System and method for automatically initiating game play on an electronic gaming device

Information

  • Patent Grant
  • 6315662
  • Patent Number
    6,315,662
  • Date Filed
    Tuesday, December 22, 1998
    25 years ago
  • Date Issued
    Tuesday, November 13, 2001
    22 years ago
Abstract
An electronic gaming device, such as a slot machine, is provided which initiates a game without input from a player. After initiating the game, the device may present one or more active game elements, such as rotating slot reels, to the player. The device determines an outcome of the game corresponding to a final position of the active game elements. The device further provides an interval to the player to make payment before the final outcome of the game is displayed. Payouts to the player are based on the final outcome and whether the player has made payment. Payouts may be increased based on a measurement of the player's participation rate in a series of games and the frequency of the games played, as measured by the device.
Description




FIELD OF THE INVENTION




This invention relates to an electronic gaming device, and relates more particularly to an electronic gaming device, such as a mechanical slot machine, which initiates game play automatically rather than at the request of a player.




BACKGROUND OF THE INVENTION




Electronic gaming devices, such as slot machines and video poker machines, generate the bulk of profits at most casinos. It is estimated that electronic gaming devices account for over $15 billion in revenue each year in the United States. Electronic gaming devices remain an attractive source of revenue because their low operating cost results in margins significantly higher than table games such as blackjack and craps.




Gaming machine profitability is directly related to such factors as the statistical house advantage offered by the machine, the amount of money wagered by players, and the rate at which the machine is played. In order to increase the profitability of these machines, many attempts have been made to augment one or more of these factors.




With regard to augmenting the house advantage, many gaming machines have been developed with higher-than-average house advantages. However, there are several drawbacks to this approach. First, many jurisdictions legislate minimum payback levels which, in turn, limit the amount by which the house advantage may be increased. Also, players tend to avoid machines that have a large house advantage, and will further avoid casinos which have an abundance of these machines. This is particularly true in those jurisdictions which require casinos to publish the house advantage tendered by their machines.




With regard to augmenting the amount of money wagered by players, gaming machines have been developed which require more money to be deposited in order to play them. Such “high stakes” slot machines require the deposit of $5.00 to $500.00 for each play. However, as the amount required to be wagered increases, fewer players are willing or able to play. This is because few players have sufficient finds to play “high stakes” machines. Thus, a casino can not increase the amount required to be wagered on a majority of its machines without negatively impacting the number of players willing to play at those machines.




In an attempt to augment the rate at which a machine is played by a player, some gaming machines have been developed which allow a player to operate the machine at faster rates of play. For example, in some slot machines, reel mechanisms have been designed to rotate quickly and stop within a few seconds, making them faster than prior slot machines. Such machines, however, operate faster only after a player has made a decision to play the game. They do not encourage a player to make the decision to play any faster. For instance, a player may wait for an interval after completion of a first game before initiating a second game. Thus, although the machine may complete a game in a shorter period of time, they do not necessarily increase profitability of the machine since players may delay their decision to play or to continue to play the machine.




Thus, a need exists for a system and method that encourages players to participate in a greater proportion of games to effectuate a faster rate of play.




SUMMARY OF THE INVENTION




Generally, according to the instant invention, systems and methods are disclosed for directing the operation of an electronic gaming device. Such systems and methods are advantageous in that they encourage greater participation rates and greater frequencies of outcomes of electronic gaming devices, thereby increasing profitability without altering the house advantage or the minimum amount required to be wagered.




According to a first aspect of the invention, a system and method for directing the operation of an electronic gaming device includes generating a random number for a game, determining an outcome of the game based on the random number, spinning a slot reel having a position corresponding to the outcome, providing to a player, after the spinning step, an interval to make a payment for the game; and revealing the position to the player after the interval, thereby displaying the outcome of the game.




According to a second aspect of the invention, a system and method for directing the operation of an electronic gaming device includes spinning a slot reel, receiving an input from a player after the spinning step, generating a random number in response to the input, determining an outcome based on the random number with the outcome corresponding to a position of the slot reel, and stopping the slot reel at the position corresponding to the determined outcome after the receiving step.




According to a third aspect of the invention, a system and method for directing the operation of an electronic gaming device includes spinning a plurality of slot reels, generating a random number, determining an outcome based on the random number with the outcome corresponding to a position of one of the plurality of slot reels, stopping the one of the plurality of slot reels at the position corresponding to the determined outcome and providing, to a player, an interval to make a payment.




According to a fourth aspect of the invention, a system and method for directing the operation of an electronic gaming device includes displaying a video representation of a back of a card for a game, generating a random number for the game, determining a value of the card based on the random number, providing, to a player after the determining step, an interval to make a first payment and revealing the value to the player after the interval.




According to a fifth aspect of the invention, a system and method for directing the operation of an electronic gaming device includes initiating a plurality of games, each of the plurality of games having a payout table associated therewith, determining an outcome of each of the plurality of games, measuring at least one of a participation rate and a frequency of outcomes for the plurality of games, and adjusting a game parameter for a subsequent game based on the measuring step.




According to a sixth aspect of the invention, a system and method for directing the operation of an electronic gaming device includes providing, to a player, an interval to make a payment for a game, generating a signal after a first predetermined time, spinning a slot reel after a second predetermined time, generating a random number in response to the signal, the random number corresponding to a position of the slot reel, and stopping the slot reel at the position.




The embodiments of the instant invention provide several significant advantages over the prior art. Since games may be automatically commenced by the electronic gaming device, a player is encouraged to participate in these games at a pace set by the operator of the electronic gaming device. As the player maintains or increases his participation rate at a predetermined level, the machine may increase the frequency of outcomes, thus inducing the player to play more frequently. Additionally, a player who feels that he or she is experiencing a losing streak may wait for a series of automatically initiated games to pass without participating. The player may observe the outcomes of these games and continue play when she feels that the machine is due to provide more favorable outcomes. Thus, although a player may refrain from participating in games at times, he or she is encouraged to stay at the machine and rejoin play when he or she is comfortable with the machine's performance.




A more complete understanding of the present invention, as well as further features and advantages of the present invention, will be obtained by reference to the following detailed descriptions and drawings.











BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

is a schematic block diagram illustrating the components of an electronic gaming device of the instant invention;





FIG. 2A

depicts a payout table stored in the memory of the electronic gaming device of

FIG. 1

;





FIG. 2B

depicts a probability table stored in the memory of the electronic gaming device of

FIG. 1

;





FIG. 3

depicts a frequency of outcomes table stored in the memory of the electronic gaming device of

FIG. 1

;





FIG. 4

depicts a bonus table stored in the memory of the electronic gaming device of

FIG. 1

;





FIGS. 5A and 5B

are a flow chart illustrating the process steps by which the electronic gaming device of

FIG. 1

initiates and completes a game according to the present invention.











DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS




Electronic gaming device


100


is preferably a standard slot machine modified to run in a default mode and a bonus mode and further modified to automatically commence games, as discussed below. In default mode, the machine operates at, for example, an average rate of six hundred spins per hour, or one spin every six seconds. The rate at which the machine operates in bonus mode may be inched according to player performance, particularly with respect to a player's participation rate, likewise discussed below. In an alternate embodiment, electronic gaming device


100


may be a video slot machine or a video poker machine. In these embodiments, reel controller


132


and reels


134


,


136


and


138


may be replaced by a video display (not shown) which displays to a player an appropriate representation of video slot reels or video poker cards, as is well known in the art.




The present invention will now be discussed with reference to the accompanying figures along with the preferred embodiment of a standard mechanical slot machine.

FIG. 1

is a block diagram showing the architecture of an electronic gaming device


100


. The electronic gaming device


100


includes known hardware components, such as a processor


102


, which may be any commonly available microprocessing chip such as the PENTIUM II chip manufactured by INTEL. Processor


102


is shown in communication with each of a data storage device


110


, a read only memory (ROM)


106


, a random access memory (RAM)


104


, a clock


108


, and a communications port


140


. Processor


102


can be in communication with the data storage device


110


, the read only memory (ROM)


106


, the random access memory (RAM)


104


, the clock


108


, and the communications port


140


, either by means of a shared data bus, or dedicated connections, as is well-known in the art. Furthermore, processor


102


may be embodied as a single processor, or a number of processors.




Processor


102


runs at a clock speed (typically measured in MHz) determined by clock


108


. Clock


108


sends timing signals to processor


102


for controlling the processor speed and for synchronizing data and processing instructions among the components of electronic gaming device


100


. Clock


108


may further be used to measure the passage of time.




Random access memory (RAM)


104


may be one or more single inline memory module (SIMM) chips capable of storing a predetermined amount of data (typically measured in megabytes) and used by processor


102


for temporary storage of processing instructions and data during operation of electronic gaming device


100


. Read-only memory (ROM)


106


is at least one permanent non-erasable and non-rewritable memory chip that stores initializing instructions to be used by processor


102


during a start-up routine (not shown) performed by electronic gaming device


100


. Further functions of random access memory (RAM)


104


and read-only memory (ROM)


106


will be apparent to one of ordinary skill in the art.




The data storage device


110


and/or ROM


106


are operable to store one or more instructions and data, which the processor


102


is operable to retrieve, interpret and execute. The data storage device


110


may be any one of the following commonly known peripherals used for storing computer instructions and data: a hard drive, a floppy disk drive, a DVD drive of the type manufactured by Philips Electronics, a ZIP drive of the type manufactured by IOMEGA, a tape drive and a Digital Audio Tape drive. Further such devices will be apparent to one of ordinary skill in the art. Data storage device


110


is operative to store a program


112


, a probability table


114


, a payout table


116


, a bonus database


118


and a frequency of outcomes database


119


. In accordance with a preferred embodiment of the present invention, the program


112


contains processing instructions for directing processor


102


to retrieve and perform the process steps as shown in

FIGS. 5A and 5B

, each of which is discussed in detail below. Program


112


is further operative to store an operating system used for operating the processor


102


, as will be apparent to one of ordinary skill in the art.




Communications port


140


may be any input/output port commonly used for computer communications, such as a modem or other data transfer device. The communications port


140


connects the electronic gaming device


100


to a network (not shown), thereby permitting the electronic gaming device


100


to communicate with, for example, a central network server (not shown) to transmit data such as player tracking information received through card reader/writer


126


, discussed further below. The communication port


140


may include multiple communication channels for simultaneous connections.




Processor


102


is further operatively connected to hopper controller


146


. Hopper controller


146


controls the dispensing of money by electronic gaming device


100


to hopper


148


. The hopper controller


146


is connected to a hopper


148


for dispensing coins. For example, a player can cash out in a conventional manner by pushing a cash out button (not shown) on electronic gaming device


100


. The processor


102


then checks data stored in RAM


104


or data storage device


110


to determine if the player has any available credits and, if so, signals the hopper controller


146


to release an appropriate number of coins into a hopper


148


, where it may be collected by a player.




Processor


102


is further operatively connected to currency acceptor


144


. A player may deposit currency with electronic gaming device


100


in the form of coinage, bills, or in electronic form (e.g. from a credit card, debit card or smart card). Currency acceptor determines the amount of currency deposited (e.g. the amount of credits in the device), and transmits such information to processor


102


which stores the credit information in an appropriate register (not shown) in RAM


104


and/or data storage device


110


.




Processor


102


is preferably connected to starting controller


128


. Starting controller


128


is an input device, such as a button, handle, touch-screen or other commonly known input device, and is used by the player to signal his participation in a game offered by electronic gaming device


100


. Actuating starting controller


128


may signal that a player who has deposited credits in the device


100


wishes to participate in the next automatically initiated game, as discussed further below in reference to

FIGS. 5A and 5B

. Alternatively, it may signal that a player wishes a game to commence immediately, thereby starting a game manually rather than waiting for automatic initiation by device


100


. Also, a second depression of starting controller may signal that a player wishes the wheels to stop spinning, thereby forcing the device


100


to display an outcome more quickly. Finally, a deposit of coins into currency acceptor


144


may serve to substitute for the actuation of starting controller


128


, as may be apparent to one of ordinary skill in the art.




A player tracking device


120


is also in communication with the processor


102


. The player tracking device


120


comprises a card reader/writer


126


for reading player identification information stored on a player tracking card (not shown), which is preferably encoded with information to identify the player, in a known manner. The player tracking device


120


also preferably includes a display


122


, having an associated player interface, such as a numeric keypad


124


for entry of player information. The player card tracking device may be embodied, for example, as the Mastercom device, commercially available from Bally Manufacturing. For a discussion of player card tracking devices, see, for example, U.S. Pat. No. 5,429,361 to Raven et al., incorporated by reference herein.




Processor


102


is further operatively connected to random number generator


130


and reel controller


132


. Random number generator


130


may be an electronic pseudo-random number generator, commonly known to one of ordinary skill in the art, which determines a random number from a random electrical event or combination of events. Reel controller


132


is an electro-mechanical device, likewise known to one of ordinary skill in the art, which controls, monitors and records the position of slot reels


134


,


136


and


138


. The random number generator is described herein as generating random numbers between 1 and 10648, but may be configured in other manners, as will be apparent to one of ordinary skill in the art.




As discussed above, a player may initiate a game on electronic gaming device


100


by actuating starting controller


128


. Thereafter, processor


102


initiates the random number generator


130


to generate a random number and transmit such number back to processor


102


. Processor


102


looks up the generated random number in the appropriate field of the probability table


114


, discussed further with regard to

FIG. 2B

, and retrieves the corresponding reel combination, or individual game result. Processor


102


then directs a reel controller


132


to spin reels


134


,


136


and


138


and to stop at a point when a combination of symbols corresponding to the retrieved individual game result is displayed. Reels


134


,


136


and


138


are described herein as having twenty-two possible positions in which each may stop, however the reels may be configured to have either more or less than twenty-two possible final positions.




In alternative embodiments, the electronic gaming device does not include the reel controller


132


, or reels


134


,


136


and


138


. Instead, a video display (not shown) graphically displays representations of objects contained in the selected game, such as graphical slot reels or graphical playing cards. These representations are preferably animated to simulate the play of the selected game.




Referring now to

FIG. 2A

, a payout table


116


is depicted. As described above, payout table


116


is stored in data storage device


110


of electronic gaming machine


100


. Payout table


116


contains an outcome field


202


and default payout field


204


, each of which are depicted with exemplary data content. Outcome field


202


contains a record for each possible combination of outcomes that can be displayed by slot reels


134


,


136


and


138


for which a player will be paid after completion of a game. As described below, in conjunction with

FIG. 4

, payout table field


116


may comprise further modified payout fields (not shown) containing increased payouts for application when a player is playing the electronic gaming device


100


in a “bonus” mode.




Default payout field


204


contains data corresponding to a payout in units of credits that will be paid for each combination listed in outcome field


202


. For example, the second record in payout database


116


lists the combination “cherry/any/any” in outcome field


202


. This corresponds to first slot reel


134


displaying a “cherry” symbol and slot reels


136


and


138


displaying any other symbol. The corresponding payout as listed in the second record of default payout field


204


is two credits for each credit deposited by the player.





FIG. 2B

depicts a probability table


114


stored in data storage device


110


of electronic gaming device


100


. Probability table


114


is preferably a database containing outcome field


206


, default random number field


208


, default expected hits per cycle field


210


, bonus random number field


212


and bonus expected hits per cycle field


214


. Each record in outcome field


206


corresponds to a possible combination displayed by slot reels


134


,


136


and


138


after completion of a game. Each possible combination has corresponding data in fields


208


,


210


,


212


and


214


. Default fields


208


and


210


represent the random numbers and expected hits per cycle when the electronic gaming device


100


is played at a default participation rate (e.g. 600 games per hour) and frequency of outcomes. These default rates may be predetermined by the operator of electronic gaming device


100


. Bonus fields


212


and


214


represent the random numbers and expected hits per cycle, respectively, for instances when the electronic gaming device


100


is being played at a higher participation rate and/or with a greater frequency of outcomes (e.g. in a “bonus” mode). When a player achieves a predetermined participation rate and/or frequency of outcomes, he or she may qualify for increased payouts, as discussed further below and with regard to

FIGS. 5A and 5B

.




For example, the last record in probability field


114


lists the combination “7/7/7” in outcome field


202


. This corresponds to slot reels


134


,


136


and


138


each displaying the symbol “7”. In default mode, electronic gaming device will display the combination “7/7/7” when random number generator


130


generates the random number 10648. For a three-slot reel electronic gaming device as depicted in

FIG. 1

, where each of slot reels


134


,


136


and


138


has twenty-two positions at which they may stop, a cycle is determined as by (Number of positions per slor reel){circumflex over ( )}(Number of slot reels). In this case 22


3


=10,648. Thus, the result of “7/7/7” is expected to happen one time out of every 10,648 games played on the electronic gaming device, as listed in the corresponding record of field


210


. When device


100


is in “bonus” mode, the result of “7/7/7” will result when random number generator


130


generates the random number 10647 or 10648. This is expected to happen twice in every cycle, while the machine is in “bonus” mode. Thus, the chances of the player hitting the top jackpot are doubled in “bonus” mode.





FIG. 3

illustrates a frequency-of-outcomes database


119


stored in data storage device


110


of electronic gaming device


100


. Frequency-of-outcomes database


119


is preferably a database that includes participation rate field


302


and frequency of outcomes adjustment field


304


. Participation rate field


302


contains a series of condition that, if met, will increase the frequency with which electronic gaming device


100


will complete a game. Recalling that an electronic gaming device


100


is configured to automatically commence a game, a player's participation rate is determined by dividing the number of games in which a player participates by the number of games commenced. Electronic gaming device


100


may be configured to identify a player via a player identification card (not shown) inserted by the player into card reader/writer


128


. Electronic gaming device


100


may further be configured to identify a player who does not present a player identification card. This may be accomplished by, for example, monitoring the participation rate in a series of games and assuming the same player is playing unless (i) a predetermined amount of time lapses and a participation is not indicated or (ii) if a predetermined number of games are commenced without a participation from the player. The current player's participation rate may be stored in RAM


104


or data storage device


110


. In addition, historical participation rates for a plurality of previous games may be compiled and stored in a like manner.




Frequency of outcomes adjustment field


304


contains, for each record stored in field


302


, the amount by which electronic gaming device will adjust the frequency with which a game is completed. The electronic gaming device


100


determines the actual participation rate of the current player and determines which of the ranges stored in participation rate field


302


the player's rate falls into. Electronic gaming device


100


then adjusts the frequency of outcomes in accordance with the value stored in the corresponding record of field


304


.




For example, electronic gaming device


100


will measure a player's participation rate, as discussed below with reference to

FIGS. 5A and 5B

. The participation rate is the number of games played by the player divided by the number of games started by gaming device


100


. In an exemplary embodiment, processor


102


is programmed according to program


112


to measure a player's participation rate. When the player's participation rate is greater than or equal to ninety-five percent, processor


102


will look up the participation rate in participation rate field


302


and determine from frequency of outcomes adjustment field


304


that the speed within which games are to be completed is to be increased by ten percent. This may be accomplished by, for example, increasing the speed at which reels


134


,


136


and


138


will spin and/or by decreasing the time between each spin of the reels


134


,


136


and


138


.




Referring now to

FIG. 4

, bonus database


118


preferably contains frequency of outcomes field


402


and payout multiplier field


404


. Frequency of outcomes field


402


contains a series of conditions that, when met, will result in the payouts listed in payout field


204


to be multiplied by the corresponding value in payout multiplier field


404


. For example, processor


102


will be programmed according to program


112


to monitor the rate at which games are being played. Referring to the second record of bonus database


118


, in an exemplary embodiment, when processor


102


determines that a player is playing at a rate between seven hundred and eight hundred games per hour, it may activate a payout multiplier of 1.02. Thus if a player plays a game with an outcome that normally pays 50 credits, the machine in “bonus” mode will apply the bonus multiplier and pay 51 credits. For payouts in which a fractional credit amount results, the machine may track and maintain such fractional amounts, or round the fractional amount to the nearest whole credit value.




In an alternate embodiment, it is contemplated that instead of a bonus multiplier being provided, a modified payout field with increased payouts could be added as an additional field (not shown) to payout table


116


. When the machine is in “bonus” mode, the increased payouts would be applied, rather than the payouts listed in default field


204


as multiplied by a value from payout multiplier field


404


.




Referring now to

FIG. 5A

, a process


500


for initiating and completing a game according to the present invention is illustrated. At step


502


, electronic gaming device


100


is programmed through program


112


to provide an interval for a player to make a payment. This is accomplished where processor


102


receives program instructions from program


112


stored in data storage device


110


to monitor clock signals from clock


108


. After a predetermined number of clock signals have been received, processor


102


will determine that the interval for payment has ended. The interval may end before, during or after step


508


, as discussed further below.




At step


504


, processor


102


determines if a monetary input has been received. During the interval, a player may provide a payment by depositing currency into currency acceptor


144


. However, if the player has a credit balance stored in RAM


106


and/or data storage device


110


, he may actuate starting controller


128


to indicate that payment from the credit balance is to be applied to the current game. Processor


102


will monitor currency acceptor


144


and starting controller


128


during the interval for such inputs. If a monetary input is received the process continues to step


506


. If monetary payment is not received the process continues at step


508


, below. At step


506


, processor


102


is programmed to store the monetary input by updating the credit balance stored in RAM


106


or data storage device


110


.




At step


508


, processor


102


is programmed to initiate a new game. As discussed above, the interval may end before, during or after step


508


. In an embodiment where electronic gaming device


100


is a slot machine, the game is initiated by spinning slot reels


134


,


136


and


138


. In an embodiment where electronic gaming device


100


is a video poker machine, the game is initiated by generating an appropriate number of video representations of video poker cards.




Initiation of the game may be accomplished after a predetermined amount of time has passed since the completion of a previous game. In this instance, processor


102


would monitor clock signals generated by clock


108


. After a predetermined number of clock signals have been detected by processor


102


, the game will be initiated by processor


102


sending a signal to reel controller


132


to spin reels


134


,


136


and


138


. In an alternate embodiment, initiation of the game may, however, be prompted earlier than the predetermined time measured by processor


102


by a player depressing the starting controller


128


before the expiration of the predetermined time.




At step


510


, processor


102


is programmed to determine whether a participation signal has been received from the player for the current game. This may be accomplished where processor


102


monitors for an input received from starting controller


128


. At this step, the interval for payment will terminate if it was provided after the initiating step. If a participation signal has been received, the process continues to step


511


. Otherwise the process continues to step


514


, below.




At step


511


, when a participation signal has been received, processor


102


is programmed to update the measured participation rate for the current player. At step


512


, the amount a player has indicated to be wagered is deducted by processor


102


from the credit balance stored in RAM


106


and/or data storage device


110


. Furthermore, the resulting credit balance will be stored in its place.




At step


514


, processor


102


signals random number generator


130


to generate a random number to be used for determining the outcome of the game. At step


516


, the random number is compared by processor


102


to the probability table


114


stored in data storage device


110


. If the device


100


is in default mode, processor


102


retrieves the outcome from outcome field


206


corresponding to the random number listed in random number field


208


, and at step


518


directs reel controller


132


to command reels


134


,


136


and


138


to display the correct outcome. If the device


100


is in “bonus” mode, the outcome from outcome field


206


which corresponds to the random number stored in random number field


212


is selected and the process continues to step


518


in the same manner.




Referring now to

FIG. 5B

, process


500


continues at step


520


where processor


102


is programmed to determine if the outcome has an associated payout. Processor


102


compares the outcome to outcome field


202


, and if a match is found, the corresponding payout is retrieved from default payout field


204


.




For example, if device


100


is in default mode and random number


10420


is generated in step


514


, processor


102


will direct reel controller


132


to have reels


134


,


136


and


138


to display the outcome “bar/orange/bar”, which corresponds to the outcome listed in outcome field


206


. Processor


102


will then look up the outcome in outcome field


202


and retrieve the default payout of ten credits.




At step


522


, processor


102


is programmed to determine if a bonus multiplier is to be applied. This is accomplished by having processor


102


monitor the frequency of outcomes for device


100


. The frequency of outcomes, as discussed above, is a measurement of how quickly gaming device


100


is completing games. The frequency of outcomes may be determined according to how many games are completed within a predetermined time period. For example, if device


100


is completing an average of twelve games a minute for a predetermined time or after a predetermined number of games, processor


102


may be programmed to extrapolate that the machine's average rate is seven hundred-twenty games per hour.




At step


524


, processor


102


determines the resultant payout by multiplying any payout due to a player by the bonus multiplier. Continuing with the previous examples where a player receives the outcome of “bar/orange/orange” and is playing at an average rate of 720 games per hour, processor


102


then looks up this average in field


402


of bonus database


118


and retrieves the corresponding bonus payout multiplier of 1.02. The payout of ten credits is then multiplied by the bonus multiplier of 1.02, resulting in a payout due of 10.2 credits.




At step


526


, processor


102


will dispense the resulting payout to the player. This may be accomplished by directing hopper controller


146


to dispense a corresponding amount of currency into hopper


148


. Alternatively, processor


102


may update the credit balance stored in RAM


106


and/or data storage device


110


.




While the best mode contemplated for carrying out the invention has been described in detail in the foregoing, those of ordinary skill in the art to which the instant invention relates will recognize various alternative designs and embodiments for practicing the invention. Accordingly, it is to be understood that the foregoing description is provided for illustrative purposes only and does not limit the scope of the instant invention, as defined by the appended claims.



Claims
  • 1. A method for directing the operation of an electronic gaming device, comprising:generating a random number for a game; determining an outcome of the game based on the random number; spinning a slot reel having a position corresponding to the outcome; providing to a player, after the spinning step, an interval to make a payment for the game; revealing the position to the player after the interval, thereby displaying the outcome of the game; wherein the operation of the electronic gaming device is automatically initiated; providing a plurality of games to the player, each of the plurality of games having a payout table associated therewith; determining a participation rate from the plurality of games; storing a predetermined rate; comparing the participation rate to the predetermined rate; and adjusting a game parameter for a subsequent game, based on the comparing step.
  • 2. The method of claim 1, wherein the adjusting step further comprises:increasing at least one element of the payout table of the subsequent game.
  • 3. The method of claim 1, wherein the adjusting step further comprises:providing a bonus to the player.
  • 4. The method of claim 1, wherein the adjusting step further comprises:increasing a rate of play of the device.
  • 5. A method for operating an electronic gaming device, comprising:generating a random number for a game; determining an outcome of the game based on the random number; spinning a slot reel having a position corresponding to the outcome; providing to a player, after the spinning step, an interval to make a payment for the game; revealing the position to the player after the interval, thereby displaying the outcome of the game; wherein the operation of the electronic gaming device is automatically initiated; receiving a signal, from the player, to increase a frequency of outcomes of the device; and increasing the frequency of outcomes of the device in response to the signal, wherein the increasing step includes adjusting a payout table associated with the device.
  • 6. A method for directing operation of an electronic gaming device, comprising:spinning a slot reel; receiving an input from a player, after the spinning step; generating a random number in response to the input; determining an outcome based on the random number, the outcome corresponding to a position of the slot reel; stopping the slot reel at the position corresponding to the determined outcome after the receiving step; wherein the operation of the electronic gaming device is automatically initiated; storing a predetermined time; measuring a current time; comparing the predetermined time and the current time; and generating the random number for the game, based on the comparing step.
  • 7. The method of claim 6, wherein the current time is measured from a completion of a previous game.
  • 8. The method of claim 6, wherein the predetermined time is measured from a completion of a previous game.
  • 9. A method for directing operation of an electronic gaming device, comprising:spinning a slot reel; receiving an input from a player, after the spinning step; generating a random number in response to the input; determining an outcome based on the random number, the outcome corresponding to a position of the slot reel; stopping the slot reel at the position corresponding to the determined outcome after the receiving step; wherein the operation of the electronic gaming device is automatically initiated; storing a predetermined time; measuring a current time; comparing the predetermined time and the current time; and providing an interval to make the payment, based on the comparing step.
  • 10. The method of claim 9, wherein the current time is measured from a completion of a previous game.
  • 11. The method of claim 9, wherein the predetermined time is measured from a completion of a previous game.
  • 12. A method for directing operation of an electronic gaming device, comprising:spinning a slot reel; receiving an input from a player, after the spinning step; generating a random number in response to the input; determining an outcome based on the random number, the outcome corresponding to a position of the slot reel; and stopping the slot reel at the position corresponding to the determined outcome after the receiving step; wherein the operation of the electronic gaming device is automatically initiated; and wherein the spinning step further comprises: storing a predetermined time; measuring a current time; comparing the predetermined time and the current time; and spinning the slot reel, based on the comparing step.
  • 13. The method of claim 12, wherein the current time is measured from a completion of a previous game.
  • 14. The method of claim 12, wherein the predetermined time is measured from a completion of a previous game.
  • 15. A method for providing an electronic game, comprising:initiating a plurality of games, each of the plurality of games having a payout table associated therewith; determining an outcome of each of the plurality of games; measuring at least one of a participation rate and a frequency of outcomes for the plurality of games; adjusting a game parameter for a subsequent game based on the measuring step; and adjusting at least one element of the payout table of the subsequent game, wherein the above mentioned steps are automatically initiated.
  • 16. The method of claim 15, wherein the adjusting step further comprises:providing a bonus to the player.
  • 17. The method of claim 15, wherein the adjusting step further comprises:increasing a frequency of outcomes of the device.
  • 18. An apparatus for providing an electronic game, comprising:means for initiating a plurality of games, each of the plurality of games having a payout table associated therewith; means for determining an outcome of each of the plurality of games; means for measuring at least one of a participation rate and a frequency of outcomes for the plurality of games; and means for adjusting a game parameter for a subsequent game based on the measuring step.
  • 19. An apparatus for providing an electronic game, comprising:a storage device; and a processor connected to the storage device, the storage device storing a program for controlling the processor; and the processor operative with the program to: initiate a plurality of games, each of the plurality of games having a payout table associated therewith; determine an outcome of each of the plurality of games; measure at least one of a participation rate and a frequency of outcomes for the plurality of games; and adjust a game parameter for a subsequent game based on the measuring step.
  • 20. A computer readable medium encoded with processing instructions for implementing a method for providing an electronic game, the method comprising:initiating a plurality of games, each of the plurality of games having a payout table associated therewith; determining an outcome of each of the plurality of games; measuring at least one of a participation rate and a frequency of outcomes for the plurality of games; and adjusting a game parameter for a subsequent game based on the measuring step.
US Referenced Citations (14)
Number Name Date Kind
3819186 Hinterstocker Jun 1974
4099722 Rodesch et al. Jul 1978
4321673 Hawwass et al. Mar 1982
4373727 Hooker et al. Feb 1983
4508345 Okada Apr 1985
4524636 Nishikawa Jun 1985
4998199 Tashiro et al. Mar 1991
5127651 Okada Jul 1992
5152529 Okada Oct 1992
5188363 Marnell et al. Feb 1993
5393061 Manship et al. Feb 1995
5704835 Dietz Jan 1998
5848932 Adams Dec 1998
6007066 Moody Dec 1999
Non-Patent Literature Citations (9)
Entry
“Innovative Gaming Announces Nevada Approval of IGT Joint Venture Game—Bonus Streak”, PR Newswire, May 14, 1997, Financial News Section.
Scott Shackelton, “Colorado To Allow Electronic Roulette Games In Casinos”, Innovative Gaming Corporation of America, Aug. 19, 1997.
“Innovative Gaming Corporation of America Submits Bonus Streak (TM) In Mississippi for Approval”, PR Newswire, May 6, 1998,Financial News Section.
Rose De Wolf, “New Slot Machine Has A Rock 'N Roll”, The Houston Chronicle, Jul. 12, 1998 Sunday 2 Star Edition, Travel Section at p. 4.
Rose De Wolf, “Singing Elvis to Lure Vegas Gamblers: Images, Music on Slot Machine”, The Florida Times-Union (Jacksonville, FL), Aug. 2, 1998 Sunday City Edition, Travel Section at p. E-2.
“BJ Blitz”, Innovative Gaming Corporation of America, Brochure.
“Hot Shot”, Innovative Gaming Corporation of America, Brochure.
“Bonus Streak”, Innovative Gaming Corporation of America, Brochure.
“Lightning Strike”, Innovative Gaming Corporation of America, Brochure.