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 concept relate generally to a wagering game system and/or a wagering game apparatus, and methods for conducting wagering games on the wagering game system and/or wagering game apparatus.
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.
According to one aspect of the present concepts, a wagering game system is configured to conduct a wagering game includes a wagering game that itself includes at least one display device and at least one user input device, as well as one or more processors operatively associated with the wagering game machine. The one or more processors are configured to perform, responsive to instructions stored on one or more physical memory devices, the acts of randomly determining an outcome of a base wagering game, determining if a trigger condition for a skill-based game feature is satisfied by the outcome of the base wagering game, providing an option to accept the skill-based game feature or to decline the skill-based game feature in favor of a non-skill-based game feature, and executing the skill-based game feature responsive to an instruction to accept the skill-based game feature.
According to another aspect of the present concepts, a wagering game system is configured to conduct a wagering game and includes a wagering game machine itself including at least one display device and at least one user input device. One or more processors are operatively associated with the wagering game machine and the one or more processors are configured to perform, responsive to instructions stored on one or more physical memory devices, the acts of randomly determining an outcome of a base wagering game, determining if the outcome of the base wagering game satisfies a trigger condition for the execution of one or more game features, executing a non-skill game feature, a skill-based game feature, or both a non-skill game feature and a skill-based game feature responsive to satisfaction of the trigger condition, awarding a monetary award responsive to a winning outcome in the non-skill game feature, and awarding a non-monetary award responsive to an outcome in the skill-based game feature corresponding to a level of achievement in the skill-based game feature.
According to another aspect of the present concepts, a wagering game system is configured to conduct a wagering game and includes a wagering game machine itself including at least one display device and at least one user input device. One or more processors are operatively associated with the wagering game machine and the one or more processors are configured to perform, responsive to instructions stored on one or more physical memory devices, the acts of executing a skill-based game feature on the at least one wagering game machine, displaying on the at least one display device, during the skill-based game feature, a representation of a player element within a game space of the skill-based game feature, receiving one or more inputs from the at least one user input device during the skill-based game feature, the one or more inputs initiating a movement of the player element within the game space, and determining an outcome of the skill-based game feature responsive to the movement of the player element within the game space.
According to yet additional aspects of the present concepts, computer readable storage media is encoded with instructions for directing a gaming system to perform at least the above-recited acts.
According to yet additional aspects of the present concepts, methods of conducting a wagering game including the above-recited acts are contemplated as falling within the scope of the concepts set forth herein. By way of example, a method of conducting a wagering game in accord with at least one aspect of the present concepts includes the acts of randomly determining an outcome of a base wagering game, determining if a trigger condition for a skill-based game feature is satisfied by the outcome of the base wagering game, providing an option to accept the skill-based game feature or to decline the skill-based game feature in favor of a non-skill-based game feature, and executing the skill-based game feature responsive to an instruction to accept the skill-based game feature. In another aspect, a method of conducting a wagering game in accord with at least one aspect of the present concepts includes the acts of executing a skill-based game feature on the at least one wagering game machine, displaying on the at least one display device, during the skill-based game feature, a representation of a player element within a game space of the skill-based game feature, receiving one or more inputs from the at least one user input device during the skill-based game feature, the one or more inputs initiating a movement of the player element within the game space, and determining an outcome of the skill-based game feature responsive to the movement of the player element within the game space.
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.
While the invention is 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 invention is not intended to be limited to the particular forms disclosed. Rather, the invention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the invention as defined by the appended claims.
While this invention 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 invention with the understanding that the present disclosure is to be considered as an exemplification of the principles of the invention and is not intended to limit the broad aspect of the invention 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, published on Mar. 6, 2003, 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
By way of introduction, in accord with the various concepts disclosed herein, there are described wagering games comprising, whether in a base wagering game or a bonus game, a game feature embodying a skill component or a game feature providing an option to conduct the game feature with or without a skill component. The skill component may comprise any nature of “skill” including, but not limited to physical or manual dexterity, digital dexterity, hand-eye coordination (e.g., aim), reflexes, memory, cognitive processing, knowledge, and/or strategy-based selection. The performance of the skill or skills being challenged at any particular point in a skill-based game feature is objectively measured against a standard appropriate to the particular skill(s) tested, such standard typically, but not necessarily, being communicated via the wagering game machine (e.g., help screen, pop-up display, etc.). Often, the standard against which the player's skill-based challenge is based is immediately apparent, such as in an example wherein a player is shooting an arrow at a conventional archery target awarding 10 points for the exact center, 9 points for an arrow in the gold region, 8 points for an arrow in the innermost red ring, 7 points for an arrow in the outermost red ring, 6 points for an arrow in the innermost blue ring, 5 points for an arrow in the outmost blue ring, etcetera. Likewise, if a player's skill-based challenge is to kick a football through the uprights of a football field goal, such a pass-fail standard is self-evident. In yet other variants, the standard may comprise the performance of other players or against the player's prior performance.
Whatever skill component is challenged during the game feature, the wagering game system is configured to provide player's with particularized offerings or awards relating to the level of skill demonstrated. In at least some embodiments, the overall expected value (“EV”) of the wagering game is completely unchanged by the added skill-based game feature or optional skill-based game feature. By way of example, the skill-based game feature may award only non-monetary awards (e.g., player points) that are related to a player's demonstrated skill. In at least some other embodiments, the overall expected value (“EV”) of the wagering game is changed marginally (e.g., one percentage point, two percentage points, etc.) responsive to the game play of the skillful player. As used herein, the overall EV broadly includes any of the EV of the base wagering game, the EV of the game feature, or the cumulative EV of the base wagering game and the game feature.
In conducting a skill-based game, a number of different variations may be provided. For example, a pure skill game would provide an outcome responsive directly to the player's inputs (i.e., the player's demonstrated skill) in a challenge (e.g., a player's “real skill” produces a “real result”). A randomized skill game, on the other hand, uses the player's inputs as a starting point in the determination of an outcome, but introduces randomization factors to arrive at the final outcome. This final outcome has a range of potential weightings and may be uninfluenced by the player's skill (i.e., a purely “random” result), partially influenced by the player's skill, or may ultimately be dominated by the player's skill and provide a pure skill result. For example, the player's inputs could minimally influence the final outcome due to the randomization factors (e.g., numerous levels of pins in a Pachinko game) or could significantly influence the final outcome (e.g., deflection-effect of wind on a projectile). As noted elsewhere herein, the skill game may be an individual game or a group game, a pure skill game or a randomized skill game, and may provide awards that affect the EV or do not affect the EV, in any combination. Moreover, it is desirable, although not necessary, to provide players with an option of selecting a skill version of a game feature or a non-skill version of the game feature.
In one embodiment, a game feature comprising a skill component is provided in association with a base wagering game or a bonus game wherein a player's input(s), reflecting a skill component, is used to determine “winnings” in a secondary economy. These winnings may comprise, for example, an unlocking of one or more features or attainment of a currency (e.g., player points, etc.) in a secondary economy of the game.
In a first example, a game feature is provided with a skill component, the game feature being conducted prior to a base wagering game (e.g., in an on-line game available to players), contemporaneously with a base wagering game, or subsequent to a triggering event in or during a base wagering game. The skill component, as noted above, presents a challenge to the player. The player, by application of physical and/or mental skill(s), undertakes the challenge of the skill component and if provided an opportunity to be earn secondary economy currency (e.g., player points) or game-related benefit (e.g., unlocking of game content that does not affect the EV of the game feature or wagering game) commensurate with the player's demonstrated skill in the skill component portion of the game feature. Separate and further to the skill component, the game feature is configured to function in other respects as a normal follow-on game (e.g., a bonus game) to a respective base wagering game in which a randomly determined winning outcome, independent of any skill component, is associated with a payout or award in conventional credits or money. Thus, in the example above, the skill component of the game feature does not affect the underlying EV of the game feature, but does provide the opportunity for a player to obtain a type of currency or benefit applicable to a secondary economy applicable to the gaming environment.
In at least one aspect, a skill component of a wagering game feature is provided through an on-line portal to permit persons to conduct, remotely from a gaming establishment, at least some aspects of game feature skill components that are offered in association with a particular wagering game system. This permits persons to better understand the skill components of one or more game features and permits them to practice prior to entering a wagering game establishment to play the wagering game offering such game features. Persons playing these non-wagering game feature skill components are optionally enabled to obtain player points. In this manner, the player may not only familiarize himself or herself with the wagering game mechanics and gaming experience in a non-wagering environment, but is also provided the opportunity to import those experiences into subsequent gaming experiences in a wagering game environment.
A skill-based game feature may start with a mission selection, which may be a randomly selected mission from an available set of missions, such as by a random outcome in a base wagering game associated with a particular mission, or a player-selected mission. The selected mission defines the bonus that is at stake and the level of the bonus is advantageously related with the degree of difficulty of completing the mission successfully.
Likewise, the “Long Robot Fight!” mission is shown to be “Not so easy!” and, if successful, unlocks a new cape option for a player if the player gets at least eight bonus spins. For example, in a free spin bonus, a player may accumulate eight additional bonus spins by obtaining one or more outcomes in the free spin bonus that award bonus spins totaling eight or more bonus spins. The “Finish the Robot!” mission is labeled “Tough!” and, if successful, unlocks new “bonus helpers” if the player is able to destroy the robot by the end of the bonus. By way of example, a player may have to achieve a predetermined number of symbols in a bonus spin round or correctly select a predetermined sequence of outcomes from presented selectable elements.
Player points or units of currency exchangeable in a secondary economy may be earned, for example, by avoiding the walls of the maze 170 as the maze scrolls to the left or may be lost, for example, by hitting the walls of the maze between the lines of selectable elements 174 or by hitting other obstacles within the maze. The skill level of the mission may be increased, for example, by making the maze more convoluted and/or increasing the speed of the super hero 172 relative to the maze. Again, the player points or units of currency exchangeable in a secondary economy are enhancements to the player's gaming experience that do not affect the game EV. As noted above, a possibility exists for “bonus helpers” or “Helper Heroes”. In a game feature such as that described above, a bonus helper may come in and improve the players bonus win with their own unique attributes, such as bringing up mini-bonuses or opening secret passages. Completing training-type missions can unlock new mazes, different mini-bonuses, and new or different “bonus helpers” or “Helper Heroes.”
It is further noted that the “skill component” referred to herein may be integrated with the EV-component of the game feature and need not be divorced therefrom. Stated differently, the skill-based and non-skill based (i.e., EV-based) portions of the game feature may be contemporaneously presented as distinct aspects of the same wagering-game game feature. For example, in the example of
In another example of a bonus game comprising a skill-based component, an EV-component of the game feature (i.e., a non-skill component) may be separate from and/or different from the non-EV component (e.g., a skill component). As one example, a “Zoo Bonus,” noted in
As one illustrative example of the gaming systems utilization of player points, or the like (e.g., secondary economy currency, items beneficial to a player's super-hero, etc.),
Turning now to the general categories noted above of “real skill” or “pure skill” a player's actual inputs through a user input device (e.g., buttons, joystick, motion detector, pressure sensors, etc.) can produce either a “real,” “randomized,” or “random” result, or even combinations thereof, such as a real result over a first portion of a skill component of a game feature and a randomized portion of the skill component over a second portion of the game feature. By way of example, a player's ability to navigate his or her super-hero 172 in
In still another aspect, a number of player elements 225 is randomly determined. In yet another aspect, a number of player elements 225 is determined based on a player-selection from a field of player-selectable elements, each player-selectable element being associated with a randomly determined number of player elements. In still another aspect, the number of player elements provided to the player is dependent upon a player's skill-level (e.g., ranking) or a player's demonstrated skill in a prior skill-based game feature. In another aspect, the player has the option to simply purchase (e.g., for cash or credit) the player elements, one at a time, or in blocks of a predetermined size (e.g., blocks of 5, 10, 25, 50, etc.).
As the player element 225 moves through the game space toward the platforms, the player element is shown to arc under the influence of “gravity” by virtue of the physics engine. Further, as the thrown player element 225 “hits” the pile of coins 205, the coins or other objects that are hit by the thrown coin are themselves moved by the impact of the thrown player element 225 and these coins or objects, in turn, have imparted to them a kinetic energy that may be imparted to yet other coins or objects in accord with the particular settings of or programming of the physics engine. In the vein of a coin pusher game, based on the interaction of the thrown player element 225 (e.g., a coin or other object), the net effect of the forces may cause one or more coins or other objects to fall off of an edge of the platform and the gaming system is configured, in at least some aspects, to permit a player to win all of, or a part of, a benefit attributable to such coins and/or other objects.
The “benefit” may be an EV-based award of corresponding credits or money, a non-EV-based award of a value in a secondary economy within the game space, and/or a combination of the two. For example, the coin pusher game may be a conventional, non-skill-based bonus game and the thrown player object 225 hits a randomly determined portion of the platform and/or hits a portion of the platform that the player throws the player object toward, but a final outcome of the throw is randomly determined. In some aspects, the randomization is presented to the player through complex interplay of the objects on the display, including the prominent movement of one or more pushers or biasing elements causing the coins or other objects to move about the platform(s) or, alternatively, the failure of the one or more pushers or biasing elements to move, thus leading to a more static outcome. In another example, wherein both the non-skill-based and skill-based portions of the game feature are contemporaneous, the gaming system is configured to either designate a target for the player or to permit a player to “mark” a target spot and skill points are assessed and awarded based on the proximity of the thrown object to the targeted spot. Thus, a single game feature is optionally configured to provide both cash or credits, in a randomly determined outcome (optionally with an element of player-selection), and player points, or the like, responsive to a player's performance in a skill-component of the game feature.
In at least some aspects, only the coins or other objects that fall off certain regions of the platform (e.g., a center ⅓ of the platform perimeter, etc.) are awarded to a player and the coins or other objects that fall off other regions of the platform (e.g., the left and the right ⅓ of the platform perimeter, etc.) are deemed to be lost to the player. In at least some other aspects, the perimeter of the platform may have different values or enhancements associated therewith. For example, one or more multipliers may advantageously be associated with different regions of the platform perimeter and/or the platform area. In this example, a player may receive a first multiplier or other enhancement if they are able to hit a certain portion of the platform and/or may receive one or more other multipliers or enhancements if coins or other objects are then caused to be knocked off the platform at predetermined portions of the platform perimeter (e.g., a 1× multiplier on the left ¼ of the platform perimeter, a 2× multiplier on the middle ½ of the platform perimeter, and a 1× multiplier on the right ¼ of the platform perimeter). Such multipliers or enhancements may be advantageously utilized to modify a player's cash or credit winnings in a non-skill-based portion of a game feature and/or to modify a player's player point total from a skill-based portion of a game feature.
In accord with other variants of the coin pusher type game, the player object 225 that is thrown by the player may also be varied. In one example, a thrown object could be a coin or jewel bomb, or the like, that explodes, pushing coins and other objects toward the perimeter of the platforms (e.g., a physics engine may model a pressure front of the explosion with corresponding movement of adjacent objects). The coin or jewel bomb may yet further include a fixed or variable timer, permitting the player to seek to time the throw in combination with an observed movement of any optional pusher element(s). This would provide a mixture of real skill (e.g., the aiming of the throw, the timing of the throw, the selection of the coin bomb timer, etc.) with the potential of a random result, randomized result, or real result, depending upon the desired independence of the skill-component from the EV of the wagering game in play. In another aspect, such a coin or jewel bomb could explode into a plurality of gold shrapnel, gems, fireworks, or the like, which fall upon and interacts with the other coins and objects in the game space.
In yet another variant, objects within the game space, such as the “2×” coin 232 or the “BIG” coin 234 in
Moreover, the game space and the objects are optionally persistent, carrying over from at least one gaming session of a first player to a later gaming session of a second player. Thus, this game feature also presents an element of group skill, as each player is, in effect, playing against other players to obtain objects and coins in the game space deposited by other players in previous gaming sessions. This competition is for the same pool of potential awards or benefits, simply not at the same time.
In one variant of
Continuing with the noted theme of tying each of the towers 240-246 of
The progressive awards themselves may not necessary be awarded upon a first hit of a tower 240-246 and, instead, a tower may require multiple hits before the progressive award (or other award) is awarded, such as two, three, four or five hits to win. The number of hits required to achieve the progressive award, or any award, associated with a tower may vary in accord with a level of the award, with comparatively more hits being required for larger awards and fewer hits being required for smaller awards. Further, the difficulty of hitting the towers 240-246 may vary, with some towers being more difficult to hit than other towers. For example, one or more towers may be partially obscured or protected by objects such as hills, trees, or cliffs, or winds that affect trajectory. In another example, some towers may be more distant and therefore present a smaller target, or may simply be more difficult to hit, statistically speaking.
Although preceding examples have discussed the “throwing” of a player element 225 directly at the towers 240-246, other variants are possible wherein the players shoot or launch a projectile at the towers (e.g., an arrow from a bow, a ball rolled over a ramp (skeeball), etc.). As one example, a catapult 320, such as shown in
The upgrading of the player elements 225 may be permitted by redemption of player points, or by purchase, in at least some aspects. In other aspects, the player element(s) 225 available to the player are determined by one or more scattered symbols (e.g., a “Coin Pusher Token symbol”) on reels in either a base wagering game or a free-spin feature. For example, one scattered Coin Pusher Token symbol awards a standard player element for use in the above-noted coin pusher type game feature. Further, two scattered Coin Pusher Token symbols awards a “Time Bomb” player element, three scattered Coin Pusher Token symbols awards a “Big” player element, four scattered Coin Pusher Token symbols awards a “Boulder” player element, and five scattered Coin Pusher Token symbols awards a “Super Boulder” player element. A player can optionally choose to collect the player elements across multiple spins, or launch them immediately. If a player chooses to save a special player element, the player may then be permitted to later upgrade the player element upon an occurrence of one or more scattered Coin Pusher Token symbols. For example, a player with a “Time Bomb” player element receives an outcome on the reels of two scattered Coin Pusher Token symbols, which would correspond to another “Time Bomb” player element. The player can choose to accept the second “Time Bomb” player element or, optionally, upgrade to a “Boulder” player element. Once the player has at least one player element, the player is optionally permitted to enter the game feature at-will, sliding the reels off the display 200 to reveal the waiting catapult.
As noted above, it is desirable for the differences in award to be slight, so as not to penalize players of lesser skill levels. A first level of skill is simply that of making the decision as to which tower to “attack” and a second level of skill is that of trying to bring about the result of hitting the selected tower. The difference in award between the highest award and the lowest award may be an increment of, for example, 8%, 5%, 2%, or may be a randomly selected increment within a predetermined range. The lower the increment, the less the EV strays. A skilled player may thus benefit somewhat from their skill, but within a band that does not significantly impact the EV of the game feature.
In another aspect of a skill-based strategy feature, a player may be permitted to a selected progressive symbol on the reels in the base wagering game (or in a free-spin bonus) and the player would therefore effectively select which of the progressives that he or she would later try for if the progressive is triggered. Thus, a player may, on-the-fly, select a particular tower or type of tower (e.g., a red tower) and, if they trigger the progressive, they would automatically be awarded that progressive or, alternatively, awarded an automatic hit on that tower (e.g., a “non-skill” version).
In a related type of game feature, not shown, a skeeball game is presented wherein a player is provided one or more player elements (i.e., balls) and the player rolls the ball(s) down a virtual game surface (e.g., an alley represented on primary display 200) where, at an end portion thereof, a ramp is provided to cause the player element to go airborne into a playing field populated by a plurality of holes encircled by protruding rings. Rings having smaller circumferences are associated with lower point values and/or awards. The game feature, in at least some aspects, is advantageously set up so that a player's skill determines the volatility. Specifically, a player is permitted to change the volatility of the game based on where they aim, such as if the player aims for a 100 point corner, they would have a lower probability of attaining the outcome, but a higher return should they attain the outcome than were they to aim for a 10 point outcome, where the probability is comparatively highest. Thus, a player's skill can help them determine their desired volatility. By way of example, each direction that the player is enabled to choose may have its own probability associated therewith so that the player's choice of direction reflects a skill-component or each velocity vector selectable by a player may have its own assigned volatility. This skill-based volatility may be applied to any of the embodiments disclosed herein. Other variants may include, for example, bowling type games.
As shown in
In the present example, the gaming system is configured to permit a player to apply real skill, through one or more input devices, to aim at and hit a selected one of the towers 351-354. The result may be a real result, wherein the player's ability to hit the selected one of the towers 351-354 is entirely dependent upon the player's skill in manipulating the input device(s), or may be a randomized result, wherein the player has varying degrees of influence in the hitting the selected one of the towers. In either case, a player, absent other variables, will be incentivized to shoot for the tower showing a higher award, even though the differences between towers may be slight. By way of example, the awards associated with towers 351-354 are progressive awards having at least substantially equal reset values and triggers. However, the progressive awards themselves may not necessary be awarded upon a first hit of a tower 351-354 and, instead, a tower may require multiple hits before the progressive award (or other award) is awarded, such as two, three, four or five hits to win, or a random number of hits within a predetermined number of potential hits. In this latter example, wherein a random number of hits within a predetermined number of potential hits is required to achieve the award of a particular tower 351-354, a player's odds of success of achieving the award are set to increase with each hit of the tower. Thus, if an award is guaranteed to be awarded with a randomly determined number of hits (e.g., 5 hits, where there is initially a 20% chance of successful outcome) and the player is not successful at winning the award, the chance of success is incremented upwardly and there remains a one-in-four chance of success (e.g., 25% chance of successful outcome) in the next round, and so on. U.S. Patent Application Ser. No. 61/405,935, titled “Progressive Wagering Game Having Symbol-Triggering Award Feature,” being filed on Oct. 22, 2010, is incorporated herein by reference in its entirety.
The number of hits required to achieve the progressive award, or any award, associated with a tower 351-354 may vary in accord with a level of the award, with comparatively more hits being required for larger awards and fewer hits being required for smaller awards. Further, the difficulty of hitting the towers 351-354 may vary, with some towers being more difficult to hit than other towers. For example, one or more towers 351-354 may be partially obscured or protected by objects such as hills, trees, or cliffs, or winds that affect trajectory. In another example, some towers may be more distant and therefore present a smaller target, or may simply be more difficult to hit, statistically speaking. As noted in the preceding example of
As is shown in
The asteroids 410 in the asteroid field are, in at least some aspects, able to affect the base wagering game reels and vice versa to facilitate interaction between the base wagering game and the game feature (e.g., bonus game, etc.). This interaction may be sporatic, but is desirably continuous.
Not only can the base wagering game reels affect the asteroid field and trigger asteroid features (e.g., bonuses, credits, prizes, etc.), such as noted above, but the asteroid field can also be affect the base wagering game reels, causing the appearance of, for example, random wilds, multipliers, etcetera. By way of example, during play of the base wagering game, a flying saucer (not shown) may randomly appear in the asteroid field, shooting laser beams at asteroids as it passes and also shooting a base wagering game reel symbol to cause a change in a displayed outcome or a change in one or more symbol positions that will affect one or more subsequent wagering game outcomes (e.g., changing a reel symbol to a wild, changing a reel to include an expanding wild, etc.).
As the player element 440 moves through the game space toward the objects 442, 460 in the displays 200, 201, the motion of the player element is optionally governed by a physics engine that models the influence of forces on the player element, such as but not limited to “gravity” arising from depicted celestial bodies or deflection (e.g., inelastic deflection) when the player element hits an object 442, 460 (e.g., the player element bounces off of or ricochets off of an object 442, 460). The player element 440 is also, of course, subject to the influence of a random element generator associated with the game system controller such that any aspect of the player element 440 may be randomized or made entirely random along a portion of the player element trajectory. Thus, where a player may initially see the player element 440 move in a direction designated by the player, causing the player to perceive that he or she is controlling or largely dictating the outcome, the controller may subtly influence the interaction of the player element to cause the player element, in the end, to adopt to a randomly determined outcome. By way of example, the gravity effects acting on the player element 440 may be altered to cause the player element to hit an object 442, 460 and cause the player element to ricochet in a direction amenable to the randomly determined outcome. In another example, the game system permits a player to use real skill to aim the player element, but includes sufficient objects 442, 460 so that the ultimate path of the player element will include at least one, if not a plurality of, randomization event(s), such as directional changes that, from an EV perspective, attenuate if not eliminate differentials in outcomes as between skill-based and non-skill-based game play.
In
The player element 440 may interact with the game space and objects in the game space in numerous manners. In one variant, impact of the player element 440 (e.g., an asteroid) into a planet may cause the planet to fragment into a plurality of elements having different velocity vectors also capable of operating as additional player elements able to accrue awards for the player. As noted above with respect to the coin pusher game feature, various aspects of the game feature may be enabled and offered to a player, including a non-skill version, a pure-skill version, a real-skill with randomized result version, and a real-skill with a random result version. The skill component of the asteroid-themed game in
In at least some embodiments, such as the non-skill version, the EV of the game is completely unchanged. The pure-skill version, real-skill with randomized result version, and real-skill with a random result version, in one aspect, also do not influence the EV of the wagering game and associated game feature. In such aspects, the skill-component has either no bearing on the ultimate outcome (e.g., in the real-skill with random result), a minimal influence on the final outcome (e.g., in the real-skill with randomized result version), or potentially a large influence on the final outcome (e.g., in the real-skill with randomized result version or particularly the pure-skill version). As one example, the game feature of
Where the skill-component of the game may influence the outcome of the game feature, and thus the EV, the impact of the skill-feature on the EV of the game feature may be minimized to within a reasonable level (e.g., a few percentage points) so that skilled players do only slightly better over a statistically significant period of time (e.g., a full cycle of the game, thousands of plays of the game, etc.) than non-skilled players. Alternatively, the skill-component of the game may be limited to non-credit or non-value prizes, such as player points or the like, which the player may redeem within the game space for a non-monetary benefit (e.g., unlocking new content, etc.).
In one aspect, if the player successfully hits any symbol position on any of the reels in the reel array 500, a bonus reel symbol is awarded and another reel symbol 540 is loaded into the cannon 510. At this point, a player is provided the option to either choose to fire the cannon 510 at a selected reel symbol position of the reel array 500 or to proceed to evaluation of the reel array. If the player does not successfully hit a symbol position on any of the reels in the reel array 500 with the fired reel symbol 540, the game feature ends and the reel array is evaluated. The number of reel symbols that a player is initially permitted to shoot at the reel array may be randomly determined by the game system controller, may comprise a predetermined number of symbols, or may be influenced by a game condition (e.g., a number of scattered symbols of a particular type).
With regard to the player's control over the cannon, there are various manners of control using one or more user input devices. In one aspect, a directional arrow 520 moves continuously back and forth across the semi circle 521 at least within a range of angles that could potentially produce a hit on the reel array 500 and the player must press the fire button 522 at the correct time to obtain a generally desired angle. Alternatively, a player may select an angle of attack simply by moving the arrow to a desired angle (up, down, left, right, etc.) or by inputting a desired angle using a numeric keypad or buttons corresponding to increasing or decreasing angles. In addition, the game feature may be configured to enable a player to optionally select a velocity of the player element 540 fired from the cannon 510, such as by entering a numeric value, selecting a velocity from a range of selectable velocities (e.g., such as a sliding scale 515 showing “Slow,” “Medium,” and “Fast”), or pulling back on a cannon plunger (e.g., similar to a pinball machine plunger). In still another aspect, the external factors potentially affecting trajectory (e.g., wind speed, wind direction, humidity, temperature, drag, etc.) may be displayed to a player in “real time” and a player may have to simultaneously adjust a player element 540 velocity, lateral angle, vertical angle, and/or timing to counter the changing environmental influences.
As to various skill-based aspects of this game feature, if the player if informed as to the symbol they are to shoot, the player can decide, based on the outcome depicted in the reel array 500, where they want to try to have the fired symbol go, such as to obtain a winning combination. If the player is not informed as to the symbol they are to shoot (i.e., a mystery symbol), the player either try to avoid certain areas of the reel array 500 already indicating a winning outcome or comprising a bonus trigger, seek to possibly extend a winning outcome (e.g., turn a three of a kind into a four of a kind, turn a 4 scatter symbol into a 5 scattered symbol, etc.), or seek to create a winning outcome in spite of the uncertainty of the symbol. In another aspect, discussed below, if the player has a blank reel array, they need to anticipate how they will want to fill the reel array 500. Ultimately, it is up to the player, in aspects of the game comprising a skill-based component, to apply skill in selecting values for variables such as angle and/or speed to place their player element(s) 540 in a desired location.
In another aspect of the above game feature, the wagering game outcome that is represented by the reel array 500 is evaluated prior to the movement of the reel array into the distance and away from the player, such as in the manner represented in
Further, in another variant of the above game feature, the wagering game outcome that is represented by the reel array 500 is evaluated prior to the movement of the reel array into the distance and away from the player, such as in the manner represented in
In still another aspect of the above game feature, the game feature is initiated with a blank reel array 500, an incomplete reel array, or a completed reel array moving off into the distance and presentation of a device 510 of some sort (e.g., cannon, gun, bow, catapult, etc.) to shoot a player element 540 toward the reel array. In this aspect, the player activates the spin button to see the cannon get loaded with a player element 540 comprising a first symbol or comprising a group/clump of symbols. Depending on the shape or distribution of symbol positions in the reel array, the player shoots enough symbols/clumps to fill the array, such as to fill any blanks or to overlay any symbol position. The modified reel array is then brought to forefront (e.g., floating forward) for evaluation. In aspects of this version of the game feature, the player essentially creates a “spin,” but it is still determined at least in part by chance (e.g., the size of the clumps and/or symbols contained in the player elements 504) and also by skill (how they shoot them onto the reel array).
In a further variant of the game feature shown in
If yet different embodiments, the game system is configured to permit the input of extra wagers, credits, or the like to “buy” skill, the semblance of skill, or tools or equipment within a randomly triggered game feature to compensate for a relative lack of skill. In a first example of a “pay for skill” game, a player is tasked with a “skill stop” of one or more reels. The performance in the stopping of each reel could itself determine if the player is permitted to continue on to the next reel. The progression of the stopping could be right-to-left, left-to-right, or mixed. This could simply comprise a real skill, random result game feature or, alternatively, with the purchase of extra “skill” players may be provided with clues as to when to hit the button to stop the reel, the player's ability to react to such clues itself being skill-based. Increased extra wagers could provide enhanced clues or abilities to appropriately time the skill-stoppage (e.g., slowing reel, providing a visual marker on a designated symbol that allows a player to time the symbols, etc.). In essence, the player is increasing wagers to decrease the player's handicap and make the game feature easier.
In another variation of a skill-stop game feature, players are permitted to physically stop one or more reels following a skill-based game feature trigger (e.g., a particular trigger symbol occurring in reel one, etc.). The player is then enabled to skill stop one or more reels or to enter an extra wager to be enabled to skill stop one or more reels. If the player is unable to achieve a winning outcome, the game feature may update so that there is an increased probability of skill stopping occurring in subsequent outcomes. This game feature is a real skill, real result game feature wherein, following a trigger condition, the skill feature is invoked.
Ideally, in any embodiment wherein a player is afforded an opportunity to use skill in a game feature, a player is permitted an option to avoid the skill-based component in favor of a non-skill based game feature. Further, in any embodiment wherein a player is afforded an opportunity to use skill in a game feature, a player may optionally be able to select an avatar to play in their stead, such avatar being either randomly selected by the game system from a plurality of available avatars, or being selected by a player from a plurality of available avatars.
In any of the embodiments disclosed herein, demonstration of a threshold level of skill in a skill-based component of a game feature may optionally unlock a side-wager feature that can enhance a subsequent base game or a current base wagering game outcome if the skill-feature is introduced during the base wagering game. The side-wager feature could also, in a game feature (e.g., a bonus game) permit a player to purchase extra free spins, or increase an allotted time for the game feature, thus enhancing the game feature play and potentially enhancing the game feature outcome. In yet another example, the side-wager feature may advantageously unlock content, such as a new site or screen (e.g., a portal game) otherwise unavailable to a player.
In additional variants of any of the embodiments disclosed herein, poor performance in a skill-based component of a game feature may optionally entitle a player a chance for a special award of a random progressive available to only skillfully challenged players.
In any of the embodiments disclosed herein, demonstration of a threshold level of skill in a skill-based component of a game feature may optionally unlock reel-modification content that permits a player to modify one or more reels or symbols or symbol mapping in a base wagering game or a game feature in a manner that does not affect EV. For example, if a player demonstrates a threshold level of skill in a skill-based component of a game feature (e.g., a minimum number of player points achieved), a player may be permitted to adjust the existing wilds on one or more reels to clump together, wherein such change does not affect the EV of the base wagering game. In effect, this change would switch positions of one or more selected symbols on a reel with a corresponding number of wild symbols.
In still another embodiment, demonstration of a threshold level of skill in a skill-based component of a game feature permits a player to increase a number of wild symbols in a clump, with a corresponding alteration of (i.e., decrease) the probability so that the overall EV remains at least substantially constant.
In another embodiment, a skill-based game comprises a plurality of separate skills. For example, in a group game, a plurality of awards (e.g., randomly determined mystery awards, progressive awards, etc.) are available and the awards may be won during a skill tournament wherein each award may be obtained by different combinations of skills. Each player's performance in each of the different skills is displayed to the other players, as is the proximity of each player to winning one or more components of the awards. Players may exercise skill not only in the performance of specific designated skills that form a part of the skill-based game, but may also exercise skill in selectively changing strategy during the group game to focus on another skill component that is being under-utilized by other players, so as to maximize the potential to win a prize or prize portion attributed to that previously under-utilized skill component. Players may then alter their efforts during the group game, on-the-fly, to optimize their potential to get an award based on their performance relative to the performance of other players.
A game system in accord with the concepts disclosed herein may be associated with a plurality of different skill-components in turn associated with one or more game features and/or base wagering games, without limitation. Thus, during play of a base wagering game and/or a bonus game or the like, any one of a plurality of skill-components may be advanced to challenge the player, the particular game feature being selected randomly from a set of available game features or selected in accord with another selection protocol. To achieve a particular award, a player is required to collect a variety of different player points or otherwise accomplish a variety of different skill-based tasks. Stated differently, particular awards might be incrementally unlocked by different skill-based accomplishments and the award is awarded only upon an accumulation of a plurality of different skill-based accomplishments, which may be independent or may be related.
In yet other aspects, a game system is accord with at least some aspects of the present concepts includes a pure skill, over time, for a prize. For example, in a group tournament, the player that has the highest score after a predetermined period of time (e.g., 2 hours, 6 hours, 12 hours, etc.) gets the rake. As another example, a player earns chances to play in a skill game, such as noted above, and the player's performance over a predetermined time period is compared to the performance of other players in the skill-game over that time period and the player having the highest performance over that time period (e.g., most points in an hour) wins a special award. By way of example, such a skill-based group game could include the skeeball example noted above, wherein each chance to play the skill game provides the player a single ball to get as many points as possible in a skeeball tournament. Whatever points the player wins during that chance is added to his or her total. After lapse of a predetermined time, the totals of all of the players are compared and whoever has the highest total wins an award (e.g., the aggregate sum of all bets minus a set percentage, such as 5%, 10%, 15%, etc.). Players in a group skill game may use their skill in a competition against one or more other players and the player is permitted to “win” off of the other players, with the house taking a cut (zero-sum minus rake).
Alternatively, in a non-skill version, each chance at the skill feature yields a raffle ticket to the player, so that each player, whether skilled or non-skilled, earns a chance to win the award for each entry into the skill game.
In other respects, it can be readily understood that the aforementioned concepts may be applied to innumerable different game platforms. As noted above, a player may be able to win player points to allocate in a secondary economy or to unlock content by sufficient performance in various skill-based game features. These points, or this unlocked content, may be applied by a player to secure various picks in a football tournament (e.g., creating or modifying a fantasy football team), or to otherwise improve a performance of a player's avatar or avatars (e.g., a player's football team). Over time, a player may work to improve his team's passing offense. The player may then have the opportunity to enter these avatars (i.e., his team or individual players) in particular other skill-based games such as a head-to-head competition against another player's team or player(s) in a head-to-head group skill game. Randomization variables (e.g., weather) may be introduced in this head-to-head group skill game, which may adversely affect an unbalanced team (e.g., a snowy day can reduce the effectiveness of a passing offense).
According to yet additional aspects of the present concepts, methods of conducting a wagering game including the above-recited acts are contemplated as falling within the scope of the concepts set forth herein. By way of example, a method of conducting a wagering game in accord with at least one aspect of the present concepts includes the acts of randomly determining an outcome of a base wagering game, determining if a trigger condition for a skill-based game feature is satisfied by the outcome of the base wagering game, providing an option to accept the skill-based game feature or to decline the skill-based game feature in favor of a non-skill-based game feature, and executing the skill-based game feature responsive to an instruction to accept the skill-based game feature. In another aspect, a method of conducting a wagering game in accord with at least one aspect of the present concepts includes the acts of executing a skill-based game feature on the at least one wagering game machine, displaying on the at least one display device, during the skill-based game feature, a representation of a player element within a game space of the skill-based game feature, receiving one or more inputs from the at least one user input device during the skill-based game feature, the one or more inputs initiating a movement of the player element within the game space, and determining an outcome of the skill-based game feature responsive to the movement of the player element within the game space.
By further way of example,
Various aspects of the embodiments disclosed herein that fall within the spirit and scope of the disclosed invention are set forth in the following claims.
This application is related to and claims the benefits of U.S. Provisional Application No. 61/410,824, filed Nov. 5, 2010, U.S. Provisional Application No. 61/410,850, filed Nov. 5, 2010, and U.S. Provisional Application No. 61/413,307, filed Nov. 12, 2010, all of which are hereby incorporated by reference herein in their entireties.
Number | Date | Country | |
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61410824 | Nov 2010 | US | |
61410850 | Nov 2010 | US | |
61413307 | Nov 2010 | US |