A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever.
The present invention relates generally to wagering game methods and related wagering game apparatuses and systems.
Gaming terminals, such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options.
When conducting a wagering game, a player receives an individual award if a winning outcome is achieved. For example, in a traditional reel-based wagering game, a winning outcome is achieved if a particular, predetermined combination of symbols occurs on the reels along an active pay line upon which a player has lodged a wager. The award corresponding to that predetermined combination of symbols and often the level of the wager itself along the associated active pay line is then awarded to the player.
According to one aspect of the present invention, a method for conducting a wagering game on a wagering game device includes using one or more processors to define, in a game feature, a plurality of selectable elements, at least some of the plurality of selectable elements being associated with selectable element awards. The method also includes receiving player selections of the selectable elements, subject to a predefined geometric rule-based selection constraint, until the player has either selected a selectable element associated with a game-ending outcome or completed selections from among the plurality of selectable elements. The method further includes revealing the selectable element awards only after all player selections of the selectable elements have been received and awarding to the player any selectable element awards relating to any selected selectable elements.
According to another aspect of the invention, a method for conducting a wagering game on a wagering game device includes the acts of, using one or more processors, defining in a game feature a plurality of selectable elements, at least some of the plurality of selectable elements being associated with selectable element awards and defining in the game feature one or more predefined underlying patterns, the predefined underlying patterns being associated with predefined underlying pattern awards. The method further includes receiving player selections of the selectable elements, subject to a predefined geometric rule-based selection constraint, until the player has either selected a selectable element associated with a game-ending outcome or completed selections from among the plurality of selectable elements and awarding to the player an award relating to any award associated with any selected selectable elements and relating to any award associated with any selected predefined underlying pattern of selectable elements.
According to yet another aspect of the invention, a computer readable storage media is encoded with instructions for directing a gaming system to perform the above methods.
In yet other aspects, a gaming system configured to play a wagering and a game feature, comprises a display device and at least one controller in communication with the display device, the controller being operative to execute instructions borne by a physical storage medium. The instructions causing the controller to perform, upon execution, the acts of defining in a game feature activated by the wagering game outcome a plurality of selectable elements, at least some of the plurality of selectable elements being associated with selectable element awards, defining in the game feature one or more predefined underlying patterns, the predefined underlying patterns being associated with predefined underlying pattern awards. The instructions causing the controller to perform, upon execution, the acts of receiving player selections of the selectable elements, subject to a predefined geometric rule-based selection constraint, until the player has either selected a selectable element associated with a game-ending outcome or completed selections from among the plurality of selectable elements and awarding to the player an award relating to any award associated with any selected selectable elements and relating to any award associated with any selected predefined underlying pattern of selectable elements.
Additional aspects of the invention will be apparent to those of ordinary skill in the art in view of the detailed description of various embodiments, which is made with reference to the drawings, a brief description of which is provided below.
a-4p are rudimentary representations of a wagering game display depicting at least some aspects of an embodiment according to the present concepts.
While the present concepts are susceptible to various modifications and alternative forms, specific embodiments have been shown by way of example in the drawings and will be described in detail herein. It should be understood, however, that the present concepts are not intended to be limited to the particular forms disclosed. Rather, the present concepts are to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the present concepts such as, but not limited to, those concepts defined by the appended claims.
While the present concepts is susceptible of embodiment in many different forms, there is shown in the drawings and will herein be described in detail preferred embodiments of the present concepts with the understanding that the present disclosure is to be considered as an exemplification of the principles of the present concepts and is not intended to limit the broad aspect of the present concepts to the embodiments illustrated.
Referring to
The gaming terminal 10 illustrated in
The primary display area 14 include, in various aspects of the present concepts, a mechanical-reel display, a video display, or a combination thereof in which a transmissive video display is disposed in front of the mechanical-reel display to portray a video image in superposition over the mechanical-reel display. Further information concerning the latter construction is disclosed in U.S. Pat. No. 6,517,433 to Loose et al. entitled “Reel Spinning Slot Machine With Superimposed Video Image,” which is incorporated herein by reference in its entirety. The video display is, in various embodiments, a cathode ray tube (CRT), a high-resolution liquid crystal display (LCD), a plasma display, a light emitting diode (LED), a DLP projection display, an electroluminescent (EL) panel, or any other type of display suitable for use in the gaming terminal 10, or other form factor, such as is shown by way of example in
Video images in the primary display area 14 and/or the secondary display area 16 are rendered in two-dimensional (e.g., using Flash Macromedia™) or three-dimensional graphics (e.g., using Renderware™). In various aspects, the video images are played back (e.g., from a recording stored on the gaming terminal 10), streamed (e.g., from a gaming network), or received as a TV signal (e.g., either broadcast or via cable) and such images can take different forms, such as animated images, computer-generated images, or “real-life” images, either prerecorded (e.g., in the case of marketing/promotional material) or as live footage. The format of the video images can include any format including, but not limited to, an analog format, a standard digital format, or a high-definition (HD) digital format.
The player-input or user-input device(s) 26 include, by way of example, a plurality of buttons 36 on a button panel, as shown in
The information reader 24 (or information reader/writer) is preferably located on the front of the housing 12 and comprises, in at least some forms, a ticket reader, card reader, bar code scanner, wireless transceiver (e.g., RFID, Bluetooth, etc.), biometric reader, or computer-readable-storage-medium interface. As noted, the information reader may comprise a physical and/or electronic writing element to permit writing to a ticket, a card, or computer-readable-storage-medium. The information reader 24 permits information to be transmitted from a portable medium (e.g., ticket, voucher, coupon, casino card, smart card, debit card, credit card, etc.) to the information reader 24 to enable the gaming terminal 10 or associated external system to access an account associated with cashless gaming, to facilitate player tracking or game customization, to retrieve a saved-game state, to store a current-game state, to cause data transfer, and/or to facilitate access to casino services, such as is more fully disclosed, by way of example, in U.S. Patent Publication No. 2003/0045354 entitled “Portable Data Unit for Communicating With Gaming Machine Over Wireless Link,” which is incorporated herein by reference in its entirety. The noted account associated with cashless gaming is, in some aspects of the present concepts, stored at an external system 46 (see
Turning now to
To provide gaming functions, the controller 42 executes one or more game programs comprising machine-executable instructions stored in local and/or remote computer-readable data storage media (e.g., memory 44 or other suitable storage device). The term computer-readable data storage media, or “computer-readable medium,” as used herein refers to any media/medium that participates in providing instructions to controller 42 for execution. The computer-readable medium comprises, in at least some exemplary forms, non-volatile media (e.g., optical disks, magnetic disks, etc.), volatile media (e.g., dynamic memory, RAM), and transmission media (e.g., coaxial cables, copper wire, fiber optics, radio frequency (RF) data communication, infrared (IR) data communication, etc). Common forms of computer-readable media include, for example, a hard disk, magnetic tape (or other magnetic medium), a 2-D or 3-D optical disc (e.g., a CD-ROM, DVD, etc.), RAM, PROM, EPROM, FLASH-EPROM, any other memory chip or solid state digital data storage device, a carrier wave, or any other medium from which a computer can read. By way of example, a plurality of storage media or devices are provided, a first storage device being disposed proximate the user interface device and a second storage device being disposed remotely from the first storage device, wherein a network is connected intermediate the first one and second one of the storage devices.
Various forms of computer-readable media may be involved in carrying one or more sequences of one or more instructions to controller 42 for execution. By way of example, the instructions may initially be borne on a data storage device of a remote device (e.g., a remote computer, server, or system). The remote device can load the instructions into its dynamic memory and send the instructions over a telephone line or other communication path using a modem or other communication device appropriate to the communication path. A modem or other communication device local to the gaming machine 10 or to an external system 46 associated with the gaming machine can receive the data on the telephone line or conveyed through the communication path (e.g., via external systems interface 58) and output the data to a bus, which transmits the data to the system memory 44 associated with the processor 42, from which system memory the processor retrieves and executes the instructions.
Thus, the controller 42 is able to send and receive data, via carrier signals, through the network(s), network link, and communication interface. The data includes, in various examples, instructions, commands, program code, player data, and game data. As to the game data, in at least some aspects of the present concepts, the controller 42 uses a local random number generator (RNG) to randomly generate a wagering game outcome from a plurality of possible outcomes. Alternatively, the outcome is centrally determined using either an RNG or pooling scheme at a remote controller included, for example, within the external system 46.
As shown in the example of
As shown in the example of
As seen in
Communications between the controller 42 and both the peripheral components of the gaming terminal 10 and the external system 46 occur through input/output (I/O) circuit 56, which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. Although the I/O circuit 56 is shown as a single block, it should be appreciated that the I/O circuit 56 alternatively includes a number of different types of I/O circuits. Furthermore, in some embodiments, the components of the gaming terminal 10 can be interconnected according to any suitable interconnection architecture (e.g., directly connected, hypercube, etc.).
The I/O circuit 56 is connected to an external system interface or communication device 58, which is connected to the external system 46. The controller 42 communicates with the external system 46 via the external system interface 58 and a communication path (e.g., serial, parallel, IR, RC, 10bT, near field, etc.). The external system 46 includes, in various aspects, a gaming network, other gaming terminals, a gaming server, a remote controller, communications hardware, or a variety of other interfaced systems or components, in any combination. In yet other aspects, the external system 46 may comprise a player's portable electronic device (e.g., cellular phone, electronic wallet, etc.) and the external system interface 58 is configured to facilitate wireless communication and data transfer between the portable electronic device and the controller 42, such as by a near field communication path operating via magnetic field induction or a frequency-hopping spread spectrum RF signals (e.g., Bluetooth, etc.).
The gaming terminal 10 optionally communicates with external system 46 (in a wired or wireless manner) such that each terminal operates as a “thin client” having relatively less functionality, a “thick client” having relatively more functionality, or with any range of functionality therebetween (e.g., an “intermediate client”). In general, a wagering game includes an RNG for generating a random number, game logic for determining the outcome based on the randomly generated number, and game assets (e.g., art, sound, etc.) for presenting the determined outcome to a player in an audio-visual manner. The RNG, game logic, and game assets are contained within the gaming terminal 10 (“thick client” gaming terminal), the external systems 46 (“thin client” gaming terminal), or are distributed therebetween in any suitable manner (“intermediate client” gaming terminal).
Referring now to
In accord with various methods of conducting a wagering game on a gaming system in accord with the present concepts, the wagering game includes a game sequence in which a player makes a wager, such as through the money/credit detector 48, touch screen 38 soft key, button panel, or the like, and a wagering game outcome is associated with the wager. The wagering game outcome is then revealed to the player in due course following initiation of the wagering game. The method comprises the acts of conducting the wagering game using a gaming apparatus, such as the gaming terminal 10 depicted in
In the aforementioned method, for each data signal, the controller 42 is configured to processes the electronic data signal, to interpret the data signal (e.g., data signals corresponding to a wager input), and to cause further actions associated with the interpretation of the signal in accord with computer instructions relating to such further actions executed by the controller. As one example, the controller 42 causes the recording of a digital representation of the wager in one or more storage devices (e.g., system memory 44 or a memory associated with an external system 46), the controller, in accord with associated computer instructions, causing the changing of a state of the data storage device from a first state to a second state. This change in state is, for example, effected by changing a magnetization pattern on a magnetically coated surface of a magnetic storage device or changing a magnetic state of a ferromagnetic surface of a magneto-optical disc storage device, a change in state of transistors or capacitors in a volatile or a non-volatile semiconductor memory (e.g., DRAM), etc.). The noted second state of the data storage device comprises storage in the storage device of data representing the electronic data signal from the controller (e.g., the wager in the present example). As another example, the controller 42 further, in accord with the execution of the instructions relating to the wagering game, causes the primary display 14 or other display device and/or other output device (e.g., speakers, lights, communication device, etc.), to change from a first state to at least a second state, wherein the second state of the primary display comprises a visual representation of the physical player input (e.g., an acknowledgement to a player), information relating to the physical player input (e.g., an indication of the wager amount), a game sequence, an outcome of the game sequence, or any combination thereof, wherein the game sequence in accord with the present concepts comprises acts described herein. The aforementioned executing of computer instructions relating to the wagering game is further conducted in accord with a random outcome (e.g., determined by the RNG) that is used by the controller 42 to determine the outcome of the game sequence, using a game logic for determining the outcome based on the randomly generated number. In at least some aspects, the controller 42 is configured to determine an outcome of the game sequence at least partially in response to the random parameter.
The basic-game screen 60 is displayed on the primary display area 14 or a portion thereof. In
In the illustrated embodiment of
As shown in the example of
Symbol combinations are evaluated in accord with various schemes such as, but not limited to, “line pays” or “scatter pays.” Line pays are evaluated left to right, right to left, top to bottom, bottom to top, or any combination thereof by evaluating the number, type, or order of symbols 90 appearing along an activated payline 30. Scatter pays are evaluated without regard to position or paylines and only require that such combination appears anywhere on the reels 62a-e. While an embodiment with nine paylines is shown, a wagering game with no paylines, a single payline, or any plurality of paylines will also work with the present invention. Additionally, though an embodiment with five reels is shown in
a-4p show rudimentary representations of a wagering-game display (not shown) depicting at least some aspects of an embodiment according to the present concepts.
As indicated by the arrows to the right of rows 1 and 8, column 8, these are the first row (i.e., the starting point) and the last row (i.e., the ending point), respectively, for a game feature in accord with at least some aspects of the present concepts. In one aspect of the present concepts, the population of or range of values or awards that may be randomly associated with the selectable elements 110 have an equal or substantially equal probability of being applied to any particular selectable element without regard to the position of the selectable element relative to the starting point(s) and ending point(s) of the game feature. For example, each selectable element is associated with a value randomly selected in the same manner as every other selectable element. In another aspect of the present concepts, the population of or range of values or awards that may be randomly associated with one or more selectable elements 110 of a first group (e.g., selectable elements of a first rank) are higher than the population of or range of values or awards that may be randomly associated with one or more selectable elements of a second group (e.g., selectable elements of a second rank lower than the first rank). As one example, the population of or range of values of awards for selectable elements of a higher rank (e.g., row 6 in
In combination with, or separately from, the above-noted optional weighting of the population of values or awards toward groups of a higher rank, the number of game-ending outcomes 120 (whether a fixed number, randomly determined, or determined in association with a variable such as wager or an aspect of game play) to be associated with the available selectable elements 110 may optionally be weighted so that the distribution of such game-ending outcomes 120 are statistically more likely to occur in selectable elements 110 having a higher rank or ranks than in selectable elements of a lower rank or ranks. Thus, a player would be presented with not only a potentially higher award when selecting selectable elements 110 of higher rank, but would also be simultaneously challenged by the imposition of a higher risk. Alternatively, the game-ending outcomes 120 may be randomly distributed.
The value of the awards ultimately achieved by the player can be influenced by the length of the path in one of two ways. First, in accord with at least some aspects of the present concepts, a player is awarded the awards associated with the selected selectable elements 110 following the ending of the game feature, whether by ending the game feature via the selection of a selectable element associated with a game-ending outcome 120 (see
In accord with another aspect of the present concepts, the award values associated with the selectable elements on the top row (e.g., row 8 in
In another aspect, one the awards associated with one or more of the selectable elements 110 is configured to add a new row or column or the like to the selection field or to permit the player to move to yet another selection field. For example, a selectable element (e.g., 1102,5) is randomly associated with an award that, if selected, would upon the player's selection of any selectable element in the last row (e.g., 1108,2), cause the appearance of a new row (i.e., row 9), at which point game play would continue and the player could select another selectable element in row 8 adjacent the previously selected selectable element or could proceed to select an adjacent element in row 9. In another aspect, an award associated with a selectable element 110 in row 8 is configured to continue game play for the player and leads the player to another selection field which may be the same as the prior selection field or may be a different selection field and/or present a different objective. In still another variant, an award associated with a selectable element 110 in row 8 is configured to continue game play for the player by presenting a different geometric constraint on selections to thereby permit the player to reverse direction and continue the path back toward the beginning, perhaps simultaneously clearing one or more game-ending outcomes (or other detrimental outcomes) from the field of selectable elements.
In yet other aspects, an award associated with completion of a predefined underlying predefined underlying pattern 200 is configured to add a new row or column or the like to the selection field or to permit the player to move to yet another selection field. For example, a predefined underlying pattern 200 (e.g., a battleship in a Battleship®-type game feature that is associated with selectable elements 1102,5, 1103,5, 1104,5, and 1105,5) is associated with an award that, if the predefined underlying pattern 200 is completed by the player's selection of selectable elements 1102,5, 1103,5, 1104,5, and 1105,5, the game feature may continue into another row or rows or into another selection field.
With the above-noted nomenclature,
As shown in
In the embodiment represented in
Continuing with the example represented in
Continuing on,
Although not depicted in the illustrated example, the grid, array, or other presentation of selectable elements 110 may comprise other symmetric or asymmetric geometric arrangements, in any form, and the distribution of or presentation of selectable elements may include any distribution or presentation in accord with the present concepts. Further, using the example of
In view of the above, in at least some aspects of the present concepts, a method for conducting a wagering game on a wagering game device 10 comprises the act of using one or more processors or controllers 34 operatively associated with the wagering game to define, in a game feature, a plurality of selectable elements 110, at least some of the plurality of selectable elements being associated with selectable element awards. This method further comprises the act of receiving player selections of the selectable elements 110, subject to a predefined geometric rule-based selection constraint, until the player has either selected a selectable element associated with a game-ending outcome or completed selections from among the plurality of selectable elements. The method further includes revealing the selectable element awards only after all player selections of the selectable elements 110 have been received and awarding to the player any selectable element awards relating to any selected selectable elements. Optionally, a player may be permitted to start the selection process over, subject to the predefined geometric rule-based constraint, with a refreshed presentation of the selectable elements 110 so long as the player has not yet selected a selectable element associated with a game-ending outcome or completed selections from among the plurality of selectable elements. Thus, if a player decides, mid-way through the selection process of selectable elements 110 that he or she does not like his or her selections, the player may elect to start over. This is permitted since the selectable element awards are not revealed to the player until after the player has either selected a selectable element associated with a game-ending outcome or completed selections from among the plurality of selectable elements.
Following completion of the player selections of the selectable elements, the values or awards associated with the selectable elements 110 selected by the player are revealed to the player. As is shown in
In addition to the awards noted above, or separate to the awards listed above, the present concepts also comprise one or more predefined underlying patterns that are each associated with an award, as conceptually illustrated in
In one aspect of the present concepts, a player is awarded an award associated with the particular predefined underlying pattern award only if they select selectable elements 110 that complete the pattern of the specified predefined underlying pattern 200. For example, if the player selects selectable elements 1107,2, 1107,3, and 1107,4 during play of the game feature and it is later revealed that the player's selections have completed the first predefined underlying pattern shown in the example of
In the case represented by
For illustration,
Still further, the player may receive yet further awards if the player is able to successfully complete a plurality of predefined underlying patterns 200. Thus, using the prior example of
In terms of game play, one embodiment of the aforementioned concepts could be implemented in a Battleship®-type game wherein the predefined underlying patterns correspond to ships in the Battleship®-type game, with a selection screen or grid appropriately sized for the number of predefined underlying patterns in play. Thus, where a player selects selectable elements comprising selectable elements corresponding to a complete predefined underlying pattern 200, the player has “sunk” that ship and will receive an award for “sinking” that ship. In accord with the Battleship®-type game, the predefined underlying patterns 200 may comprise 2, 3, 4 and 5 selectable elements. As noted above, the player may optionally receive an award for each “hit” on a ship, which award may be separate from an award for “sinking” a ship.
In some aspects of the aforementioned concepts, a player may optionally be provided with a hint prior to or during the game feature. Such hint may be offered responsive to a predetermined minimum wager (e.g., a MaxBet wager), a predetermined minimum side wager, an outcome in the base wagering game, etc., or, alternatively, a hint may be provided to the player automatically. Using such a hint, the player may query the gaming system to find out if a particular selectable element is associated with an award or a game-ending outcome. Alternatively, the player's information may be intentionally more limited, provide a player only with the ability to find out if a particular row or column includes a game-ending outcome. In this aspect, the player may, for example, query whether there is a game-ending outcome in column 6 (see, e.g.,
In at least some more sophisticated aspects, one or more of the predefined underlying patterns 200 may be a moving target that requires the player to not only select a particular selectable element, but to also select such selectable element at an appropriate time. For example, using the above-noted example of a Battleship®-type game for illustration, one or more predefined underlying pattern(s) correspond to a corresponding ship or number of ships in the Battleship®-type game, may move from a first position at a first time (T1) to a second position at time two (T2), to a third position at time three (T3) and so on, where the “time” could be measured in any manner such as, but not limited to, a clock in game time, in terms of moves by a player, etc. Using the third predefined underlying pattern 200 from
In another aspect of the present concepts, as a variation of the Battleship®-type game, the player may be a submariner, a Captain in charge of a submarine, and having a predefined number of torpedoes to fire in a given field (e.g., using an X-Y coordinate system or a polar coordinate system). The “ships” represented by the predefined underlying pattern 200 may all be stationary, may all be in motion, or some may be stationary while others are in motion. Further, the number of and size of the predefined underlying pattern 200 may vary and may be any predetermined size or may be randomly determined prior to game play. In the present example, the predefined underlying patterns 200 shown in
This time-based movement based on incremental movements of the torpedo could comprise one incremental movement of a predefined underlying pattern 200 for each three movements of the player's torpedo, as illustrated in the following example, or could comprise other predetermined or randomly determined relations between the movement(s) of the ship(s) and the movement of the player's torpedo. In this case, the player fires a first torpedo (i.e., the player's first selection) from row 1 along column 7 and the torpedo travels along column 7 until it hits a ship or travels off screen (i.e., past row 8 in this example). For the first three movements of the player's torpedo from selectable element 1101,7, 1103,7, the ships are positioned as shown in
In some aspects, a player may be required to select torpedo launches from contiguous selectable elements. For example, first firing from row 1 along column 7, then firing from row 1 along column 6, then firing from row 1 along column 5, and perhaps then firing from row 1 along column 6 (again). In some aspects, a player may be required to launch (e.g., select order and direction of firing) all torpedoes prior to the display of the travel of the torpedoes and any hits that might occur. In some aspects, one or more torpedoes might have the capacity to steer toward (e.g., move one or more selectable element(s), arc segment(s), etc., off the original course) a ship to home in a ship. In an alternative form of display, a player may be provided a “periscope” view with a selection of angles or lanes along which torpedoes can be launched and the player then selects the sequence of shots, followed by the launching of the torpedoes, and then the wait for potential contact of the torpedoes with a target and associated award.
In other aspects, a player is permitted to fire a torpedo down a column or row and, if there is a ship in that column or row, the gaming system reveals the “hit,” giving the player a clue to a predefined underlying pattern 200 in the selection field or playing field. In this aspect, not only does the player get the award for a hit on a particular “selectable value” (the selection being, for example, the selecting timing and/or angle of the torpedo release) but the player is apprised of the potential to explore the adjacent “selectable elements” with follow-up shots to, in effect, travel up/down the ship with additional hits to not only obtain any award for the “selectable elements” but to also seek to obtain any awards associated with the predefined underlying pattern 200. Thus, in general, for any of the disclosed aspects, clues may optionally be given to the player to help the player appreciate that they have hit upon a predefined underlying pattern 200. Of course, the benefit to the player of such information is diminished somewhat for time-based, predefined underlying patterns 200, where movement of the predefined underlying patterns 200 may affect the effect of the player's selections. If, however, the player made the selections in quick succession, without initially waiting for the informational feedback, the potential for successive hits on a predefined underlying pattern 200 could potentially be increased.
In any of the above-described aspects, or in any other aspect disclosed herein, the player's selections may be geometrically and/or temporally connected or constrained. For example, a player may only be permitted to fire torpedoes sequentially along adjacent angles (e.g., 5 degrees starboard, then 10 degrees starboard), and/or within a preset time limit. As an alternative temporal limitation, a player may opt to have all torpedoes arrive at designated distances, angles, grid coordinates, or the like synchronously, such as by having different velocities for each torpedo to account for the difference in firing times.
In yet other aspects of time-based, predefined underlying patterns 200, a goal may alternatively be to avoid selecting a selectable element that is associated with a predefined underlying patterns 200. Using the above-noted Battleship®-type game feature theme, a game feature may require the player to successfully navigate (i.e., without selecting a selectable element 110 associated with a predefined underlying pattern 200) through obstacles to reach a predetermined destination. If the player does select a selectable element 110 associated with a predefined underlying pattern 200, a negative effect such as a decrease of the values associated with the selectable elements 110 may occur, a multiplier value may be reduced, etc. In one aspect, when a player selects a selectable element 110 associated with a predefined underlying pattern 200 (e.g., a “hit” on a ship), the award values associated with a group of selectable elements 110 is reduced from an initial value. The group may comprise, for example, the adjoining selectable elements, all selectable elements in a row, all selectable elements in a column, or selectable elements in a predetermined plurality of rows and/or columns up to and including all selectable elements. Thus, in one aspect, a player may traverse the selection field trying to avoid ships and, the moment the player hits a ship, the award values for all selectable elements are automatically reduced. The more ships that the player hits, the lower and lower the award values become. In at least some aspects, since neither the awards associated with the selectable elements 110 or the predefined underlying patterns 200 are revealed to the player during the selection process of the selectable elements 110, the player is initially unaware of the hit on the ship decrease in award values. In some other aspects, however, a player may be informed that he or she has hit a ship, but with appurtenant limitations (e.g., a player may request that he or she be notified of such occurrence, but forfeits the ability to redo selections prior to and including the hit, etc.).
In still other aspects (e.g., other assigned “missions”), a player may be prompted in the game feature to “hide” his or her assigned ships while the computer performs random selections similar to that noted above in an effort to sink or hit the players ships, with each hit decrementing a player's potential award. For example, a player may be initially granted a predetermined base award at the beginning of the game feature, such base award being decreased with each hit. As another example, each round (e.g., selection by the controller) that the player can go through without a hit may yield an award and, consequently, each hit would take from such accumulated award.
Each of these embodiments and obvious variations thereof is contemplated as falling within the spirit and scope of the claimed invention, which is set forth in the following claims. By way of example, any of the above concepts, singly or in combination, may be embodied in a competitive or a collaborative game feature where players compete against one another or work with each other. Thus, in the Battleship®-type game feature, players (or teams of players) may vie head to head to eliminate one or more of the other player's ships, with corresponding awards being awarded for successful hits. Constraints may be employed to minimize or avoid the potential for collusion, such as by, for example, arranging the award to be divided between the winning and losing players, with the bulk of the pot going to the winner(s). In still other variations, a player is permitted to save his or her progress in the gaming system or on a physical storage medium for continued play at a later time. In yet other variations, a player is permitted to reach a “checkpoint” or safe point along the field of selectable elements and save the player's progress at that point and reveal the awards accumulated up to that point. In other aspects, a player's completion of a predefined underlying pattern 200 may cause a reduction in the number of game-ending outcomes that may be associated with one or more of the selectable elements. In another aspect, a portion of a predefined underlying pattern 200 could be made visible to the player following selection of a selectable element associated with the predefined underlying pattern 200. The player may, in view of the revealed portion of the predefined underlying pattern 200, may an educated guess as to the nature or meaning of the pattern to make subsequent selections. For example, the predefined underlying pattern 200 may comprise one or more numbers and the player could receive a predefined underlying pattern 200 award for completely revealing the number. In this example, the player, once identifying the shape of a number, can then base subsequent selections of selectable elements under which the player thinks the remaining components of the number reside.
This application is related to and claims priority to U.S. Provisional Patent Application Ser. No. 61/357,838, filed Jun. 23, 2010, and titled “System and Method for Blind Selection of Plural Selectable Elements Prior to a Reveal in a Wagering Game,” which is incorporated herein by reference in its entirety.
Number | Date | Country | |
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61357838 | Jun 2010 | US |