Claims
- 1. A method of generating a trajectory-based game of chance on a gaming machine, the method comprising:
receiving a request to initiate a trajectory-based game of chance; determining a game outcome for the trajectory-based game of chance; after the game outcome has been determined, generating a trajectory of a three-dimensional (3-D) game object in a 3-D gaming environment that corresponds to the determined game outcome; and displaying as part of a game outcome presentation for the trajectory-based game of chance a sequence of two-dimensional images rendered from the 3-D gaming environment to a display screen on the gaming machine wherein the sequence of two-dimensional images comprise one or more two-dimensional images of the 3-D game object along its trajectory in the 3-D gaming environment.
- 2. The method of claim 1, wherein the trajectory-based game of chance is a pachinko game.
- 3. The method of claim 1, wherein the 3-D game object is a sphere.
- 4. The method of claim 1, wherein the 3-D game object is a polyhedron.
- 5. The method of claim 1, wherein the 3-D gaming environment comprises data and/or instructions for generating:
a plurality of 3-D objects; a plurality of trajectory rules for determining the trajectory of a moving 3-D object in the 3-D gaming environment; a plurality of collision rules for determining effects of a collision between 3-D objects in the 3-D gaming environment; and a plurality of exit rules for removing the 3-D game object from the 3-D gaming environment.
- 6. The method of claim 1, wherein the 3-D gaming environment comprises data and/or instructions for generating a plurality of game levels for the trajectory-based game of chance.
- 7. The method of claim 1, wherein the trajectory of the 3-D game object is a planar trajectory.
- 8. The method of claim 1, further comprising:
changing the geometry of the 3-D game object along its trajectory.
- 9. The method of claim 1, further comprising:
receiving a wager for the trajectory-based game of chance.
- 10. The method of claim 1, further comprising:
selecting an initial state for the 3-D game object in 3-D gaming environment wherein the initial state provides initial conditions for the trajectory of the 3-D game object in the 3-D gaming environment.
- 11. The method of claim 10, wherein the initial state comprises an initial position of the 3-D game object in the 3-D gaming environment and an initial velocity of the 3-D game object in the 3-D game object.
- 12. The method of claim 1, further comprising:
receiving an output signal from a user interface for the trajectory-based game of chance and using information from the output signal, selecting an initial state for the 3-D game object in the 3-D gaming environment wherein the initial state provides initial conditions for the trajectory of the 3-D game object in the 3-D gaming environment.
- 13. The method of claim 12, wherein the user interface comprises:
a plunger; and one or more sensors wherein the one or more sensors are designed to generate an output signal with information indicating at least one i) an amount of force applied to the plunger, ii) an actuation of the plunger has been initiated and iii) combinations thereof.
- 14. The method of claim 1, further comprising:
prior to displaying the game outcome for the trajectory-based game of chance, receiving a request to initiate a second trajectory-based game of chance; determining a game outcome for the second trajectory-based game of chance; after the game outcome has been determined for the second trajectory-based game of chance, generating a trajectory of a second three-dimensional (3-D) game object in the 3-D gaming environment that corresponds to the determined game outcome of second trajectory-based game of chance; and displaying, as part of a game outcome presentation for the trajectory-based game of chance and the second trajectory-based game of chance, a sequence of two-dimensional images rendered from the 3-D gaming environment to the display screen on the gaming machine wherein the sequence of two-dimensional images comprise one or more two-dimensional images with both the 3-D game object along its trajectory in the 3-D gaming environment and the second 3-D game object along its trajectory in the 3-D gaming environment.
- 15. The method of claim 14, further comprising:
receiving a first wager for the trajectory-based game of chance and receiving a second wager separate from the first wager for the second trajectory-based game of chance
- 16. The method of claim 14, further comprising:
wherein the game outcome for the second trajectory-based game of chance is independent of the trajectory-based game of chance.
- 17. The method of claim 14, wherein the game outcome for the second trajectory-based game of chance is dependent on the trajectory-based game of chance.
- 18. The method of claim 1, further comprising:
displaying the game outcome for the trajectory-based game of chance; and redisplaying one or more two-dimensional images of the 3-D game object along its trajectory.
- 19. The method of claim 1, wherein a position of a virtual camera for rendering images in the sequence of two-dimensional images changes as a function of time.
- 20. The method of claim 1, wherein a virtual camera for rendering images in the sequence of two-dimensional images is located on the 3-D game object and travels with the 3-D game object along its trajectory.
- 21. The method of claim 1, further comprising:
receiving an output signal from an input device on the gaming machine wherein the output signal includes information used to change a position of a virtual camera for rendering images in the sequence of two-dimensional images.
- 22. The method of claim 1, wherein two or more virtual cameras in the 3-D gaming environment are used to render images in the sequence of two-dimensional images.
- 23. The method of claim 1, further comprising:
receiving an output signal from an input device on the gaming machine wherein the output signal includes information used to select a virtual camera for rendering images in the sequence of two-dimensional images.
- 24. The method of claim 1, further comprising:
detecting a collision between the 3-D game object and a second 3-D object in the 3-D gaming environment.
- 25. The method of claim 24, further comprising:
in response to the collision between the 3-D game object and the second object, modifying the trajectory of the 3-D game object.
- 26. The method of claim 24, wherein the second 3-D object is a second 3-D game object.
- 27. The method of claim 24, further comprising:
in response to the collision between the 3-D game object and the second object, modifying a property of the 3-D game object.
- 28. The method of claim 24, further comprising:
in response to the collision between the 3-D game object and the second object, triggering a game event.
- 29. The method of claim 1, further comprising:
generating a bonus game for the trajectory based game of chance.
- 30. The method of claim 1, further comprising:
detecting an intersection of the 3-D game object with a surface in the 3-D gaming environment.
- 31. The method of claim 30, further comprising:
in response to detecting the intersection, terminating the trajectory of the 3-D game object.
- 32. The method of claim 30, further comprising:
in response to detecting the intersection, transporting the 3-D game object to a location in the 3-D gaming environment away from a location of the intersection.
- 33. The method of claim 30, further comprising:
in response to detecting the intersection, modifying a property of the 3-D game object.
- 34. The method of claim 30, further comprising:
in response to detecting the intersection, starting a bonus game.
- 35. The method of claim 30, further comprising: in response to detecting the intersection, triggering a game event.
- 36. The method of claim 1, further comprising:
removing the 3-D game object from the 3-D gaming environment.
- 37. The method of claim 1, further comprising:
generating game outcomes for a plurality of trajectory-based games of chances wherein a separate wager is made on each of the plurality of trajectory-based games of chance; generating a trajectory of a three-dimensional (3-D) game object in a 3-D gaming environment that corresponds to the determined game outcome for each of the plurality of trajectory-based games of chance; displaying, as part of a game outcome presentations for the plurality of trajectory-based games of chance, at least one sequence of two-dimensional images rendered from the 3-D gaming environment to the display screen on the gaming machine wherein the at least one sequence of two-dimensional images comprise one or more two-dimensional images with two or more of the 3-D game objects along their trajectory in the 3-D gaming environment.
- 38. The method of claim 1, wherein two or more trajectory-based games of chance are played in parallel.
- 39. The method of claim 1, further comprising:
changing a solidity of an object in the gaming environment.
- 40. The method of claim 1, further comprising:
changing a visibility of an object in the gaming environment.
- 41. The method of claim 1, further comprising:
modifying a property of an object in the 3-D gaming environment.
- 42. The method of claim 41, wherein the property of the object that is modified is selected from the group consisting of a mass property, a geometry property, a graphical rendering property, a sound property and a bonus property.
- 43. A method of generating a trajectory-based game of chance on a gaming machine, the method comprising:
receiving a request to initiate a trajectory-based game of chance; generating a trajectory of a three-dimensional (3-D) game object in a 3-D gaming environment; determining a game outcome for the trajectory-based game of chance wherein the game outcome is not determined until the 3-D game object reaches a final state of its trajectory in the 3-D gaming environment; and displaying, as part of a game outcome presentation for the trajectory-based game of chance, a sequence of two-dimensional images rendered from the 3-D gaming environment to a display screen on the gaming machine wherein the sequence of two-dimensional images comprise one or more two-dimensional images of the 3-D game object along its trajectory in the 3-D gaming environment.
- 44. The method of claim 43, wherein the game outcome is independent of the trajectory of 3-D game object in the 3-D gaming environment.
- 45. The method of claim 43, wherein the game outcome is based-upon the final state of the trajectory in the 3-D gaming environment.
- 46. The method of claim 43, wherein the trajectory-based game of chance is a pachinko game.
- 47. The method of claim 43, wherein the 3-D game object is a sphere.
- 48. The method of claim 43, wherein the 3-D game object is a polyhedron.
- 49. The method of claim 43, wherein the 3-D gaming environment comprises data and/or instructions for generating:
a plurality of 3-D objects; a plurality of trajectory rules for determining the trajectory of a moving 3-D object in the 3-D gaming environment; a plurality of collision rules for determining effects of a collision between 3-D objects in the 3-D gaming environment and a plurality of exit rules for removing the 3-D game object from the 3-D gaming environment.
- 50. The method of claim 43, wherein the 3-D gaming environment comprises data and/or instructions for generating a plurality of game levels for the trajectory-based game of chance.
- 51. The method of claim 43, wherein the trajectory of the 3-D game object is a planar trajectory.
- 52. The method of claim 43, further comprising:
changing the geometry of the 3-D game object along its trajectory.
- 53. The method of claim 43, further comprising:
receiving a wager for the trajectory-based game of chance.
- 54. The method of claim 43, further comprising:
selecting an initial state for the 3-D game object in 3-D gaming environment wherein the initial state provides initial conditions for the trajectory of the 3-D game object in the 3-D gaming environment.
- 55. The method of claim 54, wherein the initial state comprises an initial position of the 3-D game object in the 3-D gaming environment and an initial velocity of the 3-D game object in the 3-D game object.
- 56. The method of claim 43, further comprising:
receiving an output signal from a user interface for the trajectory-based game of chance and using information from the output signal, selecting an initial state for the 3-D game object in the 3-D gaming environment wherein the initial state provides initial conditions for the trajectory of the 3-D game object in the 3-D gaming environment.
- 57. The method of claim 56, wherein the user interface comprises:
a plunger; and one or more sensors wherein the one or more sensors are designed to generate an output signal with information indicating at least one i) an amount of force applied to the plunger, ii) an actuation of the plunger has been initiated and iii) combinations thereof.
- 58. The method of claim 43, further comprising:
prior to displaying the game outcome for the trajectory-based game of chance, receiving a request to initiate a second trajectory-based game of chance; generating a trajectory of a second three-dimensional (3-D) game object in a 3-D gaming environment; determining a game outcome for the second trajectory-based game of chance wherein the game outcome is not determined until the second 3-D game object reaches a final state of its trajectory in the 3-D gaming environment; and displaying, as part of a game outcome presentation for the trajectory-based game of chance and the second trajectory-based game of chance, a sequence of two-dimensional images rendered from the 3-D gaming environment to the display screen on the gaming machine wherein the sequence of two-dimensional images comprise one or more two-dimensional images with both the 3-D game object along its trajectory in the 3-D gaming environment and the second 3-D game object along its trajectory in the 3-D gaming environment.
- 59. The method of claim 58, further comprising:
receiving a first wager for the trajectory-based game of chance and receiving a second wager separate from the first wager for the second trajectory-based game of chance
- 60. The method of claim 58, further comprising:
wherein the game outcome for the second trajectory-based game of chance is independent of the trajectory-based game of chance.
- 61. The method of claim 58, wherein the game outcome for the second trajectory-based game of chance is dependent on the trajectory-based game of chance.
- 62. The method of claim 43, further comprising:
displaying the game outcome for the trajectory-based game of chance; and redisplaying one or more two-dimensional images of the 3-D game object along its trajectory.
- 63. The method of claim 43, wherein a position of a virtual camera for rendering images in the sequence of two-dimensional images changes as a function of time.
- 64. The method of claim 43, wherein a virtual camera for rendering images in the sequence of two-dimensional images is located on the 3-D game object and travels with the 3-D game object along its trajectory.
- 65. The method of claim 43, further comprising:
receiving an output signal from an input device on the gaming machine wherein the output signal includes information used to change a position of a virtual camera for rendering images in the sequence of two-dimensional images.
- 66. The method of claim 43, wherein two or more virtual cameras in the 3-D gaming environment are used to render images in the sequence of two-dimensional images.
- 67. The method of claim 43, further comprising:
receiving an output signal from an input device on the gaming machine wherein the output signal includes information used to select a virtual camera for rendering images in the sequence of two-dimensional images.
- 68. The method of claim 43, further comprising:
detecting a collision between the 3-D game object and a second 3-D object in the 3-D gaming environment.
- 69. The method of claim 68, further comprising:
in response to the collision between the 3-D game object and the second object, modifying the trajectory of the 3-D game object.
- 70. The method of claim 68, wherein the second 3-D object is a second 3-D game object.
- 71. The method of claim 68, further comprising:
in response to detecting the collision, modifying a property of the 3-D game object.
- 72. The method of claim 68, further comprising:
in response to detecting the collision, triggering a bonus game.
- 72. The method of claim 68, further comprising:
in response to detecting the collision, triggering a game event.
- 73. The method of claim 43, further comprising:
generating a bonus game for the trajectory based game of chance.
- 74. The method of claim 43, further comprising:
detecting an intersection of the 3-D game object with a surface in the 3-D gaming environment.
- 75. The method of claim 74, further comprising:
in response to detecting the intersection, terminating the trajectory of the 3-D game object.
- 76. The method of claim 74, further comprising:
in response to detecting the intersection, transporting the 3-D game object to a location in the 3-D gaming environment away from a location of the intersection.
- 77. The method of claim 74, further comprising:
in response to detecting the intersection, modifying a property of the 3-D game object.
- 78. The method of claim 74, further comprising:
in response to detecting the intersection, triggering a bonus game.
- 79. The method of claim 74, further comprising:
in response to detecting the intersection, triggering a game event.
- 80. The method of claim 43, further comprising:
removing the 3-D game object from the 3-D gaming environment.
- 81. The method of claim 43, further comprising:
changing a solidity of an object in the gaming environment.
- 82. The method of claim 43, further comprising:
changing a visibility of an object in the gaming environment.
- 83. The method of claim 43, further comprising:
modifying a property of an object in the 3-D gaming environment.
- 84. The method of claim 83, wherein the property of the object that is modified is selected from the group consisting of a mass property, a geometry property, a graphical rendering property, a sound property and a bonus property.
- 85. A method of generating a pay-table for a trajectory-based game of chance, the method comprising:
inserting a plurality of 3-D game objects into a 3-D gaming environment wherein each of the plurality of 3-D game objects is assigned an initial state; generating a trajectory for each of the 3-D game objects in the 3-D gaming environment, the trajectory of each 3-D game object comprising: the initial state in the 3-D gaming environment, a final state in the 3-D gaming environment, and one or more states in the 3-D gaming environment between the initial state and the final state; assigning a game outcome for the trajectory-based game of chance from a set of game outcomes to an aspect of the trajectory for each 3-D game object; and generating a pay table that relates each game outcome in the set of game outcomes to a probability of that game outcome occurring in the trajectory-based game of chance.
- 86. The method of claim 85, further comprising:
installing the paytable on a gaming machine and generating game outcomes for a plurality of trajectory-based games of chance using the paytable.
- 87. The method of claim 85, further comprising:
generating a set of game outcomes.
- 88. The method of claim 85, further comprising:
generating a trajectory table that relates each game outcome in the set of game outcomes to one or more different initial states wherein each of the one or more different initial states is for generating a trajectory corresponding to its related game outcome.
- 89. The method of claim 88, further comprising:
installing the paytable, the 3-D gaming environment and the trajectory table on a gaming machine; on the gaming machine, generating a first game outcome using the pay table; selecting an initial state for the first game outcome using the trajectory table; and generating in the 3-D gaming environment a first trajectory corresponding to the first game outcome using the initial state selected from the trajectory table.
- 90. The method of claim 85, further comprising:
generating the 3-D gaming environment for the trajectory-based game of chance.
- 91. The method of claim 90, wherein the 3-D gaming environment comprises data and/or instructions for generating;
a plurality of 3-D objects; a plurality of trajectory rules for determining the trajectory of a moving 3-D object in the 3-D gaming environment; a plurality of collision rules for determining effects of a collision between 3-D objects in the 3-D gaming environment; and a plurality of exit rules for removing the 3-D game object from the 3-D gaming environment.
- 92. The method of claim 85, wherein the initial state comprises an initial position and an initial velocity.
- 93. The method of claim 85, wherein the trajectory for each of the 3-D game objects is planar.
- 94. The method of claim 85, wherein the trajectory-based game of chance is a pachinko game.
- 95. The method of claim 85, wherein the 3-D game object is a sphere.
- 96. The method of claim 85, wherein the 3-D game object is a polyhedron.
- 97. A method of generating a game outcome presentation in a trajectory-based game of chance, the method comprising:
along a trajectory of a 3-D game object in a 3-D gaming environment wherein the trajectory comprises a sequence of states of the 3-D game object in the 3-D gaming environment and wherein each states comprises at least a position and a velocity of the 3-D game object; generating a first state in the sequence of states of the 3-D game object along its trajectory; and generating a second state in the sequence of states of the 3-D game object along its trajectory that is related to the first state by a plurality of trajectory rules; wherein one or more two-dimensional images are rendered of the 3-D game object along its trajectory in the 3-D gaming environment as part of the game outcome presentation for the trajectory-based game of chance.
- 98. The method of claim 97, further comprising:
determining a game outcome for the trajectory-based game of chance; looking up in an initial position and an initial velocity of the 3-D game object in a trajectory table that corresponds to the determined game outcome and assigning the initial position and the initial position of the 3-D game object to the first state.
- 99. The method of claim 97, further comprising:
after generating a position and a velocity of the 3-D game object at the second state, assigning the position and the velocity of the 3-D game object at the second state to the first state and generating a new second state.
- 100. The method of claim 97, further comprising:
determining that the 3-D game object has exited the 3-D gaming environment between the first state and the second state; removing the 3-D game object from the 3-D gaming environment; and displaying the game outcome for the 3-D game object.
- 101. The method of claim 97, further comprising:
detecting an intersection of the 3-D game object with a surface in the 3-D gaming environment between the first state and the second state.
- 102. The method of claim 101, further comprising:
in response to detecting the intersection, terminating the trajectory of the 3-D game object and removing the 3-D game object from the 3-D gaming environment.
- 103. The method of claim 101, further comprising:
in response to detecting the intersection, generating a new position for the second state different from the position of the second state wherein the 3-D game object appears to move discontinuously from the first state to the second state.
- 104. The method of claim 103, wherein the new position is located in a bonus area of the 3-D gaming environment.
- 105. The method of claim 101, further comprising:
in response to detecting the intersection, modifying a property of the 3-D game object.
- 106. The method of claim 105, wherein the property of the 3-D game object that is modified is selected from the group consisting of a mass property, a geometry property, a graphical rendering property, a sound property and a bonus property.
- 107. The method of claim 101, further comprising
in response to detecting the intersection, modifying a property of an object in the 3-D gaming environment.
- 108. The method of claim 101, further comprising:
in response to detecting the intersection, triggering a bonus game.
- 109. The method of claim 101, further comprising:
in response to detecting the intersection, triggering a game event.
- 110. The method of claim 101, further comprising:
in response to detecting the intersection, splitting the 3-D game object into a plurality of 3-D game objects.
- 111. The method of claim 101, further comprising:
in response to detecting the intersection, modifying a velocity component of the 3-D game object.
- 112. The method of claim 111, wherein the velocity component is selected from the group consisting of a translational velocity component, a rotational velocity component and a vibrational velocity component.
- 113. The method of claim 101, further comprising:
in response to detecting the intersection, changing a solidity of an object.
- 114. The method of claim 101, further comprising:
in response to detecting the intersection, changing a visibility of an object.
- 115. The method of claim 101, further comprising:
in response to detecting the intersection, inserting one or more objects into the gaming environment.
- 116. The method of claim 101, further comprising:
in response to detecting the intersection, creating an opening in the gaming environment.
- 117. The method of claim 101, further comprising:
in response to detecting the intersection, removing an opening in the gaming environment.
- 118. The method of claim 101, further comprising:
in response to detecting the intersection, changing a size of an object.
- 119. The method of claim 101, further comprising:
in response to detecting the intersection, changing a size of an opening.
- 120. The method of claim 97, further comprising:
detecting a collision between the 3-D game object and a second object in the 3-D gaming environment between the first state and the second state.
- 121. The method of claim 120, further comprising:
in response to detecting the collision, generating an pre-collision state for the 3-D game object and the second object; generating a post-collision state for the 3-D game object and the second object wherein the pre-collision state and the post collision state are related by a plurality of collision rules; and assigning the post-collision state for the 3-D game object to the second state.
- 122. The method of claim 121, further comprising:
generating the plurality of collision rules that are used to determine effects of the collision between the 3-D game object and the second game object.
- 123. The method of claim 120, further comprising:
in response to detecting the collision, modifying a property of the 3-D game object.
- 124. The method of claim 123, wherein the property of the 3-D game object that is modified is selected from the group consisting of a mass property, a geometry property, a physical property, a graphical rendering property, a sound property and a bonus property.
- 125. The method of claim 120, further comprising:
in response to detecting the collision, modifying a property of the second object.
- 126. The method of claim 125, wherein the property of the second object that is modified is selected from the group consisting of a mass property, a geometry property, a graphical rendering property, a sound property and a bonus property.
- 127. The method of claim 120, wherein the second object is a second game object.
- 128. The method of claim 120, further comprising:
in response to detecting the collision, triggering a bonus game.
- 129. The method of claim 120, further comprising:
in response to detecting the collision, triggering a game event in the trajectory based game of chance.
- 130. The method of claim 120, further comprising:
in response to detecting the collision, splitting the 3-D game object into a plurality of 3-D game objects.
- 131. The method of claim 120, further comprising:
in response to detecting the collision, terminating the trajectory of the 3-D game object and removing the 3-D game object from the 3-D gaming environment.
- 132. The method of claim 120, further comprising:
in response to detecting the collision, absorbing all or a portion of the second game object into the 3-D game object.
- 133. The method of claim 120, further comprising:
in response to detecting the collision changing a solidity of an object.
- 134. The method of claim 120, further comprising:
in response to detecting the collision, changing a visibility of an object.
- 135. The method of claim 120, further comprising:
in response to detecting the collision, inserting one or more objects into the gaming environment.
- 136. The method of claim 120, further comprising:
in response to detecting the collision, creating an opening in the gaming environment.
- 137. The method of claim 120, further comprising:
in response to detecting the collision, removing an opening in the gaming environment.
- 138. The method of claim 120, further comprising:
in response to detecting the collision, changing a size of an object.
- 139. The method of claim 120, further comprising:
in response to detecting the collision, changing a size of an opening.
- 140. The method of claim 97, further comprising:
determining the plurality of trajectory rules that are used to relate the first state to the second state.
- 141. The method of claim 97, wherein the trajectory rules simulate one or more of gravitational forces, frictional forces and environmental forces on the 3-D game object.
- 142. The method of claim 97, wherein the velocity of the 3-D game object along its trajectory is planar.
- 143. The method of claim 97, wherein the velocity of the 3-D game object along its trajectory comprises one or more of translational velocity components, rotational velocity components, vibrational velocity components and combinations thereof.
- 144. The method of claim 97, wherein the plurality of trajectory rules are generated at each location in the 3-D gaming environment.
- 145. The method of claim 144, wherein a plurality of trajectory rules at a first location in the 3-D gaming environment are different than a plurality of trajectory rules at a second location in the 3-D gaming environment.
- 146. The method of claim 97, wherein the trajectory-based game of chance is a pachinko game.
- 147. The method of claim 97, wherein the 3-D game object is a sphere.
- 148. The method of claim 97, wherein the 3-D game object is a polyhedron.
- 149. A gaming machine comprising:
a master gaming controller designed or configured i) to control a game of chance played on the gaming machine, ii) to generate a trajectory of a 3-D game object in a 3-D gaming environment used in a trajectory-based game of chance, iii) to render a sequence of two-dimensional images from the 3-D gaming environment wherein the sequence of two-dimensional images comprises one or more two-dimensional images of the 3-D game object along its trajectory and iv) to generate a game outcome for the trajectory-based game of chance; and a video display for displaying the sequence of two-dimensional images as part of a game outcome presentation for the trajectory-based game of chance.
- 150. The gaming machine of claim 149, further comprising:
a memory storage device for storing at least one of i) instructions, ii) data and iii) combinations thereof for generating the 3-D gaming environment, said 3-D gaming environment comprising data and/or instructions for generating:
a plurality of 3-D objects; a plurality of trajectory rules for determining the trajectory of a moving 3-D object in the 3-D gaming environment; a plurality of collision rules for determining effects of a collision between 3-D objects in the 3-D gaming environment; and a plurality of exit rules for removing the 3-D game object from the 3-D gaming environment.
- 151. The gaming machine of claim 149, further comprising:
a user interface for the trajectory-based game of chance, said user interface comprising:
a first input device; and one or more sensors connected to the first input device used to detect an operational parameter of the input device and generate an output signal corresponding to the operational parameter wherein the output signal is used to at least one of i) to initiate the trajectory-based game of chance, ii) to generate an initial state of the 3-D object for its trajectory in the 3-D gaming environment, and iii) combinations thereof.
- 152. The gaming machine of claim 151,
wherein the first input device is a plunger and wherein the one or more sensors are designed to generate an output signal with information indicating at least one of i) an amount of force applied to the plunger, ii) an actuation of the plunger has been initiated and iii) combinations thereof.
- 153. The gaming machine of claim 152, further comprising:
a ball; a ball conduit for the ball; and one or more sensors designed to measure a position of the ball along the ball conduit wherein the plunger is designed to strike the ball at an initial position on the ball conduit such that the ball is propelled along the ball conduit away from its initial position and wherein the ball conduit is designed to return the sphere to the initial position on the ball conduit.
- 154. The gaming machine of claim 152, further comprising:
a sound projection device wherein the sound projection device emits a sound in response to the plunger striking the ball.
- 155. The gaming machine of claim 154, wherein the volume of the sound is proportional to the force applied to the plunger.
- 156. The gaming machine of claim 152, further comprising:
a light panel comprising a plurality of lights wherein a number of lights are lit on the light panel in proportion to the amount of force applied to the plunger.
- 157. The gaming machine of claim 152, further comprising: a graphical force meter on the display screen where the amount of force applied to the plunger is displayed on the graphical force meter.
- 158. The gaming machine of claim 151, wherein the first input device is a touch screen display and wherein the one or more sensors are touch screen sensors.
- 159. The gaming machine of claim 154, wherein the touch screen sensors generate an output signal with information indicating a selected amount of force displayed on the touch screen display.
- 160. The gaming machine of claim 151, further comprising:
a second input device wherein the second input device is for selecting a rate at which a plurality of trajectory-based games of chance are automatically initiated.
- 161. The gaming machine of claim 160, wherein the second input device is a touch screen display.
- 162. The gaming machine of claim 160, wherein the second input device is a control knob and wherein a position of the control knob is used to select the rate at which a plurality of trajectory-based games of chance are automatically initiated.
- 163. The gaming machine of claim 151, further comprising:
a second input device wherein the second input device is for selecting a wager amount for each of a plurality of trajectory-based games of chance.
- 164. The gaming machine of claim 163, wherein the second input device is a touch screen display.
- 165. The gaming machine of claim 151, further comprising:
a second input device wherein the second input device is for selecting one or more of a shape of the 3-D game object, a property of the 3-D game object and a property of the 3-D gaming environment.
- 166. The gaming machine of claim 165, wherein the second input device is a touch screen display.
- 167. The gaming machine of claim 149, further comprising:
a sound projection device wherein the sound projection device is used to at least emit sounds in response to collisions between the 3-D game object and 3-D objects along its trajectory in the 3-D gaming environment.
- 168. The gaming machine of claim 149, further comprising:
a memory storage device for storing a pay table for the trajectory-based game of chance.
- 169. The gaming machine of claim 149, further comprising:
a memory storage device for storing a trajectory table for the trajectory-based game of chance wherein the trajectory table contains data that relates one or more initial trajectory states for the 3-D game object to the game outcome for the trajectory based game of chance.
- 170. The gaming machine of claim 149, wherein the trajectory-based game of chance is a pachinko game.
- 171. The gaming machine of claim 149, wherein the 3-D game object is a sphere.
- 172. The gaming machine of claim 149, wherein the 3-D game object is a polyhedron.
- 173. The gaming machine of claim 149, wherein the trajectory of the 3-D game object is planar.
- 174. The gaming machine of claim 149, wherein a plurality of trajectory-based games of chance are played in parallel.
- 175. The gaming machine of claim 149, wherein the game of chance controlled by the gaming machine is selected from the group consisting of a slot game, a keno game, a poker game, a pachinko game, a blackjack game, a bingo game, a baccarat game, a roulette game, a dice game, a card game and a trajectory based game of chance.
- 176. The gaming machine of claim 149, wherein the sequence of images rendered from the 3-D gaming environment are displayed simultaneously on a plurality of displays.
- 177. The gaming machine of claim 149, wherein an aspect ratio of the video display is selected from the group of 16 by 9 and 9×16.
- 178. A product comprising at least one of i) data, ii) instructions and iii) combinations thereof for representing a 3-D gaming environment for a trajectory-based game of chance, the 3-D gaming environment being provided on a computer readable medium and comprising data and/or instructions for generating:
a plurality of 3-D objects; a plurality of trajectory rules that are used to determine the trajectory of a moving 3-D object in the 3-D gaming environment; a plurality of collision rules that are used to determine effects of a collision between 3-D objects in the 3-D gaming environment; and a plurality of exit rules that are used to remove the moving 3-D object from the 3-D gaming environment wherein the 3-D gaming environment is for rendering a sequence of two-dimensional images that are used as part of a game outcome presentation for the trajectory-based game of chance.
- 179. The product of claim 178, wherein the 3-D gaming environment comprises a plurality of game levels.
- 180. The product of claim 178, wherein the trajectory rules are defined at each location in the 3-D gaming environment.
- 181. The product of claim 180, wherein the trajectory rules at a first location are different than the trajectory rules at a second location in the 3-D gaming environment.
- 182. The product of claim 178, the 3-D gaming environment comprises one or more bonus areas that are for rendering a bonus game presentation.
- 183. The product of claim 178, wherein one or more of the trajectory rules, the collision rules and the exit rules change as a function of time.
- 184. The product of claim 178, wherein a location of one or more of the plurality of 3-D game objects changes as a function of time in the 3-D gaming environment.
- 185. The product of claim 178, wherein a property of one or more of the plurality of 3-D objects changes as a function of time.
- 186. The product of claim 185, wherein the property is selected from the group consisting of a mass property, a geometry property, a physical property, a graphical rendering property, a sound property and a bonus property.
- 187. A user interface for a gaming machine, said user interface comprising:
an input device; and a sensor connected to the input device used to detect an operational parameter of the input device and generate an output signal corresponding to the operational parameter wherein the output signal is used to at least one of i) to initiate a trajectory-based game of chance, ii) to generate an initial state of a 3-D game object for its trajectory in a 3-D gaming environment, and iii) combinations thereof wherein the 3-D gaming environment is for rendering a sequence of two-dimensional images that are used as part of a game outcome presentation for the trajectory-based game of chance
- 188. The user interface of claim 187, wherein the first input device is a plunger and wherein the one or more sensors are designed to generate an output signal with information indicating at least one of i) an amount of force applied to the plunger, ii) an actuation of the plunger has been initiated and iii) combinations thereof.
- 189. The user interface of claim 188, further comprising:
a ball; a ball conduit for the ball; and one or more sensors designed to measure a position of the ball along the ball conduit wherein the plunger is designed to strike the ball at an initial position on the ball conduit such that the ball is propelled along the ball conduit away from its initial position and wherein the ball conduit is designed to return the ball to the initial position on the ball conduit.
- 190. The user interface of claim 189, further comprising:
a sound projection device wherein the sound projection device emits a sound in response to the plunger striking the ball.
- 191. The user interface of claim 190, wherein the volume of the sound is proportional to the force applied to the plunger.
- 192. The user interface of claim 189, further comprising:
a light panel comprising a plurality of lights wherein a number of lights are lit on the light panel in proportion to the amount of force applied to the plunger.
- 193. The user interface of claim 187, wherein the trajectory-based game of chance is a pachinko game.
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is related to co-pending U.S. application Ser. No. 09/553,438, filed on Apr. 19, 2000, by Brosnan, and titled, “Video Pachinko On A Video Platform As A Gaining Device” and co-pending U.S. application Ser. No. 09/927,901, filed Aug. 9, 2001, by LeMay, et al., and titled, “Virtual Cameras And 3-D Gaming Environments In A Gaming Machine,” both of which are incorporated herein by reference in their entirety for all purposes.