It is to be noted that the session credit meter may be initialized to an amount other than zero. The timer is incremented (or decremented) by a clock set to a small periodicity, every millisecond for example, and may be continually monitored to determined if the timer has expired, as shown at 1112.
As long as the game's timer has not expired, the player may continue play of the skill-based gaming phase in an attempt to accrue points, as shown at 1114. Every time the player has a successful in game interaction 1116 with a reward generating asset (for example, destroying an alien spacecraft in Space Invaders® or solving a puzzle (or a portion thereof) in Sudoku), the player's score is increased, as shown at 1118. The amount of points each player's score is increased may be dynamically altered based on, for example, the result of the earlier maximum win random draw. Alternatively, the amount of points the player gets for each successful interaction with a reward generating asset may be fixed, but the number of possible interactions may be dynamically adjusted based on the result of the earlier maximum win random draw. This game play dynamic occurs until the player's timer has expired, indicating the end of the skill phase of his or her gaming session.
Upon termination of the skill phase of gaming, the player's score may be compared to a table of the highest scores earned within a predetermined period of time, as shown at 1120. If the player has earned a top score (i.e. a score high enough to currently qualify him for an award if the jackpot deadline expired at the end of the player's game) then the player is issued a jackpot redemption ticket (or other functionally similar device) at 1122, which the player will be able to redeem for all or a portion of the jackpot at the if his score is not exceeded before the jackpot period expires.
After the player's jackpot eligibility has been determined, his score is then compared to a pay table 1124 to determine if the he or she has won any funds. Greater wins are awarded to players with higher skill-level scores. For example, in a Sudoku themed puzzle game, players solving 2 or 3 puzzles in their game play contract duration may qualify for a win of $10, while players solving 4 or 5 puzzles may qualify for a $25 win. The skill-level table that lists this skill-level or performance-to-win conversion is predetermined and may be posted on, e.g., the gaming screen. After game play has concluded, players who have qualified for a reward are issued funds 1126, whereas players who have not qualified for a reward are not issued any funds. At this point, the game terminates as shown at 1128.
In addition, if the game operators wish to make such a feature available, the status of jackpot redemption tickets may be checked at a player's home using a personal computer 1210 and an Internet connection. In this scenario, players wishing to check the status of a ticket may enter a code printed on the ticket 1202 into a web site dedicated for that purpose, as suggested at 1212. According to some embodiments of the invention described herein, the players holding winning tickets would return to the casino and enter their ticket into a participating machine to receive their award. In other embodiments, players may have the funds mailed to their home in the form of a check or transferred to an account in their name electronically.
In the redemption model depicted in
While the foregoing detailed description has described several embodiments of this invention, it is to be understood that the above description is illustrative only and not limiting of the disclosed invention. Indeed, a number of other modifications will no doubt occur to persons of skill in this art. All such modifications, however, should be deemed to fall within the scope of the present invention.
The present application is related in subject matter to commonly assigned application Ser. No. 10/167,052, filed Jun. 10, 2002, now U.S. Pat. No. 6,645,075, which is hereby incorporated herein by reference in its entirety.