US20180357860A1 - Gaming system with positive-acting collectable symbols and partial negative-acting symbols - Google Patents

Gaming system with positive-acting collectable symbols and partial negative-acting symbols Download PDF

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US20180357860A1
US20180357860A1 US15/653,477 US201715653477A US2018357860A1 US 20180357860 A1 US20180357860 A1 US 20180357860A1 US 201715653477 A US201715653477 A US 201715653477A US 2018357860 A1 US2018357860 A1 US 2018357860A1
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base game
award
positive
processor
game
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Abandoned
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US15/653,477
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Troy Pettie
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Guru Games
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Individual
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Priority to US15/653,477 priority Critical patent/US20180357860A1/en
Priority to US15/715,241 priority patent/US20190026992A1/en
Publication of US20180357860A1 publication Critical patent/US20180357860A1/en
Assigned to GURU GAMES reassignment GURU GAMES ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: PETTIE, TROY K, Tompkins, Zachary
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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F7/00Methods or arrangements for processing data by operating upon the order or content of the data handled
    • G06F7/58Random or pseudo-random number generators
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/34Betting or bookmaking, e.g. Internet betting
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • G07F17/3213Details of moving display elements, e.g. spinning reels, tumbling members
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3246Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes involving coins and/or banknotes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3248Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes involving non-monetary media of fixed value, e.g. casino chips of fixed value
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3258Cumulative reward schemes, e.g. jackpots
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3293Card games, e.g. poker, canasta, black jack

Definitions

  • the present invention relates to the field of gaming technology, especially gaming technology using playing card symbols in poker variations, and particularly for poker variations used in wagering events on electronic gaming machine.
  • EGMs Electronic gaming machines
  • games such as slot games, video poker games, roulette games, keno games and other types of wagering games that are commonly deployed at a casino for use by players.
  • Play on the EGMs typically requires the player to place a wager on the outcome of the game.
  • the games are programmed with a predefined set of outcomes including one or more winning outcomes and one or more losing outcomes. The player is awarded for a winning outcome and receives no award for a losing outcome.
  • An electronic wagering event includes a series of consecutive gaming outcomes. In the sequence of outcomes, additional positive-acting symbols are collected, or positive-outcome “partial eliminators” are collected. A wagering player may implement the activity of the additional positive-acting symbols on any gaming event outcome, up until the partial eliminators are collected in sufficient numbers as to completely eliminate all (or some of) the positive-acting symbols.
  • the electronic wagering event may be executed on an electronic gaming machine, table-top gaming machine, personal hand-held communication device, networked gaming system, or on-line in communication with a web-based site.
  • FIG. 1A shows a schematic for an electronic system for enabling play of the gaming method described herein.
  • FIG. 1B shows another schematic for an electronic system for enabling play of the gaming method described herein.
  • FIG. 2 is a flow chart showing an underlying method according to the present technology.
  • FIG. 3 shows an early gaming event screen shot with the virtual award die showing a 3 ⁇ positive-acting indicator on the die, awarded (randomly or specifically for that hand) after three-of-a-kind was achieved on the underlying 5-card poker event.
  • FIG. 4 shows an early gaming event screen shot with the virtual award die showing the awarded 3 ⁇ positive-acting indicator on the die and in a collection column showing individual faces on the die.
  • An initial hand (without any natural award in it is shown, with one-card in that hand to be discarded to try for a straight.
  • FIG. 5 shows a final hand after discard and draw in the hand from FIG. 4 , achieving a straight. As shown on the left side of the screen shot, both face of the die and a space in the column show the awarded 4 ⁇ positive-acting indicator.
  • FIG. 6 shows an initial hand with a negative-acting indicator (the skull and crossbones), which is now added to the negative-acting symbol collection area.
  • the skull once registered is discarded from the hand, but remains in the collection area.
  • FIG. 7 shows a screen shot after delivery of a replacement card to the hand shown in FIG. 6 completes two pair, which in this case adds another positive-acting indicator to the column and die.
  • FIG. 8 shows an initial hand with another negative-acting indicator (the skull and crossbones), which is now added to the negative-acting symbol collection area, showing two negative-acting symbols. This would wipe out at least one, if not all of the positive-acting symbol indicators rom the die and the column.
  • FIG. 9 shows an initial hand with a negative-acting indicator (the skull and crossbones), which is now added to the negative-acting symbol collection area, which presently has zero positive-acting indicators, and this would be a first negative-acting indicator.
  • a negative-acting indicator the skull and crossbones
  • the appearance of a first negative-acting indicator when there are no positive-acting indicators would prevent the negative-acting indicator from being collected.
  • FIG. 11 shows a screen shot where the die has been cast or ROLLed, with a 3 ⁇ multiplier showing.
  • An electronic wagering event includes a series of consecutive gaming outcomes.
  • the sequence of games may be stopped and the processor may either eliminate all past results (collection of positive-acting symbol elements and negative-acting partial symbols), leave them active on the gaming system, or archive them for use by the same identified player.
  • the value of possible systems may also be degraded over time by software in a central processor or gaming machine processor, of desired.
  • a positive-acting symbol can be a symbol or alphanumeric indicating a specific or general positive-outcome that is applied to any winning outcome.
  • a wagering player may implement the activity of the additional positive-acting symbols on any gaming event outcome, up until the partial eliminators are collected in sufficient numbers as to completely eliminate all (or some of) the positive-acting symbols.
  • any time it is meant that the processor executing the wagering event may allow at least one of applying positive-acting effects to a next outcome event, applying positive-acting effects to a partially completed outcome event, and applying positive-acting effects to a completed outcome event.
  • the accrual of a predetermined number of “partial eliminators” will negate or exterminate all of the accrued positive-acting symbols. It is possible that the accrual of a predetermined number of “partial eliminators” will negate only one or only some of the positive-acting symbols, such as a most valuable multiplier or the most valuable absolute amount-providing symbol.
  • the electronic wagering event may be executed on an electronic gaming machine, table-top gaming machine, personal hand-held communication device, networked gaming system, or on-line in communication with a web-based site.
  • the present technology includes an electronic wagering method and a gaming system which can include at least:
  • the processor then oversees execution of wagering events by:
  • At least some collected positive indicators can be used at any time or at only specific times by player input to increase an amount that is displayed as any determined underlying base game award associated with the randomly determined to base game outcome; and when any randomly determined base game of a video or other electronic poker outcome includes the additional partial negative indicator card, that additional partial negative indicator card is separately collected and displayed (e.g., in a prominent position on a display screen) collected until a predetermined number of the additional partial negative indicator cards is achieved.
  • the symbols for positive and negative effects may be thematically related, such as angels holding a harp displaying the positive-acting effect, and devils having pitchforks giving a countdown to how many more devils are needed to complete a negation of the positive-acting values.
  • chests of treasure may display positive-acting effects and pirates may be collected to negate the chests by stealing them when enough pirates are present.
  • the predetermined number of the additional partial negative indicator cards is achieved, either 1) some or all collected positive indicators are eliminated, or 2) some or all collected positive indicators must be used in a next base game of video poker.
  • the predetermined number should be at least two, otherwise the first appearance of the negative indicator would end the game or implement the negative effect. This would eliminate any tension in the wagering event, and eliminate an ability for a player to risk losing bonus awards while attempting to accumulate higher bonus awards (e.g., multipliers).
  • the predetermined number therefore must be at least two, and preferably between 2-5, or 2-4, or between 3 and 4.
  • the gaming system may have the instructions stored in memory which are to be executed by the processor such that when an additional partial negative indicator card appears in a virtual hand of the base game of video poker, that additional partial negative indicator is removed from the virtual hand and no replacement random virtual playing card is replaced into the virtual hand.
  • the gaming system may operate wherein the instructions stored in memory are to be executed by the processor such that when an additional partial negative indicator card appears in a virtual hand of the base game of video poker, that additional partial negative indicator is removed from the virtual hand and a replacement random virtual playing card is replaced into the virtual hand.
  • the gaming system may operate as an electronic device (table, console, bank of games machines, etc.) wherein a value-in-value-out component selected from the group consisting of a currency validator with a currency scanner and currency-advancing motor, a ticket-in-ticket-out reader and printer combination, a magnetic or bar code reader accessible through an input opening, and an electronic wallet near-field communication reader.
  • a value-in-value-out component selected from the group consisting of a currency validator with a currency scanner and currency-advancing motor, a ticket-in-ticket-out reader and printer combination, a magnetic or bar code reader accessible through an input opening, and an electronic wallet near-field communication reader.
  • the gaming system may, for example, operate wherein positive indicators are selected from the group consisting of award multipliers and award absolute value increases.
  • the multipliers may be partial multipliers (e.g., not a whole integer, such as 0.5, 1.2, 1.3, 2.7 etc., or fractions such as 1 ⁇ 2, 3 ⁇ 4, 5/4, 7/4. 9/4 and the like) or whole integer multipliers.
  • the gaming system preferably has the predetermined number of the additional partial negative indicator cards or symbols as two, three or four, and individual cards may have as many negative symbols as one less than the number necessary to trigger a final negative effect. Thus, if there are three negative symbols needed to end the tenure of positive additional effects, no more than two partial negative outcome symbols may be available on a card.
  • the negative symbols are referred to as “partial” as a single symbol is not sufficient to void collected positive outcomes.
  • the gaming system has the instructions stored in memory, which are to be executed by the processor such that when a positive indicator is achieved, the positive indicator may be placed on a face of a virtual die which can be used to subsequently implement use of positive indicators collected on the virtual die.
  • the gaming system may provide single value positive indicators, or positive indicators of increasing value which can be achieved with increased video poker ranks achieved in the determined base game outcome. For example, all ranks between three-of-a-kind and royal flush my provide a 2.0 multiplier, or the multipliers may increase from, for example, 1.2 for three-of-a-kind, 1.5 for a straight, 1.8 for a flush, 2.0 for a full house, 2.5 for four-of-a-kind and 3.0 for a royal flush or straight flush. Microvariations in multipliers may also be accumulated, such as 1.11, 1.03, 0.94, etc., and multiplied effects rounded off by standard rounding to a next adjacent wagering unit amount.
  • positive indicators would collect and negative indicators would not collect until a predetermined number of positive indicators were accumulated. After this point, negative indicators would collect and positive indicators would not collect until either 1) the positive indicators are applied to the game, or 2) the predetermined number of negative indicators is reached removing some or all of the collected positive indicators.
  • a simple explanation can also be provided as follows.
  • a multiplier may be achieved and accumulated.
  • Multiple multipliers can be accumulated, and can be required to be executed before a random event outcome, or even more surprisingly, after a random event outcome.
  • the multipliers do not have to be whole integer numbers, but can be decimal-based or fraction-based multipliers.
  • the multiplier may be 1.01 or more (value to multiples of 1/100ths are useful) and fractions such as 101/100, or other preferably incremental multipliers of accountable in whole credits amounts (e.g., to one cent) can be used. Otherwise, amounts of multipliers that leave residual amounts less than one cent, (e.g., 1.011) may still be accumulated, but when executed as a multiplier on a random event outcome, value awarded should be at whole values (e.g., at least one cent). In this way, accumulation of multipliers may be added together either in whole, of by addition of after the decimal point.
  • multipliers may be accumulated in any of the following to manners.
  • Multipliers of 1.01, 1.05, 1.13, and 1.20 can be accumulated as either 1.39 (for after decimal point accumulation to a base of 1.0, or 4.39 for a total multiplier addition.
  • At least some collected positive indicators can be used by player input to increase an amount that is displayed as any determined base game award associated with the randomly determined base game outcome; and when any randomly determined base game of a video poker outcome includes the additional partial negative indicator card, that additional partial negative indicator card is separately collected until a predetermined number of the additional partial negative indicator cards is achieved.
  • the instructions stored in memory may be executed by the processor such that when an additional partial negative indicator card appears in a virtual hand of the base game of video poker, that additional partial negative indicator is removed from the virtual hand and no replacement random virtual playing card is replaced into the virtual hand.
  • the instructions stored in memory are to be executed by the processor such that when an additional partial negative indicator card appears in a virtual hand of the base game of video poker, that additional partial negative indicator is removed from the virtual hand and a replacement random virtual playing card is replaced into the virtual hand.
  • a value-in-value-out component selected from the group consisting of a currency validator with a currency scanner and currency-advancing motor, a ticket-in-ticket-out reader and printer combination, a magnetic or bar code reader accessible through an input opening, and an electronic wallet near-field communication reader.
  • positive indicators may be selected from the group consisting of award multipliers and award absolute value increases.
  • the predetermined number of the additional partial negative indicator cards may be at least two or at least three.
  • the gaming system may have digital instructions stored in memory which are to be executed by the processor such that when a positive indicator is achieved, the positive indicator is placed on a face of a virtual die which can be used to subsequently implement use of positive indicators collected on the virtual die.
  • the game can be configured to work with multi-hand video poker set ups. Positive indicators and negative indicators would only be collected when earned in the base hand. Positive indicators and negative indicators that appear in the other hands would not be counted. The application of a positive indicator would apply to the total amount which would include the amount of the base hand as well as all other hands. If negative indicators appear in the other hands (other than the base hand), those hands may be evaluated with only four cards (in a five-card poker event), or an additional card may be subsequently added to complete a five-card hand.
  • One enabling system useful in the practice of the present invention is the use of playing cards with Chinese domino symbols which can be distributed for use with a system marketed under the name i-TABLETM by Shuffle Master, Inc. of Las Vegas, Nev.
  • That system includes: a) a physical gaming table; b) player monitors at each player position; c) a playing card reading and delivery system (e.g., commercially available shufflers and playing card delivery shoes with reading capability as sold under the Trade names of One2SixTM shuffler, AceTM shuffler, I-DEALTM shuffler, I-SHOETM delivery shoe, etc.); d) a processor receiving information (numbers of cards, rank of cards, suits of cards, etc.) from the card reading and delivery systems; e) communication connectivity (hardwired or wireless) between necessary combinations of the card reading/delivery systems and the processor, the processor and the individual player monitors, and/or the card reading/delivery systems and the video monitors; and f) software in the processor that defines
  • a preferable card handling device for administering a video reel-type-style game is a hand-forming shuffler with integrated card recognition technology, from which playing cards are supplied, with a least a rank/count (and preferable also suit) of individual packs of cards are known before the cards are removed and delivered to player positions and/or the banker position.
  • the card delivery system 102 is in communication with the controller 128 by wired or wireless communication methods. Communication between the various system components is not limited to electronic or electrical signals, but may include optical signals, audio signals, magnetic transmission or the like.
  • the individual player position processors are preferable graphics processors and not full content CPUs as a cost saving, space saving, and efficiency benefit. With the reduced capacity in the processor as compared to a CPU, there is actually reduced likelihood of tampering and fraudulent input.
  • That separate mechanical gaming system may be in a relatively vertical viewing position as shown, or in a more horizontal (table like) display unit. Viewable through the main door is a video display monitor 34 and an information panel 36 .
  • the display monitor 34 will typically be a cathode ray tube, high resolution flat-panel LCD, LED, plasma screen or other conventional electronically controlled video monitor.
  • the information panel 36 may be a back-lit, silk screened glass panel with lettering to indicate general game information including, for example, a game denomination (e.g. $0.25 or $1).
  • the bill validator 30 , player-input switches 32 , video display monitor 34 , and information panel are devices used to play a game on the game machine 2 . The devices are controlled by circuitry (e.g. the master gaming controller) housed inside the main cabinet 4 of the machine 2 .
  • the various instances of games available for play on the gaming machine 2 may be stored as game software on a mass storage device in the gaming machine or may be generated on a remote gaming device but then displayed on the gaming machine.
  • the gaming machine 2 may executed game software, such as but not limited to video streaming software that allows the game to be displayed on the gaming machine.
  • game software such as but not limited to video streaming software that allows the game to be displayed on the gaming machine.
  • an instance When an instance is stored on the gaming machine 2 , it may be loaded from the mass storage device into a RAM for execution.
  • the game software that allows the selected instance to be generated may be downloaded from a remote gaming device, such as another gaming machine.
  • the top box may contain a bonus wheel or a back-lit silk screened panel which may be used to add bonus features to the game being played on the gaming machine.
  • the top box may contain a display for a progressive jackpot offered on the gaming machine.
  • circuitry e.g. a master gaming controller housed within the main cabinet 4 of the machine 2 .
  • gaming machine 2 is but one example from a wide range of gaming machine designs on which the present invention may be implemented.
  • gaming machine 2 is but one example from a wide range of gaming machine designs on which the present invention may be implemented.
  • suitable gaming machines have top boxes or player tracking features.
  • some gaming machines have only a single game display-mechanical or video, while others are designed for bar tables and have displays that face upwards.
  • a game may be generated in on a host computer and may be displayed on a remote terminal or a remote gaming device.
  • the remote gaming device may be connected to the host computer via a network of some type such as a local area network, a wide area network, an intranet or the Internet.
  • the remote gaming device may be a portable gaming device such as but not limited to a cell phone, a personal digital assistant, and a wireless game player.
  • Images rendered from 3-D gaming environments may be displayed on portable gaming devices that are used to play a game of chance.
  • a gaming machine or server may include gaming logic for commanding a remote gaming device to render an image from a virtual camera in a 3-D gaming environments stored on the remote gaming device and to display the rendered image on a display located on the remote gaming device.
  • gaming machines are implemented with special features and/or additional circuitry that differentiates them from general-purpose computers (e.g., desktop PC's and laptops). Gaming machines are highly regulated to ensure fairness and, in many cases, gaming machines are operable to dispense monetary awards of multiple millions of dollars. Therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures may be implemented in gaming machines that differ significantly from those of general-purpose computers. A description of gaming machines relative to general-purpose computing machines and some examples of the additional (or different) components and features found in gaming machines are described below.
  • a fault or a weakness tolerated in a PC may not be tolerated in a gaming machine because in a gaming machine these faults can lead to a direct loss of funds from the gaming machine, such as stolen cash or loss of revenue when the gaming machine is not operating properly.
  • gaming machines are designed to be state-based systems.
  • a state-based system the system stores and maintains its current state in a non-volatile memory, such that, in the event of a power failure or other malfunction the gaming machine will return to its current state when the power is restored. For instance, if a player was shown an award for a game of chance and, before the award could be provided to the player the power failed, the gaming machine, upon the restoration of power, would return to the state where the award is indicated.
  • PCs are not state machines and a majority of data is usually lost when a malfunction occurs. This requirement affects the software and hardware design on a gaming machine.
  • a second important difference between gaming machines and common PC based computer systems is that for regulation purposes, the software on the gaming machine used to generate the game of chance and operate the gaming machine has been designed to be static and monolithic to prevent cheating by the operator of gaming machine.
  • one solution that has been employed in the gaming industry to prevent cheating and satisfy regulatory requirements has been to manufacture a gaming machine that can use a proprietary processor running instructions to generate the game of chance from an EPROM or other form of non-volatile memory.
  • the coding instructions on the EPROM are static (non-changeable) and must be approved by a gaming regulators in a particular jurisdiction and installed in the presence of a person representing the gaming jurisdiction.
  • any changes to any part of the software required to generate the game of chance can require a new EPROM to be burnt, approved by the gaming jurisdiction and reinstalled on the gaming machine in the presence of a gaming regulator.
  • a gaming machine must demonstrate sufficient safeguards that prevent an operator or player of a gaming machine from manipulating hardware and software in a manner that gives them an unfair and some cases an illegal advantage.
  • the gaming machine should have a means to determine if the code it will execute is valid. If the code is not valid, the gaming machine must have a means to prevent the code from being executed.
  • the code validation requirements in the gaming industry affect both hardware and software designs on gaming machines.
  • a watchdog timer is normally used in gaming machines to provide a software failure detection mechanism.
  • the operating software periodically accesses control registers in the watchdog timer subsystem to “re-trigger” the watchdog. Should the operating software fail to access the control registers within a preset timeframe, the watchdog timer will timeout and generate a system reset.
  • Typical watchdog timer circuits contain a loadable timeout counter register to allow the operating software to set the timeout interval within a certain range of time.
  • a differentiating feature of the some preferred circuits is that the operating software cannot completely disable the function of the watchdog timer. In other words, the watchdog timer always functions from the time power is applied to the board.
  • Gaming computer platforms preferably use several power supply voltages to operate portions of the computer circuitry. These can be generated in a central power supply or locally on the computer board. If any of these voltages falls out of the tolerance limits of the circuitry they power, unpredictable operation of the computer may result. Though most modem general-purpose computers include voltage monitoring circuitry, these types of circuits only report voltage status to the operating software. Out of tolerance voltages can cause software malfunction, creating a potential uncontrolled condition in the gaming computer. Gaming machines typically have power supplies with tighter voltage margins than that required by the operating circuitry. In addition, the voltage monitoring circuitry implemented in gaming computers typically has two thresholds of control. The first threshold generates a software event that can be detected by the operating software and an error condition generated.
  • This threshold is triggered when a power supply voltage falls out of the tolerance range of the power supply, but is still within the operating range of the circuitry.
  • the second threshold is set when a power supply voltage falls out of the operating tolerance of the circuitry. In this case, the circuitry generates a reset, halting operation of the computer.
  • the gaming machine does not advance from a first state to a second state until critical information that allows the first state to be reconstructed is stored.
  • This feature allows the game to recover operation to the current state of play in the event of a malfunction, loss of power, etc. that occurred just prior to the malfunction.
  • game play may resume and the game may be completed in a manner that is no different than if the malfunction had not occurred.
  • battery backed RAM devices are used to preserve this critical data although other types of non-volatile memory devices may be employed. These memory devices are not used in typical general-purpose computers.
  • the gaming machine when a malfunction occurs during a game of chance, the gaming machine may be restored to a state in the game of chance just prior to when the malfunction occurred.
  • the restored state may include metering information and graphical information that was displayed on the gaming machine in the state prior to the malfunction.
  • the gaming machine when the malfunction occurs during the play of a card game after the cards have been dealt, the gaming machine may be restored with the cards that were previously displayed as part of the card game.
  • a bonus game may be triggered during the play of a game of chance where a player is required to make a number of selections on a video display screen.
  • the gaming machine may be restored to a state that shows the graphical presentation at the just prior to the malfunction including an indication of selections that have already been made by the player.
  • the gaming machine may be restored to any state in a plurality of states that occur in the game of chance that occurs while the game of chance is played or to states that occur between the play of a game of chance.
  • Game history information regarding previous games played such as an amount wagered, the outcome of the game and so forth may also be stored in a non-volatile memory device.
  • the information stored in the non-volatile memory may be detailed enough to reconstruct a portion of the graphical presentation that was previously presented on the gaming machine and the state of the gaming machine (e.g., credits) at the time the game of chance was played.
  • the game history information may be utilized in the event of a dispute. For example, a player may decide that in a previous game of chance that they did not receive credit for an award that they believed they won.
  • the game history information may be used to reconstruct the state of the gaming machine prior, during and/or after the disputed game to demonstrate whether the player was correct or not in their assertion.
  • serial devices may have electrical interface requirements that differ from the “standard” EIA 232 serial interfaces provided by general-purpose computers. These interfaces may include EIA 485, EIA 422, Fiber Optic Serial, optically coupled serial interfaces, current loop style serial interfaces, etc.
  • serial devices may be connected in a shared, daisy-chain fashion where multiple peripheral devices are connected to a single serial channel.
  • the serial interfaces may be used to transmit information using communication protocols that are unique to the gaming industry.
  • the NetplexTM system of IGT is a proprietary communication protocol used for serial communication between gaming devices.
  • SAS is a communication protocol used to transmit information, such as metering information, from a gaming machine to a remote device. Often SAS is used in conjunction with a player tracking system.
  • Gaming machines may alternatively be treated as peripheral devices to a casino communication controller and connected in a shared daisy chain fashion to a single serial interface.
  • the peripheral devices are preferably assigned device addresses. If so, the serial controller circuitry must implement a method to generate or detect unique device addresses. General-purpose computer serial ports are not able to do this.
  • Trusted memory devices are preferably included in a gaming machine computer to ensure the authenticity of the software that may be stored on less secure memory subsystems, such as mass storage devices. Trusted memory devices and controlling circuitry are typically designed to not allow modification of the code and data stored in the memory device while the memory device is installed in the slot machine. The code and data stored in these devices may include authentication algorithms, random number generators, authentication keys, operating system kernels, etc. The purpose of these trusted memory devices is to provide gaming regulatory authorities a root trusted authority within the computing environment of the slot machine that can be tracked and verified as original. This may be accomplished via removal of the trusted memory device from the slot machine computer and verification of the secure memory device contents is a separate third party verification device.
  • the gaming machine is allowed to verify the authenticity of additional code and data that may be located in the gaming computer assembly, such as code and data stored on hard disk drives.
  • additional code and data that may be located in the gaming computer assembly, such as code and data stored on hard disk drives.
  • the bill validator may accept a printed ticket voucher which may be accepted by the bill validator 30 as an indicia of credit when a cashless ticketing system is used.
  • the player may enter playing tracking information using the card reader 24 , the keypad 22 , and the florescent display 16 . Further, other game preferences of the player playing the game may be read from a card inserted into the card reader.
  • the player views game information using the video display 34 . Other game and prize information may also be displayed in the video display screen 42 located in the top box.
  • Gaming establishment 1001 could be any sort of gaming establishment, such as a casino, a card room, an airport, a store, etc.
  • gaming network 1077 includes more than one gaming establishment, all of which are networked to game server 1022 .
  • gaming machine 1002 and the other gaming machines 1030 , 1032 , 1034 , and 1036 , include a main cabinet 1006 and a top box 1004 .
  • the main cabinet 1006 houses the main gaming elements and can also house peripheral systems, such as those that utilize dedicated gaming networks.
  • the top box 1004 may also be used to house these peripheral systems.
  • the master gaming controller 1008 controls the game play on the gaming machine 1002 according to instructions and/or game data from game server 1022 or stored within gaming machine 1002 and receives or sends data to various input/output devices 1011 on the gaming machine 1002 .
  • master gaming controller 1008 includes processor(s) and other apparatus of the gaming machines described above.
  • the master gaming controller 1008 may also communicate with a display 1010 .
  • a particular gaming entity may desire to provide network gaming services that provide some operational advantage.
  • dedicated networks may connect gaming machines to host servers that track the performance of gaming machines under the control of the entity, such as for accounting management, electronic fund transfers (EFTs), cashless ticketing, such as EZPayTM, marketing management, and data tracking, such as player tracking.
  • EFTs electronic fund transfers
  • EZPayTM cashless ticketing
  • master gaming controller 1008 may also communicate with EFT system 1012 , EZPayTM system, and player tracking system 1020 .
  • the systems of the gaming machine 1002 communicate the data onto the network 1022 via a communication board 1018 .
  • player tracking system 1020 is not a necessary feature of some implementations of the present invention.
  • player tracking programs may help to sustain a game player's interest in additional game play during a visit to a gaming establishment and may entice a player to visit a gaming establishment to partake in various gaming activities.
  • Player tracking programs provide rewards to players that typically correspond to the player's level of patronage (e.g., to the player's playing frequency and/or total amount of game plays at a given casino).
  • Player tracking rewards may be free meals, free lodging and/or free entertainment.
  • Player tracking information may be combined with other information that is now readily obtainable by an SBG system.
  • DCU 1024 and translator 1025 are not required for all gaming establishments 1001 .
  • the manufacturer of a host system usually employs a particular networking language having proprietary protocols. For instance, 10-20 different companies produce player tracking host systems where each host system may use different protocols. These proprietary protocols are usually considered highly confidential and not released publicly.
  • gaming machines are made by many different manufacturers.
  • the communication protocols on the gaming machine are typically hard-wired into the gaming machine and each gaming machine manufacturer may utilize a different proprietary communication protocol.
  • a gaming machine manufacturer may also produce host systems, in which case their gaming machines are compatible with their own host systems.
  • gaming machines from different manufacturers, each with its own communication protocol may be connected to host systems from other manufacturers, each with another communication protocol. Therefore, communication compatibility issues regarding the protocols used by the gaming machines in the system and protocols used by the host systems must be considered.
  • a network device that links a gaming establishment with another gaming establishment and/or a central system will sometimes be referred to herein as a “site controller.”
  • site controller 1042 provides this function for gaming establishment 1001 .
  • Site controller 1042 is connected to a central system and/or other gaming establishments via one or more networks, which may be public or private networks.
  • site controller 1042 communicates with game server 1022 to obtain game data, such as ball drop data, bingo card data, etc.
  • the DCU 1024 can receive data transmitted from site controller 1042 for communication to the gaming machines on the gaming network.
  • the received data may be, for example, communicated synchronously to the gaming machines on the gaming network.
  • the tickets may be printed by gaming machines, by cashout kiosk 1044 , by a stand-alone printer, by CVT 1052 , etc. Some gaming establishments will not have a cashout kiosk 1044 . Instead, a cashout ticket could be redeemed for cash by a cashier (e.g. of a convenience store), by a gaming machine or by a specially configured CVT.
  • a cashier e.g. of a convenience store
  • FIG. 1B illustrates an example of a network device that may be configured for implementing some methods of the present invention.
  • Network device 1160 includes a master central processing unit (CPU) 1162 , interfaces 1168 , and a bus 1167 (e.g., a PCI bus).
  • interfaces 1168 include ports 1169 appropriate for communication with the appropriate media.
  • one or more of interfaces 1168 includes at least one independent processor and, in some instances, volatile RAM.
  • the independent processors may be, for example, ASICs or any other appropriate processors. According to some such embodiments, these independent processors perform at least some of the functions of the logic described herein.
  • the interfaces 1168 are typically provided as interface cards (sometimes referred to as “linecards”). Generally, interfaces 1168 control the sending and receiving of data packets over the network and sometimes support other peripherals used with the network device 1160 .
  • interfaces that may be provided are FC interfaces, Ethernet interfaces, frame relay interfaces, cable interfaces, DSL interfaces, token ring interfaces, and the like.
  • various very high-speed interfaces may be provided, such as fast Ethernet interfaces, Gigabit Ethernet interfaces, ATM interfaces, HSSI interfaces, POS interfaces, FDDI interfaces, ASI interfaces, DHEI interfaces and the like.
  • CPU 1162 may be responsible for implementing specific functions associated with the functions of a desired network device. According to some embodiments, CPU 1162 accomplishes all these functions under the control of software including an operating system and any appropriate applications software.
  • CPU 1162 may include one or more processors 1163 such as a processor from the Motorola family of microprocessors or the MIPS family of microprocessors. In an alternative embodiment, processor 1163 is specially designed hardware for controlling the operations of network device 1160 . In a specific embodiment, a memory 1161 (such as non-volatile RAM and/or ROM) also forms part of CPU 1162 . However, there are many different ways in which memory could be coupled to the system. Memory block 1161 may be used for a variety of purposes such as, for example, caching and/or storing data, programming instructions, etc.
  • network device may employ one or more memories or memory modules (such as, for example, memory block 1165 ) configured to store data, program instructions for the general-purpose network operations and/or other information relating to the functionality of the techniques described herein.
  • the program instructions may control the operation of an operating system and/or one or more applications, for example.
  • the present invention also relates to machine-readable media that include program instructions, state information, etc. for performing various operations described herein.
  • machine-readable media include, but are not limited to, magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks; magneto-optical media; and hardware devices that are specially configured to store and perform program instructions, such as read-only memory devices (ROM) and random access memory (RAM).
  • ROM read-only memory devices
  • RAM random access memory
  • the invention may also be embodied in a carrier wave traveling over an appropriate medium such as airwaves, optical lines, electric lines, etc.
  • program instructions include both machine code, such as produced by a compiler, and files containing higher-level code that may be executed by the computer using an interpreter.
  • FIG. 1B illustrates one specific network device of the present invention
  • an architecture having a single processor that handles communications as well as routing computations, etc. is often used.
  • other types of interfaces and media could also be used with the network device.
  • the communication path between interfaces may be bus based (as shown in FIG. 1B ) or switch fabric based (such as a cross-bar).
  • the event may be executed on an electronic gaming machine, an electronic table, a bank of electronic gaming machines, on a personal hand-held device (including laptop or smart phone) or a networked system.
  • the system would still enable events as described above such as providing a screen shot where all faces of the die and the column are shown with at least some positive-acting indicators.
  • a player would, of course, like to have all faces filled, but may not be willing to risk obtaining the predetermined number of negative-acting symbols that would wipe out all positive-acting symbols. If the player executed the ROLL function, and a blank face appears, then there is an implied multiplier of one (1) so that the player does not lose any winning outcome that occurs.
  • the ROLL function will, however, eliminate all positive-acting indicators on the die or any other storage indicator.
  • the “ROLL” indicator which may be touchscreen activated or button (on a player input panel) activated, or voice activated, or the like.
  • the die is spun, randomly stops on a face, and that multiplier is used in the next hand, or the hand selected for application of the indicator.
  • the ROLL function alternatively may be activated after a next hand.

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Abstract

An electronic wagering event includes a series of consecutive gaming outcomes. In the sequence of outcomes, additional positive-acting symbols are collected, or positive-outcome “partial eliminators” are collected. A wagering player may implement the activity of the additional positive-acting symbols on any gaming event outcome, up until the partial eliminators are collected in sufficient numbers as to completely eliminate all (or some of) the positive-acting symbols. The electronic wagering event may be executed on an electronic gaming machine, table-top gaming machine, personal hand-held communication device, networked to gaming system, or on-line in communication with a web-based site.

Description

    RELATED APPLICATION DATA
  • This application claims priority from Provisional U.S. Patent Application Ser. No. 62/452,301, filed 30 Jan. 2017 and Titled “VIDEO SLOT GAMING SYSTEM WITH POSITIVE ACTING COLLECTABLE SYMBOLS AND COLLECTABLE EVENT TERMINATION SYMBOL.”
  • BACKGROUND OF THE INVENTION 1. Field of the Invention
  • The present invention relates to the field of gaming technology, especially gaming technology using playing card symbols in poker variations, and particularly for poker variations used in wagering events on electronic gaming machine.
  • 2. Background of the Art
  • Electronic gaming machines (“EGMs”) offer a variety of games such as slot games, video poker games, roulette games, keno games and other types of wagering games that are commonly deployed at a casino for use by players. Play on the EGMs typically requires the player to place a wager on the outcome of the game. The games are programmed with a predefined set of outcomes including one or more winning outcomes and one or more losing outcomes. The player is awarded for a winning outcome and receives no award for a losing outcome.
  • Historically, the simple format of game play with a predefined set of outcomes has been appealing to players even though there are typically more losing outcomes than winning outcomes. However, game designers, players and operators of games are always striving to find appealing features and game functionality that will generate player excitement and increase, or at least maintain the interest of the player. Special awards, multipliers, bonus games and bonus features have become more and more popular in recent years as EGMs have grown more sophisticated, and players enjoy extending play with exciting new features and functionality.
  • It is necessary to develop newer formats, newer game content, and newer methods of creating tension, anticipation and excitement in gaming content.
  • SUMMARY OF THE INVENTION
  • An electronic wagering event includes a series of consecutive gaming outcomes. In the sequence of outcomes, additional positive-acting symbols are collected, or positive-outcome “partial eliminators” are collected. A wagering player may implement the activity of the additional positive-acting symbols on any gaming event outcome, up until the partial eliminators are collected in sufficient numbers as to completely eliminate all (or some of) the positive-acting symbols. The electronic wagering event may be executed on an electronic gaming machine, table-top gaming machine, personal hand-held communication device, networked gaming system, or on-line in communication with a web-based site.
  • BRIEF DESCRIPTION OF THE FIGURES
  • FIG. 1 shows an electronic gaming table on which the gaming method may be executed.
  • FIG. 1A shows a schematic for an electronic system for enabling play of the gaming method described herein.
  • FIG. 1B shows another schematic for an electronic system for enabling play of the gaming method described herein.
  • FIG. 2 is a flow chart showing an underlying method according to the present technology.
  • FIG. 3 shows an early gaming event screen shot with the virtual award die showing a 3× positive-acting indicator on the die, awarded (randomly or specifically for that hand) after three-of-a-kind was achieved on the underlying 5-card poker event.
  • FIG. 4 shows an early gaming event screen shot with the virtual award die showing the awarded 3× positive-acting indicator on the die and in a collection column showing individual faces on the die. An initial hand (without any natural award in it is shown, with one-card in that hand to be discarded to try for a straight.
  • FIG. 5 shows a final hand after discard and draw in the hand from FIG. 4, achieving a straight. As shown on the left side of the screen shot, both face of the die and a space in the column show the awarded 4× positive-acting indicator.
  • FIG. 6 shows an initial hand with a negative-acting indicator (the skull and crossbones), which is now added to the negative-acting symbol collection area. For purposes of completing a five-card hand, the skull (once registered) is discarded from the hand, but remains in the collection area.
  • FIG. 7 shows a screen shot after delivery of a replacement card to the hand shown in FIG. 6 completes two pair, which in this case adds another positive-acting indicator to the column and die.
  • FIG. 8 shows an initial hand with another negative-acting indicator (the skull and crossbones), which is now added to the negative-acting symbol collection area, showing two negative-acting symbols. This would wipe out at least one, if not all of the positive-acting symbol indicators rom the die and the column.
  • FIG. 9 shows an initial hand with a negative-acting indicator (the skull and crossbones), which is now added to the negative-acting symbol collection area, which presently has zero positive-acting indicators, and this would be a first negative-acting indicator. According to one method, the appearance of a first negative-acting indicator when there are no positive-acting indicators would prevent the negative-acting indicator from being collected.
  • FIG. 10 shows a screen shot where all faces of the die and the column are shown with positive-acting indicators. The screen shot now shows a “ROLL” indicator, which may be touchscreen activated or button (on a player input panel) activated. The die is spun, randomly stops on a face, and that multiplier is used in the next hand. The ROLL function alternatively may be activated after a next hand.
  • FIG. 11 shows a screen shot where the die has been cast or ROLLed, with a 3× multiplier showing. The three-of-a-king is normally awarded 3× the wager (five units), but in this case, the payout is 3× (bonus)×3× (hand award)× base wager (5 units) for a total award of forty-five units (3×#×5=45).
  • DETAILED DESCRIPTION OF THE INVENTION
  • An electronic wagering event includes a series of consecutive gaming outcomes. The sequence of games may be stopped and the processor may either eliminate all past results (collection of positive-acting symbol elements and negative-acting partial symbols), leave them active on the gaming system, or archive them for use by the same identified player. The value of possible systems may also be degraded over time by software in a central processor or gaming machine processor, of desired.
  • In the sequence of outcomes, additional positive-acting symbols are collected, or positive-outcome “partial eliminators” are collected. A positive-acting symbol can be a symbol or alphanumeric indicating a specific or general positive-outcome that is applied to any winning outcome. A wagering player may implement the activity of the additional positive-acting symbols on any gaming event outcome, up until the partial eliminators are collected in sufficient numbers as to completely eliminate all (or some of) the positive-acting symbols. By “any time,” it is meant that the processor executing the wagering event may allow at least one of applying positive-acting effects to a next outcome event, applying positive-acting effects to a partially completed outcome event, and applying positive-acting effects to a completed outcome event. It is preferred that the accrual of a predetermined number of “partial eliminators” will negate or exterminate all of the accrued positive-acting symbols. It is possible that the accrual of a predetermined number of “partial eliminators” will negate only one or only some of the positive-acting symbols, such as a most valuable multiplier or the most valuable absolute amount-providing symbol.
  • The electronic wagering event may be executed on an electronic gaming machine, table-top gaming machine, personal hand-held communication device, networked gaming system, or on-line in communication with a web-based site.
  • The present technology includes an electronic wagering method and a gaming system which can include at least:
      • at least one input device;
      • at least one display device;
      • at least one processor; and
      • at least one memory device which stores a plurality of instructions.
  • The instructions, when executed by the at least one processor, cause the at least one processor to operate with the at least one input device and the at least one display device to:
      • (a) execute play of a base game of stud or draw video poker using a standard fifty-two card playing deck with an additional partial negative indicator card. The electronic wagering method may be extended to other electronic wagering events, such as electronic baccarat, electronic blackjack or even standard electronic slot-type symbol-provided payline gaming machines. The discussion, however, will emphasize poker-type events.
  • The processor then oversees execution of wagering events by:
      • (i) randomly determining (by storage in memory) a base game of video poker outcome (e.g., providing a first partial (e.g., draw poker. Texas Hold 'Em, Omaha Stud. Etc.) or complete poker hand rank for the appropriate base poker game, such as three-card poker; four-card poker; or five-card poker). The rank, depending on the underlying game (or outcome in other wagering events such as baccarat, blackjack or slot events), may be at least a pair, at least two pair, at least three-of-a-kind, at least a straight, at least a flush, etc.
      • (ii) displaying the randomly determined base game outcome during play of the underlying base poker wagering event on the electronic format,
      • (iii) determining if any base game award is associated with the randomly determined base game outcome,
      • (iv) displaying any determined base game award associated with the randomly determined base game outcome, and
      • (v) determining if the randomly determined base game outcome exceeds a predetermined poker rank which in turn exceeds a minimum rank for determining a base game award; and
      • (vi) collecting positive indicators for each successive occurrence of the randomly determined base game outcome exceeds a predetermined poker rank which exceeds a minimum rank for determining a base game award.
  • At least some collected positive indicators can be used at any time or at only specific times by player input to increase an amount that is displayed as any determined underlying base game award associated with the randomly determined to base game outcome; and when any randomly determined base game of a video or other electronic poker outcome includes the additional partial negative indicator card, that additional partial negative indicator card is separately collected and displayed (e.g., in a prominent position on a display screen) collected until a predetermined number of the additional partial negative indicator cards is achieved. The symbols for positive and negative effects may be thematically related, such as angels holding a harp displaying the positive-acting effect, and devils having pitchforks giving a countdown to how many more devils are needed to complete a negation of the positive-acting values. Similarly, chests of treasure may display positive-acting effects and pirates may be collected to negate the chests by stealing them when enough pirates are present.
  • When the predetermined number of the additional partial negative indicator cards is achieved, either 1) some or all collected positive indicators are eliminated, or 2) some or all collected positive indicators must be used in a next base game of video poker. For example, the predetermined number should be at least two, otherwise the first appearance of the negative indicator would end the game or implement the negative effect. This would eliminate any tension in the wagering event, and eliminate an ability for a player to risk losing bonus awards while attempting to accumulate higher bonus awards (e.g., multipliers). The predetermined number therefore must be at least two, and preferably between 2-5, or 2-4, or between 3 and 4.
  • The gaming system may have the instructions stored in memory which are to be executed by the processor such that when an additional partial negative indicator card appears in a virtual hand of the base game of video poker, that additional partial negative indicator is removed from the virtual hand and no replacement random virtual playing card is replaced into the virtual hand. The gaming system may operate wherein the instructions stored in memory are to be executed by the processor such that when an additional partial negative indicator card appears in a virtual hand of the base game of video poker, that additional partial negative indicator is removed from the virtual hand and a replacement random virtual playing card is replaced into the virtual hand.
  • The gaming system may operate as an electronic device (table, console, bank of games machines, etc.) wherein a value-in-value-out component selected from the group consisting of a currency validator with a currency scanner and currency-advancing motor, a ticket-in-ticket-out reader and printer combination, a magnetic or bar code reader accessible through an input opening, and an electronic wallet near-field communication reader.
  • The gaming system may, for example, operate wherein positive indicators are selected from the group consisting of award multipliers and award absolute value increases. The multipliers may be partial multipliers (e.g., not a whole integer, such as 0.5, 1.2, 1.3, 2.7 etc., or fractions such as ½, ¾, 5/4, 7/4. 9/4 and the like) or whole integer multipliers.
  • The gaming system preferably has the predetermined number of the additional partial negative indicator cards or symbols as two, three or four, and individual cards may have as many negative symbols as one less than the number necessary to trigger a final negative effect. Thus, if there are three negative symbols needed to end the tenure of positive additional effects, no more than two partial negative outcome symbols may be available on a card. The negative symbols are referred to as “partial” as a single symbol is not sufficient to void collected positive outcomes.
  • The gaming system has the instructions stored in memory, which are to be executed by the processor such that when a positive indicator is achieved, the positive indicator may be placed on a face of a virtual die which can be used to subsequently implement use of positive indicators collected on the virtual die.
  • The gaming system may provide single value positive indicators, or positive indicators of increasing value which can be achieved with increased video poker ranks achieved in the determined base game outcome. For example, all ranks between three-of-a-kind and royal flush my provide a 2.0 multiplier, or the multipliers may increase from, for example, 1.2 for three-of-a-kind, 1.5 for a straight, 1.8 for a flush, 2.0 for a full house, 2.5 for four-of-a-kind and 3.0 for a royal flush or straight flush. Microvariations in multipliers may also be accumulated, such as 1.11, 1.03, 0.94, etc., and multiplied effects rounded off by standard rounding to a next adjacent wagering unit amount.
  • A method of executing a video poker wagering event in which positive outcome enhancers can be collected and subsequently diminished, the method being performed on a gaming system that is as described above, or may include:
      • at least one input device;
      • at least one display device;
      • at least one processor; and
      • at least one memory device which stores a plurality of instructions, which when executed by the at least one processor, cause the at least one processor to operate with the at least one input device and the at least one display device to:
        wherein after acceptance of a wager input by a player on at least the video poker wagering event, the processor (a) executes play of a base game of video poker using a standard fifty-two card playing deck with an additional partial negative indicator card:
      • (i) the processor randomly determines a base game of video poker outcome,
      • (ii) the processor effects display of the randomly determined base game outcome on the at least one display device,
      • (iii) the processor determines any base game award associated with the randomly determined base game outcome and credits such base game award to credit stored in the gaming system for the player,
      • (v) the processor determining if the randomly determined base game outcome exceeds a predetermined poker rank which exceeds a minimum rank for determining a base game award; and
      • (vi) the processor collecting positive indicators and displaying on the at least one display device for each successive occurrence of the randomly determined base game outcome exceeds a predetermined poker rank which exceeds a minimum rank for determining a base game award;
        wherein at least some collected positive indicators can be used by player input to increase an amount that is displayed as any determined base game award associated with the randomly determined base game outcome; and
        when any randomly determined base game of a video poker outcome includes the additional partial negative indicator card, that additional partial negative indicator card is separately collected until a predetermined number of the additional partial negative indicator cards is achieved; and
        wherein when the predetermined number of the additional partial negative indicator cards is achieved, either 1) some or all collected positive indicators are eliminated, or 2) some or all collected positive indicators must be used in a next base game of video poker.
  • In an alternate version, positive indicators would collect and negative indicators would not collect until a predetermined number of positive indicators were accumulated. After this point, negative indicators would collect and positive indicators would not collect until either 1) the positive indicators are applied to the game, or 2) the predetermined number of negative indicators is reached removing some or all of the collected positive indicators.
  • A simple explanation can also be provided as follows. As higher ranked poker hands are achieved (e.g., a rank in five card stud or five-card draw poker of at least two pair, or at least three-of-a-kind, at least a straight, at least a flush, etc.), a multiplier may be achieved and accumulated. Multiple multipliers (or absolute value additions) can be accumulated, and can be required to be executed before a random event outcome, or even more surprisingly, after a random event outcome. The multipliers do not have to be whole integer numbers, but can be decimal-based or fraction-based multipliers. For example, as wagers may be $1.00 minimum, the multiplier may be 1.01 or more (value to multiples of 1/100ths are useful) and fractions such as 101/100, or other preferably incremental multipliers of accountable in whole credits amounts (e.g., to one cent) can be used. Otherwise, amounts of multipliers that leave residual amounts less than one cent, (e.g., 1.011) may still be accumulated, but when executed as a multiplier on a random event outcome, value awarded should be at whole values (e.g., at least one cent). In this way, accumulation of multipliers may be added together either in whole, of by addition of after the decimal point.
  • For example, multipliers may be accumulated in any of the following to manners. Multipliers of 1.01, 1.05, 1.13, and 1.20 can be accumulated as either 1.39 (for after decimal point accumulation to a base of 1.0, or 4.39 for a total multiplier addition.
  • At least some collected positive indicators can be used by player input to increase an amount that is displayed as any determined base game award associated with the randomly determined base game outcome; and when any randomly determined base game of a video poker outcome includes the additional partial negative indicator card, that additional partial negative indicator card is separately collected until a predetermined number of the additional partial negative indicator cards is achieved.
  • When the predetermined number of the additional partial negative indicator cards is achieved, either 1) some or all collected positive indicators are eliminated, or 2) some or all collected positive indicators must be used in a next base game of video poker.
  • In the gaming system, the instructions stored in memory may be executed by the processor such that when an additional partial negative indicator card appears in a virtual hand of the base game of video poker, that additional partial negative indicator is removed from the virtual hand and no replacement random virtual playing card is replaced into the virtual hand.
  • The instructions stored in memory are to be executed by the processor such that when an additional partial negative indicator card appears in a virtual hand of the base game of video poker, that additional partial negative indicator is removed from the virtual hand and a replacement random virtual playing card is replaced into the virtual hand.
  • A value-in-value-out component selected from the group consisting of a currency validator with a currency scanner and currency-advancing motor, a ticket-in-ticket-out reader and printer combination, a magnetic or bar code reader accessible through an input opening, and an electronic wallet near-field communication reader.
  • In the gaming system, positive indicators may be selected from the group consisting of award multipliers and award absolute value increases. The predetermined number of the additional partial negative indicator cards may be at least two or at least three.
  • The gaming system may have digital instructions stored in memory which are to be executed by the processor such that when a positive indicator is achieved, the positive indicator is placed on a face of a virtual die which can be used to subsequently implement use of positive indicators collected on the virtual die.
  • The gaming system can provide or collect positive indicators of increasing value can be achieved with increased video poker ranks achieved in the determined base game outcome.
  • The game can be configured to work with multi-hand video poker set ups. Positive indicators and negative indicators would only be collected when earned in the base hand. Positive indicators and negative indicators that appear in the other hands would not be counted. The application of a positive indicator would apply to the total amount which would include the amount of the base hand as well as all other hands. If negative indicators appear in the other hands (other than the base hand), those hands may be evaluated with only four cards (in a five-card poker event), or an additional card may be subsequently added to complete a five-card hand.
  • Chipless Gaming Table Implementation
  • One enabling system useful in the practice of the present invention is the use of playing cards with Chinese domino symbols which can be distributed for use with a system marketed under the name i-TABLE™ by Shuffle Master, Inc. of Las Vegas, Nev. That system includes: a) a physical gaming table; b) player monitors at each player position; c) a playing card reading and delivery system (e.g., commercially available shufflers and playing card delivery shoes with reading capability as sold under the Trade names of One2Six™ shuffler, Ace™ shuffler, I-DEAL™ shuffler, I-SHOE™ delivery shoe, etc.); d) a processor receiving information (numbers of cards, rank of cards, suits of cards, etc.) from the card reading and delivery systems; e) communication connectivity (hardwired or wireless) between necessary combinations of the card reading/delivery systems and the processor, the processor and the individual player monitors, and/or the card reading/delivery systems and the video monitors; and f) software in the processor that defines predetermined advantage for distributions of playing cards into multiple hands, game rules, hand history, and the like.
  • With regard to software f), it is understood in the practice of the present technology that this is not complex software that reads individual player hand cards and determines advantageous card distributions for a first time by extensive calculations. Rather, the entire range of possibilities of hands (e.g., all possible five card sets dealt to players in poker-style games) is known in poker style games.
  • A preferable card handling device for administering a video reel-type-style game is a hand-forming shuffler with integrated card recognition technology, from which playing cards are supplied, with a least a rank/count (and preferable also suit) of individual packs of cards are known before the cards are removed and delivered to player positions and/or the banker position. The card delivery system 102 is in communication with the controller 128 by wired or wireless communication methods. Communication between the various system components is not limited to electronic or electrical signals, but may include optical signals, audio signals, magnetic transmission or the like.
  • The individual player position processors (not shown) are preferable graphics processors and not full content CPUs as a cost saving, space saving, and efficiency benefit. With the reduced capacity in the processor as compared to a CPU, there is actually reduced likelihood of tampering and fraudulent input.
  • Turning next to FIG. 1, a video gaming machine 2 of the present invention is shown. Machine 2 includes a main cabinet 4, which generally surrounds the machine interior (not shown) and is viewable by users. The main cabinet includes a main door 8 on the front of the machine, which opens to provide access to the interior of the machine. Attached to the main door are player-input switches or buttons 32, a coin acceptor 28, and a bill validator 30, a coin tray 38, and a display area including a mechanical gaming system (or less preferably a separate electronic game) 40. There may be an overlay of touchscreen functionality on the separate electronic game 40 or some of the buttons 32 may be functional on the separate mechanical gaming system 40. That separate mechanical gaming system may be in a relatively vertical viewing position as shown, or in a more horizontal (table like) display unit. Viewable through the main door is a video display monitor 34 and an information panel 36. The display monitor 34 will typically be a cathode ray tube, high resolution flat-panel LCD, LED, plasma screen or other conventional electronically controlled video monitor. The information panel 36 may be a back-lit, silk screened glass panel with lettering to indicate general game information including, for example, a game denomination (e.g. $0.25 or $1). The bill validator 30, player-input switches 32, video display monitor 34, and information panel are devices used to play a game on the game machine 2. The devices are controlled by circuitry (e.g. the master gaming controller) housed inside the main cabinet 4 of the machine 2.
  • Many different types of games, including mechanical slot games, video slot games, video poker, video black jack, video pachinko and lottery, may be provided with gaming machines of this invention. In particular, the gaming machine 2 may be operable to provide a play of many different instances of games of chance. The instances may be differentiated according to themes, sounds, graphics, type of game (e.g., slot game vs. card game), denomination, number of paylines, maximum jackpot, progressive or non-progressive, bonus games, etc. The gaming machine 2 may be operable to allow a player to select a game of chance to play from a plurality of instances available on the gaming machine. For example, the gaming machine may provide a menu with a list of the instances of games that are available for play on the gaming machine and a player may be able to select from the list a first instance of a game of chance that they wish to play.
  • The various instances of games available for play on the gaming machine 2 may be stored as game software on a mass storage device in the gaming machine or may be generated on a remote gaming device but then displayed on the gaming machine. The gaming machine 2 may executed game software, such as but not limited to video streaming software that allows the game to be displayed on the gaming machine. When an instance is stored on the gaming machine 2, it may be loaded from the mass storage device into a RAM for execution. In some cases, after a selection of an instance, the game software that allows the selected instance to be generated may be downloaded from a remote gaming device, such as another gaming machine.
  • The gaming machine 2 includes a top box 6, which sits on top of the main cabinet 4. The top box 6 houses a number of devices, which may be used to add features to a game being played on the gaming machine 2, including speakers 10, 12, 14, a ticket printer 18 which prints bar-coded tickets 20, a key pad 22 for entering player tracking information, a florescent display 16 for displaying player tracking information, a card reader 24 for entering a magnetic striped card containing player tracking information, and a video display screen 42. The ticket printer 18 may be used to print tickets for a cashless ticketing system. Further, the top box 6 may house different or additional devices than shown in the FIG. 1. For example, the top box may contain a bonus wheel or a back-lit silk screened panel which may be used to add bonus features to the game being played on the gaming machine. As another example, the top box may contain a display for a progressive jackpot offered on the gaming machine. During a game, these devices are controlled and powered, in part, by circuitry (e.g. a master gaming controller) housed within the main cabinet 4 of the machine 2.
  • Understand that gaming machine 2 is but one example from a wide range of gaming machine designs on which the present invention may be implemented. For example, not all suitable gaming machines have top boxes or player tracking features. Further, some gaming machines have only a single game display-mechanical or video, while others are designed for bar tables and have displays that face upwards. As another example, a game may be generated in on a host computer and may be displayed on a remote terminal or a remote gaming device. The remote gaming device may be connected to the host computer via a network of some type such as a local area network, a wide area network, an intranet or the Internet. The remote gaming device may be a portable gaming device such as but not limited to a cell phone, a personal digital assistant, and a wireless game player. Images rendered from 3-D gaming environments may be displayed on portable gaming devices that are used to play a game of chance. Further a gaming machine or server may include gaming logic for commanding a remote gaming device to render an image from a virtual camera in a 3-D gaming environments stored on the remote gaming device and to display the rendered image on a display located on the remote gaming device. Thus, those of skill in the art will understand that the present invention, as described below, can be deployed on most any gaming machine now available or hereafter developed.
  • Some preferred gaming machines are implemented with special features and/or additional circuitry that differentiates them from general-purpose computers (e.g., desktop PC's and laptops). Gaming machines are highly regulated to ensure fairness and, in many cases, gaming machines are operable to dispense monetary awards of multiple millions of dollars. Therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures may be implemented in gaming machines that differ significantly from those of general-purpose computers. A description of gaming machines relative to general-purpose computing machines and some examples of the additional (or different) components and features found in gaming machines are described below.
  • At first glance, one might think that adapting PC technologies to the gaming industry would be a simple proposition because both PCs and gaming machines employ microprocessors that control a variety of devices. However, because of such reasons as 1) the regulatory requirements that are placed upon gaming machines, 2) the harsh environment in which gaming machines operate, 3) security requirements and 4) fault tolerance requirements, adapting PC technologies to a gaming machine can be quite difficult. Further, techniques and methods for solving a problem in the PC industry, such as device compatibility and connectivity issues, might not be adequate in the gaming environment. For instance, a fault or a weakness tolerated in a PC, such as security holes in software or frequent crashes, may not be tolerated in a gaming machine because in a gaming machine these faults can lead to a direct loss of funds from the gaming machine, such as stolen cash or loss of revenue when the gaming machine is not operating properly.
  • For the purposes of illustration, a few differences between PC systems and gaming systems will be described. A first difference between gaming machines and common PC based computers systems is that gaming machines are designed to be state-based systems. In a state-based system, the system stores and maintains its current state in a non-volatile memory, such that, in the event of a power failure or other malfunction the gaming machine will return to its current state when the power is restored. For instance, if a player was shown an award for a game of chance and, before the award could be provided to the player the power failed, the gaming machine, upon the restoration of power, would return to the state where the award is indicated. As anyone who has used a PC, knows, PCs are not state machines and a majority of data is usually lost when a malfunction occurs. This requirement affects the software and hardware design on a gaming machine.
  • A second important difference between gaming machines and common PC based computer systems is that for regulation purposes, the software on the gaming machine used to generate the game of chance and operate the gaming machine has been designed to be static and monolithic to prevent cheating by the operator of gaming machine. For instance, one solution that has been employed in the gaming industry to prevent cheating and satisfy regulatory requirements has been to manufacture a gaming machine that can use a proprietary processor running instructions to generate the game of chance from an EPROM or other form of non-volatile memory. The coding instructions on the EPROM are static (non-changeable) and must be approved by a gaming regulators in a particular jurisdiction and installed in the presence of a person representing the gaming jurisdiction. Any changes to any part of the software required to generate the game of chance, such as adding a new device driver used by the master gaming controller to operate a device during generation of the game of chance can require a new EPROM to be burnt, approved by the gaming jurisdiction and reinstalled on the gaming machine in the presence of a gaming regulator. Regardless of whether the EPROM solution is used, to gain approval in most gaming jurisdictions, a gaming machine must demonstrate sufficient safeguards that prevent an operator or player of a gaming machine from manipulating hardware and software in a manner that gives them an unfair and some cases an illegal advantage. The gaming machine should have a means to determine if the code it will execute is valid. If the code is not valid, the gaming machine must have a means to prevent the code from being executed. The code validation requirements in the gaming industry affect both hardware and software designs on gaming machines.
  • A third important difference between gaming machines and common PC based computer systems is the number and kinds of peripheral devices used on a gaming machine are not as great as on PC based computer systems. Traditionally, in the gaming industry, gaming machines have been relatively simple in the sense that the number of peripheral devices and the number of functions the gaming machine has been limited. Further, in operation, the functionality of gaming machines were relatively constant once the gaming machine was deployed, i.e., new peripherals devices and new gaming software were infrequently added to the gaming machine. This differs from a PC where users will go out and buy different combinations of devices and software from different manufacturers and connect them to a PC to suit their needs depending on a desired application. Therefore, the types of devices connected to a PC may vary greatly from user to user depending in their individual requirements and may vary significantly over time.
  • Although the variety of devices available for a PC may be greater than on a gaming machine, gaming machines still have unique device requirements that differ from a PC, such as device security requirements not usually addressed by PCs. For instance, monetary devices, such as coin dispensers, bill validators and ticket printers and computing devices that are used to govern the input and output of cash to a gaming machine have security requirements that are not typically addressed in PCs. Therefore, many PC techniques and methods developed to facilitate device connectivity and device compatibility do not address the emphasis placed on security in the gaming industry.
  • To address some of the issues described above, a number of hardware/software components and architectures are utilized in gaming machines that are not typically found in general purpose computing devices, such as PCs. These hardware/software components and architectures, as described below in more detail, include but are not limited to watchdog timers, voltage monitoring systems, state-based software architecture and supporting hardware, specialized communication interfaces, security monitoring and trusted memory.
  • A watchdog timer is normally used in gaming machines to provide a software failure detection mechanism. In a normally operating system, the operating software periodically accesses control registers in the watchdog timer subsystem to “re-trigger” the watchdog. Should the operating software fail to access the control registers within a preset timeframe, the watchdog timer will timeout and generate a system reset. Typical watchdog timer circuits contain a loadable timeout counter register to allow the operating software to set the timeout interval within a certain range of time. A differentiating feature of the some preferred circuits is that the operating software cannot completely disable the function of the watchdog timer. In other words, the watchdog timer always functions from the time power is applied to the board.
  • Gaming computer platforms preferably use several power supply voltages to operate portions of the computer circuitry. These can be generated in a central power supply or locally on the computer board. If any of these voltages falls out of the tolerance limits of the circuitry they power, unpredictable operation of the computer may result. Though most modem general-purpose computers include voltage monitoring circuitry, these types of circuits only report voltage status to the operating software. Out of tolerance voltages can cause software malfunction, creating a potential uncontrolled condition in the gaming computer. Gaming machines typically have power supplies with tighter voltage margins than that required by the operating circuitry. In addition, the voltage monitoring circuitry implemented in gaming computers typically has two thresholds of control. The first threshold generates a software event that can be detected by the operating software and an error condition generated. This threshold is triggered when a power supply voltage falls out of the tolerance range of the power supply, but is still within the operating range of the circuitry. The second threshold is set when a power supply voltage falls out of the operating tolerance of the circuitry. In this case, the circuitry generates a reset, halting operation of the computer.
  • The standard method of operation for slot machine game software is to use a state machine. Different functions of the game (bet, play, result, points in the graphical presentation, etc.) may be defined as a state. When a game moves from one state to another, critical data regarding the game software is stored in a custom non-volatile memory subsystem. This is critical to ensure the player's wager and credits are preserved and to minimize potential disputes in the event of a malfunction on the gaming machine.
  • In general, the gaming machine does not advance from a first state to a second state until critical information that allows the first state to be reconstructed is stored. This feature allows the game to recover operation to the current state of play in the event of a malfunction, loss of power, etc. that occurred just prior to the malfunction. After the state of the gaming machine is restored during the play of a game of chance, game play may resume and the game may be completed in a manner that is no different than if the malfunction had not occurred. Typically, battery backed RAM devices are used to preserve this critical data although other types of non-volatile memory devices may be employed. These memory devices are not used in typical general-purpose computers.
  • As described in the preceding paragraph, when a malfunction occurs during a game of chance, the gaming machine may be restored to a state in the game of chance just prior to when the malfunction occurred. The restored state may include metering information and graphical information that was displayed on the gaming machine in the state prior to the malfunction. For example, when the malfunction occurs during the play of a card game after the cards have been dealt, the gaming machine may be restored with the cards that were previously displayed as part of the card game. As another example, a bonus game may be triggered during the play of a game of chance where a player is required to make a number of selections on a video display screen. When a malfunction has occurred after the player has made one or more selections, the gaming machine may be restored to a state that shows the graphical presentation at the just prior to the malfunction including an indication of selections that have already been made by the player. In general, the gaming machine may be restored to any state in a plurality of states that occur in the game of chance that occurs while the game of chance is played or to states that occur between the play of a game of chance.
  • Game history information regarding previous games played such as an amount wagered, the outcome of the game and so forth may also be stored in a non-volatile memory device. The information stored in the non-volatile memory may be detailed enough to reconstruct a portion of the graphical presentation that was previously presented on the gaming machine and the state of the gaming machine (e.g., credits) at the time the game of chance was played. The game history information may be utilized in the event of a dispute. For example, a player may decide that in a previous game of chance that they did not receive credit for an award that they believed they won. The game history information may be used to reconstruct the state of the gaming machine prior, during and/or after the disputed game to demonstrate whether the player was correct or not in their assertion.
  • Another feature of gaming machines, such as gaming computers, is that they often contain unique interfaces, including serial interfaces, to connect to specific subsystems internal and external to the slot machine. The serial devices may have electrical interface requirements that differ from the “standard” EIA 232 serial interfaces provided by general-purpose computers. These interfaces may include EIA 485, EIA 422, Fiber Optic Serial, optically coupled serial interfaces, current loop style serial interfaces, etc. In addition, to conserve serial interfaces internally in the slot machine, serial devices may be connected in a shared, daisy-chain fashion where multiple peripheral devices are connected to a single serial channel.
  • The serial interfaces may be used to transmit information using communication protocols that are unique to the gaming industry. For example, the Netplex™ system of IGT is a proprietary communication protocol used for serial communication between gaming devices. As another example, SAS is a communication protocol used to transmit information, such as metering information, from a gaming machine to a remote device. Often SAS is used in conjunction with a player tracking system.
  • Gaming machines may alternatively be treated as peripheral devices to a casino communication controller and connected in a shared daisy chain fashion to a single serial interface. In both cases, the peripheral devices are preferably assigned device addresses. If so, the serial controller circuitry must implement a method to generate or detect unique device addresses. General-purpose computer serial ports are not able to do this.
  • Security monitoring circuits detect intrusion into a gaming machine by monitoring security switches attached to access doors in the slot machine cabinet. Preferably, access violations result in suspension of game play and can trigger additional security operations to preserve the current state of game play. These circuits also function when power is off by use of a battery backup. In power-off operation, these circuits continue to monitor the access doors of the slot machine. When power is restored, the gaming machine can determine whether any security violations occurred while power was off, e.g., via software for reading status registers. This can trigger event log entries and further data authentication operations by the slot machine software.
  • Trusted memory devices are preferably included in a gaming machine computer to ensure the authenticity of the software that may be stored on less secure memory subsystems, such as mass storage devices. Trusted memory devices and controlling circuitry are typically designed to not allow modification of the code and data stored in the memory device while the memory device is installed in the slot machine. The code and data stored in these devices may include authentication algorithms, random number generators, authentication keys, operating system kernels, etc. The purpose of these trusted memory devices is to provide gaming regulatory authorities a root trusted authority within the computing environment of the slot machine that can be tracked and verified as original. This may be accomplished via removal of the trusted memory device from the slot machine computer and verification of the secure memory device contents is a separate third party verification device. Once the trusted memory device is verified as authentic, and based on the approval of the verification algorithms contained in the trusted device, the gaming machine is allowed to verify the authenticity of additional code and data that may be located in the gaming computer assembly, such as code and data stored on hard disk drives. A few details related to trusted memory devices that may be used in the present invention are described in U.S. Pat. No. 6,685,567 titled “Process Verification,” which is incorporated herein in its entirety and for all purposes.
  • Mass storage devices used in a general purpose computer typically allow code and data to be read from and written to the mass storage device. In a gaming machine environment, modification of the gaming code stored on a mass storage device is strictly controlled and would only be allowed under specific maintenance type events with electronic and physical enablers required. Though this level of security could be provided by software, gaming computers that include mass storage devices preferably include hardware level mass storage data protection circuitry that operates at the circuit level to monitor attempts to modify data on the mass storage device and will generate both software and hardware error triggers should a data modification be attempted without the proper electronic and physical enablers being present.
  • Returning to the example of FIG. 1, when a user wishes to play the gaming machine 2, he or she inserts cash through the coin acceptor 28 or bill validator 30. Additionally, the bill validator may accept a printed ticket voucher which may be accepted by the bill validator 30 as an indicia of credit when a cashless ticketing system is used. At the start of the game, the player may enter playing tracking information using the card reader 24, the keypad 22, and the florescent display 16. Further, other game preferences of the player playing the game may be read from a card inserted into the card reader. During the game, the player views game information using the video display 34. Other game and prize information may also be displayed in the video display screen 42 located in the top box.
  • During the course of a game, a player may be required to make a number of decisions, which affect the outcome of the game. For example, a player may vary his or her wager on a particular game, select a prize for a particular game selected from a prize server, or make game decisions which affect the outcome of a particular game. The player may make these choices using the player-input switches 32, the video display screen 34 or using some other device which enables a player to input information into the gaming machine. In some embodiments, the player may be able to access various game services such as concierge services and entertainment content services using the video display screen 34 and one more input devices.
  • During certain game events, the gaming machine 2 may display visual and auditory effects that can be perceived by the player. These effects add to the excitement of a game, which makes a player more likely to continue playing. Auditory effects include various sounds that are projected by the speakers 10, 12, 14. Visual effects include flashing lights, strobing lights or other patterns displayed from lights on the gaming machine 2 or from lights within the separate mechanical (or electronic) separately, individually wagerable gaming system 40. After the player has completed a game, the player may receive game tokens from the coin tray 38 or the ticket 20 from the printer 18, which may be used for further games or to redeem a prize. Further, the player may receive a ticket 20 for food, merchandise, or games from the printer 18.
  • Another gaming network that may be used to implement some aspects of the invention is depicted in FIG. 1A. Gaming establishment 1001 could be any sort of gaming establishment, such as a casino, a card room, an airport, a store, etc. In this example, gaming network 1077 includes more than one gaming establishment, all of which are networked to game server 1022.
  • Here, gaming machine 1002, and the other gaming machines 1030, 1032, 1034, and 1036, include a main cabinet 1006 and a top box 1004. The main cabinet 1006 houses the main gaming elements and can also house peripheral systems, such as those that utilize dedicated gaming networks. The top box 1004 may also be used to house these peripheral systems.
  • The master gaming controller 1008 controls the game play on the gaming machine 1002 according to instructions and/or game data from game server 1022 or stored within gaming machine 1002 and receives or sends data to various input/output devices 1011 on the gaming machine 1002. In one embodiment, master gaming controller 1008 includes processor(s) and other apparatus of the gaming machines described above. The master gaming controller 1008 may also communicate with a display 1010.
  • A particular gaming entity may desire to provide network gaming services that provide some operational advantage. Thus, dedicated networks may connect gaming machines to host servers that track the performance of gaming machines under the control of the entity, such as for accounting management, electronic fund transfers (EFTs), cashless ticketing, such as EZPay™, marketing management, and data tracking, such as player tracking. Therefore, master gaming controller 1008 may also communicate with EFT system 1012, EZPay™ system, and player tracking system 1020. The systems of the gaming machine 1002 communicate the data onto the network 1022 via a communication board 1018.
  • It will be appreciated by those of skill in the art that embodiments of the present invention could be implemented on a network with more or fewer elements than are depicted in FIG. 1A. For example, player tracking system 1020 is not a necessary feature of some implementations of the present invention. However, player tracking programs may help to sustain a game player's interest in additional game play during a visit to a gaming establishment and may entice a player to visit a gaming establishment to partake in various gaming activities. Player tracking programs provide rewards to players that typically correspond to the player's level of patronage (e.g., to the player's playing frequency and/or total amount of game plays at a given casino). Player tracking rewards may be free meals, free lodging and/or free entertainment. Player tracking information may be combined with other information that is now readily obtainable by an SBG system.
  • Moreover, DCU 1024 and translator 1025 are not required for all gaming establishments 1001. However, due to the sensitive nature of much of the information on a gaming network (e.g., electronic fund transfers and player tracking data) the manufacturer of a host system usually employs a particular networking language having proprietary protocols. For instance, 10-20 different companies produce player tracking host systems where each host system may use different protocols. These proprietary protocols are usually considered highly confidential and not released publicly.
  • Further, gaming machines are made by many different manufacturers. The communication protocols on the gaming machine are typically hard-wired into the gaming machine and each gaming machine manufacturer may utilize a different proprietary communication protocol. A gaming machine manufacturer may also produce host systems, in which case their gaming machines are compatible with their own host systems. However, in a heterogeneous gaming environment, gaming machines from different manufacturers, each with its own communication protocol, may be connected to host systems from other manufacturers, each with another communication protocol. Therefore, communication compatibility issues regarding the protocols used by the gaming machines in the system and protocols used by the host systems must be considered.
  • A network device that links a gaming establishment with another gaming establishment and/or a central system will sometimes be referred to herein as a “site controller.” Here, site controller 1042 provides this function for gaming establishment 1001. Site controller 1042 is connected to a central system and/or other gaming establishments via one or more networks, which may be public or private networks. Among other things, site controller 1042 communicates with game server 1022 to obtain game data, such as ball drop data, bingo card data, etc.
  • In the present illustration, gaming machines 1002, 1030, 1032, 1034 and 1036 are connected to a dedicated gaming network 1022. In general, the DCU 1024 functions as an intermediary between the different gaming machines on the network 1022 and the site controller 1042. In general, the DCU 1024 receives data transmitted from the gaming machines and sends the data to the site controller 1042 over a transmission path 1026. In some instances, when the hardware interface used by the gaming machine is not compatible with site controller 1042, a translator 1025 may be used to convert serial data from the DCU 1024 to a format accepted by site controller 1042. The translator may provide this conversion service to a plurality of DCUs.
  • Further, in some dedicated gaming networks, the DCU 1024 can receive data transmitted from site controller 1042 for communication to the gaming machines on the gaming network. The received data may be, for example, communicated synchronously to the gaming machines on the gaming network.
  • Here, CVT 1052 provides cashless and cashout gaming services to the gaming machines in gaming establishment 1001. Broadly speaking, CVT 1052 authorizes and validates cashless gaming machine instruments (also referred to herein as “tickets” or “vouchers”), including but not limited to tickets for causing a gaming machine to display a game result and cash-out tickets. Moreover, CVT 1052 authorizes the exchange of a cashout ticket for cash. These processes will be described in detail below. In one example, when a player attempts to redeem a cash-out ticket for cash at cashout kiosk 1044, cash out kiosk 1044 reads validation data from the cashout ticket and transmits the validation data to CVT 1052 for validation. The tickets may be printed by gaming machines, by cashout kiosk 1044, by a stand-alone printer, by CVT 1052, etc. Some gaming establishments will not have a cashout kiosk 1044. Instead, a cashout ticket could be redeemed for cash by a cashier (e.g. of a convenience store), by a gaming machine or by a specially configured CVT.
  • FIG. 1B illustrates an example of a network device that may be configured for implementing some methods of the present invention. Network device 1160 includes a master central processing unit (CPU) 1162, interfaces 1168, and a bus 1167 (e.g., a PCI bus). Generally, interfaces 1168 include ports 1169 appropriate for communication with the appropriate media. In some embodiments, one or more of interfaces 1168 includes at least one independent processor and, in some instances, volatile RAM. The independent processors may be, for example, ASICs or any other appropriate processors. According to some such embodiments, these independent processors perform at least some of the functions of the logic described herein. In some embodiments, one or more of interfaces 1168 control such communications-intensive tasks as encryption, decryption, compression, decompression, packetization, media control and management. By providing separate processors for the communications-intensive tasks, interfaces 1168 allow the master microprocessor 1162 efficiently to perform other functions such as routing computations, network diagnostics, security functions, etc.
  • The interfaces 1168 are typically provided as interface cards (sometimes referred to as “linecards”). Generally, interfaces 1168 control the sending and receiving of data packets over the network and sometimes support other peripherals used with the network device 1160. Among the interfaces that may be provided are FC interfaces, Ethernet interfaces, frame relay interfaces, cable interfaces, DSL interfaces, token ring interfaces, and the like. In addition, various very high-speed interfaces may be provided, such as fast Ethernet interfaces, Gigabit Ethernet interfaces, ATM interfaces, HSSI interfaces, POS interfaces, FDDI interfaces, ASI interfaces, DHEI interfaces and the like.
  • When acting under the control of appropriate software or firmware, in some implementations of the invention CPU 1162 may be responsible for implementing specific functions associated with the functions of a desired network device. According to some embodiments, CPU 1162 accomplishes all these functions under the control of software including an operating system and any appropriate applications software.
  • CPU 1162 may include one or more processors 1163 such as a processor from the Motorola family of microprocessors or the MIPS family of microprocessors. In an alternative embodiment, processor 1163 is specially designed hardware for controlling the operations of network device 1160. In a specific embodiment, a memory 1161 (such as non-volatile RAM and/or ROM) also forms part of CPU 1162. However, there are many different ways in which memory could be coupled to the system. Memory block 1161 may be used for a variety of purposes such as, for example, caching and/or storing data, programming instructions, etc.
  • Regardless of network device's configuration, it may employ one or more memories or memory modules (such as, for example, memory block 1165) configured to store data, program instructions for the general-purpose network operations and/or other information relating to the functionality of the techniques described herein. The program instructions may control the operation of an operating system and/or one or more applications, for example.
  • Because such information and program instructions may be employed to implement the systems/methods described herein, the present invention also relates to machine-readable media that include program instructions, state information, etc. for performing various operations described herein. Examples of machine-readable media include, but are not limited to, magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks; magneto-optical media; and hardware devices that are specially configured to store and perform program instructions, such as read-only memory devices (ROM) and random access memory (RAM). The invention may also be embodied in a carrier wave traveling over an appropriate medium such as airwaves, optical lines, electric lines, etc. Examples of program instructions include both machine code, such as produced by a compiler, and files containing higher-level code that may be executed by the computer using an interpreter.
  • Although the system shown in FIG. 1B illustrates one specific network device of the present invention, it is by no means the only network device architecture on which the present invention can be implemented. For example, an architecture having a single processor that handles communications as well as routing computations, etc. is often used. Further, other types of interfaces and media could also be used with the network device. The communication path between interfaces may be bus based (as shown in FIG. 1B) or switch fabric based (such as a cross-bar).
  • As indicated above, the event may be executed on an electronic gaming machine, an electronic table, a bank of electronic gaming machines, on a personal hand-held device (including laptop or smart phone) or a networked system. The system would still enable events as described above such as providing a screen shot where all faces of the die and the column are shown with at least some positive-acting indicators. A player would, of course, like to have all faces filled, but may not be willing to risk obtaining the predetermined number of negative-acting symbols that would wipe out all positive-acting symbols. If the player executed the ROLL function, and a blank face appears, then there is an implied multiplier of one (1) so that the player does not lose any winning outcome that occurs. The ROLL function will, however, eliminate all positive-acting indicators on the die or any other storage indicator. The “ROLL” indicator, which may be touchscreen activated or button (on a player input panel) activated, or voice activated, or the like. The die is spun, randomly stops on a face, and that multiplier is used in the next hand, or the hand selected for application of the indicator. The ROLL function alternatively may be activated after a next hand.
  • While this invention is described in terms of preferred embodiments, there are alterations, permutations, and equivalents that fall within the scope of the invention. It should also be noted that there are many alternative ways of implementing the present invention. It is therefore intended that the invention not be limited to the preferred embodiments described herein, but instead that the invention should be interpreted as including all such alterations, permutations, and equivalents as fall within the true spirit and scope of the present invention.

Claims (16)

What is claimed:
1. A gaming system comprising:
at least one input device;
at least one display device;
at least one processor;
a value-in-value-out component in communication with the processor selected from the group consisting of a currency validator with a currency scanner and currency-advancing motor, a ticket-in-ticket-out reader and printer combination, a magnetic or bar code reader accessible through an input opening, and an electronic wallet near-field communication reader; and
at least one memory device which stores a plurality of instructions, which when executed by the at least one processor, cause the at least one processor to operate with the at least one input device and the at least one display device to:
(a) accept a wager on a base game from value stored in the processor that includes value entered through the value-in-value out system;
(b) execute play of the base game of video poker using a standard fifty-two card playing deck with an additional partial negative indicator card:
(i) randomly determine the base game with a video poker outcome,
(ii) display the randomly determined base game video poker outcome,
(iii) determine any base game video poker award associated with the randomly determined base game outcome,
(iv) display any determined base game poker award associated with the randomly determined base game video poker outcome, and
(v) determining if the randomly determined base game video poker outcome exceeds a predetermined poker rank which exceeds a minimum rank for determining a base game award; and
(vi) collecting positive indicators for each successive occurrence of the randomly determined base game video poker outcome exceeds a predetermined poker rank which exceeds a minimum rank for determining a base game video poker award;
wherein at least some collected positive indicators can be used by player input to increase an amount that is displayed as any determined base game award associated with the randomly determined base game outcome; and
when any randomly determined base game of the video poker outcome includes the additional partial negative indicator card, that additional partial negative indicator card is separately collected until a predetermined number of the additional partial negative indicator cards is achieved;
wherein when the predetermined number of the additional partial negative indicator cards is achieved, either 1) some or all collected positive indicators are eliminated, or 2) some or all collected positive indicators must be used in a next base game of video poker; and
wherein the processor resolves the wager against a paytable and debits or credits value based on resolution of the wager against the paytable.
2. The gaming system of claim 1 wherein the instructions stored in memory are to be executed by the processor such that when an additional partial negative indicator card appears in a virtual hand of the base game of video poker, that additional partial negative indicator is removed from the virtual hand and no replacement random virtual playing card is replaced into the virtual hand.
3. The gaming system of claim 1 wherein the instructions stored in memory are to be executed by the processor such that when an additional partial negative indicator card appears in a virtual hand of the base game of video poker, that additional partial negative indicator is removed from the virtual hand and a replacement random virtual playing card is replaced into the virtual hand.
4. The gaming system of claim 1 wherein a value-in-value-out component selected from the group consisting of a currency validator with a currency scanner and currency-advancing motor, a ticket-in-ticket-out reader and printer combination, a magnetic or bar code reader accessible through an input opening, and an electronic wallet near-field communication reader.
5. The gaming system of claim 1 wherein positive indicators are selected from the group consisting of award multipliers and award absolute value increases.
6. The gaming system of claim 1 wherein the predetermined number of the additional partial negative indicator cards comprises two.
7. The gaming system of claim 1 wherein the predetermined number of the additional partial negative indicator cards comprises three.
8. The gaming system of claim 1 wherein the instructions stored in memory are to be executed by the processor such that when a positive indicator is achieved, the positive indicator is placed on a face of a virtual die which can be used to subsequently implement use of positive indicators collected on the virtual die.
9. The gaming system of claim 1 wherein positive indicators of increasing value can be achieved with increased video poker ranks achieved in the determined base game outcome.
10. A method of executing a video poker wagering event in which positive outcome enhancers can be collected and subsequently diminished, the method being performed on a gaming system comprising:
at least one input device;
at least one display device;
at least one processor;
a value-in-value-out component in communication with the processor and memory associated with the processor selected from the group consisting of a currency validator with a currency scanner and currency-advancing motor, a ticket-in-ticket-out reader and printer combination, a magnetic or bar code reader accessible through an input opening, and an electronic wallet near-field communication reader; and
at least one memory device which stores a plurality of instructions, which when executed by the at least one processor, cause the at least one processor to operate with the at least one input device and the at least one display device to:
wherein after acceptance of a wager input from the value stored in the memory associated with the processor by a player on at least the video poker wagering event, the processor (a) executes play of a base game of video poker using a standard fifty-two card playing deck with an additional partial negative indicator card:
(i) the processor randomly determines a base game of video poker outcome,
(ii) the processor effects display of the randomly determined base game outcome on the at least one display device,
(iii) the processor determines any base game award associated with the randomly determined base game outcome and credits such base game award to credit stored in the gaming system for the player,
(v) the processor determining if the randomly determined base game outcome exceeds a predetermined poker rank which exceeds a minimum rank for determining a base game award; and
(vi) the processor collecting positive indicators and displaying on the at least one display device for each successive occurrence of the randomly determined base game outcome exceeds a predetermined poker rank which exceeds a minimum rank for determining a base game award;
wherein at least some collected positive indicators can be used by player input to increase an amount that is displayed as any determined base game award associated with the randomly determined base game outcome; and
when any randomly determined base game of a video poker outcome includes the additional partial negative indicator card, that additional partial negative indicator card is separately collected until a predetermined number of the additional partial negative indicator cards is achieved; and
wherein when the predetermined number of the additional partial negative indicator cards is achieved, either 1) some or all collected positive indicators are eliminated, or 2) some or all collected positive indicators must be used in a next base game of video poker.
11. An electronic gaming machine comprising:
(a) a random number generator for generating random numbers that determine an outcome of a game and that correspond to a predefined set of game outcomes including winning, outcomes, bonus event symbol-awarding outcomes and losing outcomes;
(b) a display for displaying game play including at least a subset of the predefined set of game outcomes;
(c) a physical payment acceptor operable to receive a first physical item representing a first monetary amount;
(d) a dispensing mechanism for dispensing a second physical item representing a second monetary amount;
(e) player input controls; and
(f) a controller operable to communicate with the random number generator, the display, the physical payment acceptor and the dispensing mechanism in order to facilitate the game by:
(i) updating, based on receiving an indication that the first physical item representing the first monetary amount has been input to the physical payment acceptor, a credit balance of funds available for wagering;
(ii) receiving, after the updating, an input initiating the game and deducting an appropriate wager amount from the credit balance based on the input;
(iii) receiving, in response to the initiating, at least one random number from the random number generator and controlling the game play on the electronic gaming machine to provide a plurality of symbols positioned on the display, each particular symbol being displayed in a manner visible to a player of the game and positioned on the display to form a first random event outcome;
the controller identifying if according to a paytable, a first random event outcome achieves the bonus event symbol-awarding outcomes, which are selected from the group consisting of positive-acting award benefiting symbols, and partial award-negating symbols;
the controller allowing accumulation of the positive-acting award benefiting symbols into a total number of accumulated positive-acting award benefiting symbols, and partial award-negating symbols according to limitations in accumulating the positive-acting award benefiting symbols, and the partial award-negating symbols of:
(iv) application of at least some of accumulated positive-acting award benefiting symbols to affect an award on a random event outcome, and the controller increasing stored credit in the credit balance and removing the at least some accumulated positive acting award benefiting symbols from the total number of accumulated positive-acting award benefiting symbols; and
(v) accumulation of a predetermined number of at least two partial negative-acting symbols which the controller causing a negation of at least some of the accumulated positive-acting award benefiting symbols.
12. The electronic gaming machine of 11 wherein at least some available positive-acting award benefiting symbols that may be accumulated comprises award multipliers.
13. The electronic gaming machine of claim 12 wherein at least some available multipliers are not whole integers,
14. The electronic gaming machine of claim 11 wherein the dispensing mechanism comprises a value-in-value-out component in communication with the processor selected from the group consisting of a currency validator with a currency scanner and currency-advancing motor, a ticket-in-ticket-out reader and printer combination, a magnetic or bar code reader accessible through an input opening, and an electronic wallet near-field communication reader.
15. The electronic gaming machine of claim 12 wherein the dispensing mechanism comprises a value-in-value-out component in communication with the processor selected from the group consisting of a currency validator with a currency scanner and currency-advancing motor, a ticket-in-ticket-out reader and printer combination, a magnetic or bar code reader accessible through an input opening, and an electronic wallet near-field communication reader.
16. The electronic gaming machine of claim 13 wherein the dispensing mechanism comprises a value-in-value-out component in communication with the processor selected from the group consisting of a currency validator with a currency scanner and currency-advancing motor, a ticket-in-ticket-out reader and printer combination, a magnetic or bar code reader accessible through an input opening, and an electronic wallet near-field communication reader,
US15/653,477 2017-01-30 2017-07-18 Gaming system with positive-acting collectable symbols and partial negative-acting symbols Abandoned US20180357860A1 (en)

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