WO2007081310A1 - Gaming device featuring lotto and bingo functions - Google Patents

Gaming device featuring lotto and bingo functions Download PDF

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Publication number
WO2007081310A1
WO2007081310A1 PCT/US2006/000346 US2006000346W WO2007081310A1 WO 2007081310 A1 WO2007081310 A1 WO 2007081310A1 US 2006000346 W US2006000346 W US 2006000346W WO 2007081310 A1 WO2007081310 A1 WO 2007081310A1
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WO
WIPO (PCT)
Prior art keywords
game
player
award
bonus
series
Prior art date
Application number
PCT/US2006/000346
Other languages
French (fr)
Inventor
Ignacio Gerson
Original Assignee
Id Interactive Llc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Id Interactive Llc filed Critical Id Interactive Llc
Priority to PCT/US2006/000346 priority Critical patent/WO2007081310A1/en
Publication of WO2007081310A1 publication Critical patent/WO2007081310A1/en

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Classifications

    • 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
    • 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
    • G07F17/329Regular and instant lottery, e.g. electronic scratch cards

Definitions

  • the present invention is in the field of gaming machines.
  • the present invention includes gaming machines and methods that provide a number of features designed to increase the interest of the player and to hold that interest as additional plays are made. These games and methods are preferably carried out using a computer program to generate the game display and to generate number or symbol combinations within that display.
  • the present invention also includes computer storage media having program instructions for operating the games and performing the methods.
  • the player is presented with a number of defined play fields that contain a series of spaces to be filled with symbols such as numbers, such as 6 spaces. For instance, there may be 4 available play fields and the computer program allows one or more of them to be played at the ' player's option.
  • the player may choose to play one or more play fields at a time, but typically, the game will be designed to allow that more than one field be played at a time. Unselected play fields may still be operative to demonstrate combinations that would have been made had the player activated them. This increases interest in the player by showing the increased winning possibilities that might have been obtained, encouraging the player to activate more play fields on subsequent plays.
  • Play is initiated by the player pressing a button or touch screen area.
  • This causes the computer program to produce a series of numbers or matching symbols to be displayed in a master series, such as a random series of 6 numbers from 1 to 9.
  • Play initiation also causes the computer program to fill each of the selected play fields with a random series of 6 numbers from 1 to 9.
  • the player may choose an option that will fill all the numbers in a play field with a single known number such as zero (0 - 0 - 0 - 0 - 0 - 0 0), or otherwise will fill all the numbers in a play field with a single random number, such as (2 - 2 - 2 - 2 - 2 - 2 or 6 - 6 - 6 - 6 - 6 - 6 - 6).
  • This also increases interest in that it provides the player with some sense of control over the selection process.
  • the master series is then compared to each of the series in each play field by the computer program to determine the presence of a winning combination by comparing the master series to each play field and the extent of winning success based upon that comparison.
  • the computer determines a winning combination by comparing whether the series in each play field matches numbers in the master field. In order to have a winning combination, the player must match at least two numbers in the exact series given in the master series. For instance, if the master series is 7-6-5-4-3-1 and the play field series is 0-6-5-0-2-1, this would be a match of 3 by virtue of the 6, 5 and 1 matching the master series according to their appearance in the same respective place in the series. This winning combination may occur in any subseries in the 6-number order. As indicated in the detailed description below, the number of these random series matches are referred to as an "any" series match. In addition, the computer program compares the master and play fields to determine whether there are matches starting from the first number in the two series. .
  • the master series is 7-6-5-4-3-2 and the play field series is 7 - 6 -5-4-1 -1, this would be a match of the first 4 by virtue of the 7-6-5-4 series.
  • the number of these random series matches is referred to as a "first" series match.
  • the computer may provide each of the master field and play field series with a color in addition to the number or symbol.
  • the computer allows for the winnings to be enhanced, such as by a factor, if a matching number in an "any" or "first" type of match also matches the color presented of that number or symbol in the master series.
  • the computer may also calculate different levels of increased winnings based upon matches of different colors. For instance, if a first color is matched, the winnings are doubled; if a second color is matched, the winnings are tripled; and if a third color is matched, the winnings are multiplied 5 times. This further increases the excitement level and interest in the game by providing the possibility of enhanced winnings once a winning combination has occurred.
  • the computer program calculates the winnings obtained by any such combination according to a pay table that may be adjusted depending upon the desired pay out for the particular game and the associated house advantage desired. All credits earned or forfeited are calculated after each play.
  • the winnings may include monetary pay-outs, or additional play credits or bets.
  • the pay table may also be adjusted for progressive pay-outs and more than one game may be linked for contemporaneous play by more than one player. This is shown below in the Warrior Lotto Game example wherein the 6 "Any pays" is shown as all zeros, but may be made to be a progressive amount over subsequent game play sequences to increase the award available.
  • the game may be provided with one or more bonus numbers that appear when play is initiated.
  • the game allows for the player to preselect a bonus number or series of numbers.
  • the bonus number may be for instance from 1 to 9, from 1 to 30 or from 1 to 50 depending upon the desired winning odds to be made available to the player and the associated payout in the bonus screen. If the player matches the bonus number(s), the player is presented with a bonus screen.
  • the player is further presented with one or more additional game sequences.
  • the player may be asked to choose from one or more of these game sequences.
  • the game sequence(s) allow the player to increase his/her winnings. The total winnings are brought forward into the bonus round and displayed.
  • the game sequence(s) may be in the form of a selection from two or more hidden numbers or symbols, which are associated with a respective increase in winnings that are added to the total obtained to that point in the game.
  • the game sequence may take the form of a three-card Monte type selection, or other random selection from a series presented.
  • the element of skill will increase interest of the player as it gives an additional sense of control over the bonus game result.
  • It may also take the form of a matching sequence or a comparison of one value generated by the processor to the game and another assigned to the player, with the player winning if his/her assigned value exceeds that assigned to the game, such as in the Warrior Lotto Game described herein where the outcome of one or more battles are determined by comparing numbers assigned to the game and the player generated by the processor.
  • the winnings may include monetary pay-outs, or additional play credits or bets.
  • the pay table may also be adjusted for progressive pay-outs and more than one game may be linked for contemporaneous play by more than one player.
  • the payouts in the bonus sequence may be made to be progressive over subsequent bonus game play sequences.
  • the game may be played as a bingo-style game where the play fields that contain a series of spaces to be filled with symbols such as numbers or letters may be presented in the form of, and be selected from, one or more bingo cards.
  • the game display presents a plurality of selectable bingo cards and the player chooses how many of the bingo cards to play during a game sequence.
  • the player may be presented with 4 play fields each presented as 5 x 5 squares (with the middle square being a wild card or selectable value.
  • the other 24 squares are filled with values. For instance, only 45 numbers of a possible 75 number sequence are drawn in each game sequence.
  • the game may be altered to allow it to be played as a Class 2 or Class 3 game, and may offer a cumulative jackpot to increase interest.
  • An optional feature of any of these games is the provision of a random award event which increases the award given to a player at any time during the gaming sequence. This may appear as a random character on the display that reveals the random award, and adds interest by increasing the award, giving an award multiplier, a bonus round, an increase in the bet level or maximizing the bet level without additional risk, or credits toward further game play.
  • the bingo game also may offer a bonus round by the display providing at least two numbers, symbols or characters which, if drawn in the correct sequence and presented in the correct order, the player is presented with a bonus screen.
  • a bonus round by the display providing at least two numbers, symbols or characters which, if drawn in the correct sequence and presented in the correct order, the player is presented with a bonus screen.
  • An example is an ordered two-part draw of two symbols "BO” and "NUS.”
  • the present invention includes A gaming device having a game operable upon a wager, said gaming device comprising: a display operable to display a plurality of play field locations and a master field location; a processor adapted to cause: (a) a display a series of numbers or symbols in an ordered series in each of said plurality of play field locations, (b) a display a series of numbers or symbols in said master field location an ordered series in a master field location; (c) a determination an award based upon whether there appears in one or more of said plurality of play field locations: (i) a match between one or more of any number or symbol and its/their respective position(s) in said master field location series, if any; and (ii) a match between the one or more of any number or symbol in a match series and one or more of any number or symbol in said master field location in said match, wherein the match series begins with the first number or symbol in said series, if any; and (d) then displaying an award amount based upon said
  • the gaming device allows the player to activate less than all of said plurality of play field locations to be active in said game.
  • the device allow the player to select a bonus number or symbol, and wherein the display displays one of a number of possible bonus numbers or symbols, such that should the selected and displayed bonus number be the same, the player is presented with an additional gaming sequence.
  • the additional gaming sequence may comprise a selection from a number of possible additional award values for addition to the award determined prior to playing the additional game sequence. It may also comprise a selection from a number of possible award results in a series which include the possibilities of: (1) increasing the award cumulatively beyond the award determined prior to playing the additional game sequence, (2) maintaining the award at an any accumulated level, or (3) loss of all increase in the award accumulated beyond the award determined prior to playing the additional game sequence.
  • the additional gaming sequence may comprise a selection from a number of possible values assigned to the player by the processor, a random selection from a number of possible values by the processor assigned to the game, a comparison of the player-assigned and game-assigned values by the processor and displaying a bonus award amount based upon the comparison.
  • the present invention also includes a method of operating and playing a game as described herein.
  • the invention also includes a method to play a wagering game, the method comprising: (a) drawing a ball at random from a plurality of balls, the plurality of balls comprising standard balls each having a value and one or more prize balls; such that, in the case the ball is not a prize ball, then applying the respective value of the ball for a wagering game; and in the case the ball is a prize ball, then awarding a prize irrespective of the state of the wagering game.
  • the prize may be additional game playing credits, additional balls to be drawn in the wagering game or an increase of a current bet.
  • the wagering game may be in the form of a bingo game.
  • Then invention also includes a method to play a wagering game, the method comprising: determining a plurality of card numbers for a card, each card number having a respective position; drawing a plurality of winning random numbers, each random number having a respective position; determining a number of matches between the plurality of card numbers and the plurality of random numbers having matching positions; and awarding an award based upon the number of matches.
  • the method may further comprise drawing a bonus indicator; and multiplying the award based upon the bonus indicator.
  • Another method of playing a wagering game comprises: displaying a plurality of unrevealed elements; allowing a player to select a particular unrevealed element from the plurality of unrevealed elements; revealing a type of the particular element; such that if the type is an award type, then awarding an award to a player; and if the type is a loss type, then removing credits from the player.
  • Figure 1 is a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention.
  • Figure 2 shows a portion of a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention.
  • Figure 3 shows a portion of a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention.
  • Figure 4 shows a portion of a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention.
  • Figure 5 shows a portion of a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention.
  • Figure 6 shows a portion of a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention.
  • Figure 7 shows a portion of a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention.
  • Figure 8 is a schematic of
  • Figure 9 is a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention. Detailed Description of the Preferred Embodiments
  • the game centers on the Magic world and its environment. Depicted on the game screen are all kinds of magic elements guided by the magic hands, including Magic top-hats. The top-hats each reveal a lotto ball when touched by the magic wand (see Figure 1). During play, the world of magic surrounds the space and gives the player a feeling of mystery and intrigue at all times. The game is even more interesting when the player reaches the Bonus Screen. Most events are premised by stars and magic wands, the sounds are bells and they follow the same kind of feeling of the animations and graphics.
  • each enabled card has the following button options: - "Quick Pick” - a six number sequence will be chosen at random by the game.
  • the game Upon entering a credit, the game becomes active and defaults to all 4 cards appearing enabled showing 1 credit per card for a total of 4 credits. If the player enters less than 4 credits, a temporary pop-up window appears and informs the player that they cannot play because of a credit deficiency. The window then disappears leaving the player in the main screen to choose to insert more credits or disable certain cards. Upon play, all disenabled cards will show matching numbers if any, just as a reference (this action may encourage the player to sue more cards).
  • buttons at bottom right of the main screen There are two play buttons at bottom right of the main screen. Players can choose "PLAY” or "AUTO PLAY”. While in play, all buttons on the main screen become inactive allowing no additional screen changes. Further, pressing either of these buttons causes the six magic top-hats shown in Figure 1 (top of the diagram) and Figure 3 to be touched by the magic wand, in sequences, displaying a number from 1-9. Lastly, a special magic top-hat at the end of the row of top-hats, surrounded by the cycling word Bonus, will also be revealed by the magic want, again, revealing a number from 1-9. This final number is the one that allows entrance to the Bonus screen. All credits earned or forfeited are calculated after each play. Should there be a care with winning numbers, the card will be denoted by a ring of stars (see Figure 4).
  • the main screen contains a button called "Pay TABLE” that activates a popup screen ( Figure 5) that shows that the amount of credits won (after “PLAY” or “AUTO PLAY”) or available for winning should certain number combinations be attained.
  • ANY PAYS indicates the amount of credits won or available for winning assuming that numbers on the card match the numbers on the revealed magic top-hats in no particular sequences.
  • FIRST PAYS indicates the amount of credits won or available for winning assuming that numbers on the card match the numbers on the revealed magic top-hats in order.
  • MATCH ALL shown in a frame of stars at the top of the figure, indicates credits won or available for winning assuming that tall numbers on the card match the revealed top-hats.
  • the "PAY TABLE” button may be pressed at any time (other than during play when it becomes inactive). This pop-up window will remain active for 15 seconds or until the player hits any button on the cabinet or touches any part of the screen. Credit and winning information is shown in the middle of Figure 1 as “CREDIT”', “WIN”, “EACH CARD”, and “TOTAL BET”.
  • the player can choose only one bonus each time he gets there.
  • buttons When the bonus starts, all the buttons will be turned off.
  • the bonus is played by touching the buttons on the screen.
  • a sign inviting the player to choose one of the three logos will appear stating: "Choose on of the three”.
  • This sign is centered in the lower part of the screen below the 3 logos. The sign will stay on the screen until the player touches one of the logos. When the player chooses one of them, the sign disappears.
  • the Bonus 1 screen has a pair of magician's hands with the black background. Also, there is a window for Total Credits with the credits obtained until the present moment, there is another window call Win with the credits that will be won in the Bonus (it will show empty at the beginning) and another window called Message Window.
  • the second animation will start with the hands performing the magic pass to mix the nuts.
  • This animation includes a hands movement with the palms down, extended fingers (like playing piano) and a rain of stars on the nuts. This rain comes out with a sound of bells.
  • the nuts flash one by one from left to right until the player touches one of the nuts.
  • animation 4 starts: one of the hands closes and the other hand shows the thumbs up congratulating the player. When this animation finishes, there is more festive music.
  • animation 5 will start: One of the hands will waive goodbye to the player with an open palm, extended fingers and wavy movement. This action will last approximately 1.5 to 2 seconds.
  • the bonus ends here with special music and when it's finished we return to the main screen. Bonus 2 - Cards
  • the Bonus 2 screen has a pair of magician's hands with a black background. Also, there is a window for Total Credits with the credits obtained until the present moment, there is another window called Win with the credits that will be won in the Bonus (it will show empty at the beginning) and another window called Message Window. Once you are there, the Magic hands start welcoming the player. In this animation the magician's hands begin in a fist, then slowly opening one finger at a time finally revealing both palms. This animation lasts between 1.5 and 2 seconds then the message window will state "Welcome to The Bonus 2".
  • the second animation will start with the hands performing the magic pass to shuffle the cards.
  • This animation includes a hands movement with palms down, extended fingers (like playing piano) and a rain of stars on the cards. This rain comes out with a sound of bells.
  • the cards flash one by one from left to right until the player touches one of the cards.
  • animation 4 starts: one of the hands closes and the other hand shows the thumbs up congratulating the player. When this animation finishes, there is more festive music.
  • animation 5 will start: One of the hands will waive goodbye to the player with an open palm, extended fingers and wavy movement. This action will last approximately 1.5 to 2 seconds.
  • the Bonus 3 screen has a pair of magician's hands with a black background. Also, there is a window for Total Credits with the credits obtained until the present moment, there is another window called “Win” with the credits that will be won in the Bonus (it will show empty at the beginning) and another window called Message Window. Once you are there, the Magic hands start welcoming the player. In this animation the magician's hands begin in a fist, then slowly opening one finger at a time finally revealing both palms. This animation lasts between 1.5 and 2 seconds then the message window will state "Welcome to The Bonus 3".
  • the second animation will start with the hands performing the magic pass to mix the balls.
  • This animation includes a hands movement with palms down, extended fingers (like playing piano) and a rain of stars on the bells. This rain comes out with a sound of bells.
  • the bells flash one by one from left to right until the player touches one of the bells.
  • animation 4 starts: one of the hands closes and the other hand shows the thumbs up congratulating the player. When this animation finishes, there is more festive music.
  • animation 5 will start: One of the hands will waive goodbye to the player with an open palm, extended fingers and wavy movement. This action will last approximately 1.5 to 2 seconds.
  • the bonus ends here with special music and when it's finished we return to the main screen.
  • each enabled card has the following button options:
  • the game Upon entering a credit, the game becomes active and defaults to all 4 cards appearing enabled showing 1 credit per card for a total of 4 credits. If the player enters less than 4 credits, a temporary pop-up window appears and informs the player that they cannot play because of a credit deficiency. The window then disappears leaving the player in the main screen to choose to insert more credits or disable certain cards. Upon play, all disenabled cards will show matching numbers, if any, just as a reference.
  • buttons at bottom right of the main screen There are two play buttons at bottom right of the main screen. Players can choose "PLAY” or "AUTO PLAY.” While in play, all buttons on the main screen become inactive allowing no additional screen changes. Further, pressing either of these buttons causes the six barrels shown in Figure 8 (top of the diagram) and Figure 13 to explode, in sequence, displaying a number from 1-9. Lastly, the stack of dynamite shown at the end of the row of barrels will also explode, again, revealing a number from 1-9. This final number is the one that allows entrance to the Bonus screen. All credits earned or forfeited are calculated after each play.
  • the main screen contains a button called "Pay TABLE” that activates a popup screen ( Figure 12) that shows that the amount of credits won (after “PLAY” or “AUTO PLAY”) or available for winning should certain number combinations be attained.
  • ANY PAYS indicates the amount of credits won or available for winning assuming that numbers on the card match the numbers on the revealed magic top-hats in no particular sequences.
  • FIRST PAYS indicates the amount of credits won or available for winning assuming that numbers on the card match the numbers on the exploded barrels in order.
  • MATCH ALL shown in a fire ball at the top of the figure, indicates credits won or available for winning assuming that all numbers on the card match the exploded barrels.
  • the "PAY TABLE” button may be pressed at any time (other than during play when it becomes inactive). This pop-up window will remain active for 15 seconds or until the player hits any button on the cabinet or touches any part of the screen.
  • the Bonus screen shows a map divide in 18 zones. It also shows a window with information (CREDTIS/WARRIORS - TERRITORIES - BATTLES - TREASURES) and a collect button which the player uses when they want to quit.
  • this zone uncovers one of the hidden options by displaying an animated graphic. If the territory is a battle, an animated warrior pops up showing the number of warriors; then the conquistador pops up showing the number of soldiers. If the number of warriors is bigger than the number of soldiers, then the player wins the battle. The warrior icon will stay on that territory, one of the dots in the battle category will disappear, and credits will be added to the player. If the player loses the battle, the bonus is over and the player returns to the main screen, keeping won credits if any.
  • the player always has a chance to hit the collect button and return to the main screen with the credits already won at any time.
  • Joker Bingo is an American bingo game.
  • the game screen presents 4 bingo cards (each containing 24 individually numbered 5x5 squares) with blotted centers and one area for the drawing of balls. There are a total of 75 numbered balls (numbered 1 through 75) available for draw. Only 45 numbered balls are drawn per game.
  • Each bingo card is unique with its own combination and pattern of numbers.
  • Joker Bingo allows the player(s) to choose their respective card of preference. Further, a player(s) has the option of playing one, two, three or all four cards at once. Thus, the game allows for any of the four cards (up to three) to be turned off temporarily during a particular play. To perform this function, a player(s) need simply touch any of the 4 cards (up to three) on the screen. To activate, the player(s) need again tap the respective card(s).
  • the bingo card(s) contain black numbers over a white background with the Joker in the middle as a reference to the game. As balls are drawn, matching numbers on the bingo cards are automatically blotted with an "X". For the remaining numbers, the cards show the potential combinations and winnings. Each remaining combination is shown with a different color background until the numbered squares becomes an "X", if at all. The bottom of each card contains information as to the card number and the respective wager. If a winning combination is drawn, the card becomes a winner and a transparent BINGO appears over the card. There are a total of eight winning combinations including a full game card that represents BINGO and the grand prize:
  • a player(s) To become eligible for an accumulated jackpot, a player(s) need bet a minimum of 3 credits per card.
  • Joker balls have the face of the Joker and call for different prizes that are instantly revealed. There is a certain sequence of events that happen each time that a Joker ball is drawn (Large size). Firstly, a special noise will be heard and the ball drawing will stop. Secondly and through animation, the Joker comes alive, comes out of the ball and stands next to it showing a sign with the prize that the player has won (This process lasts approximately 3 to 4 seconds).
  • the Joker may choose a prize called “Credits” (the frequency depends on the established pay tables). In this case, the Joker's sign will indicate, "won xx credits”. Instantly, the credits are transferred to the player's bank of credits.
  • Extra Balls The Joker can also present a prize called, "Extra Balls”. As a consequence, the player will get extra balls available for draw (the frequency depends on the established pay tables). This will be in addition to the pre-set 45 discussed above. For this prize, the Joker's sign will read, "won xx number of extra balls”. Accordingly, the upper right area of the play screen will light up and provide adequate space for the extra balls. Players can win up to 5 extra balls.
  • the Joker can also present a prize called, "Increase Bet”. As the name indicates, these balls modify the bet increasing it to the next possible bet increment with no additional risk to the player. For this prize, the Joker's sign will read, "won next increment bet”.
  • the Joker can also present a prize called, "maximum bet”. These balls modify the player's bet increasing it to max bet with no additional risk to the player. For this prize, the Joker's sign will read, "won maximum bet”.
  • a player has a chance of entering the Bonus screen.
  • a player To access this round, a player must get two special balls during their drawing in a specific order. These balls have a particular color and include the letters of "BO” on one and “NUS” on the other. Also, each ball drawn has a special noise that compliments the other. The order of draw must be "BO” first and "NUS” second. But, they don't need to be drawn one immediately after the other. If only one of the balls is drawn or they are not drawn in the proper order, the player will not get the Bonus.
  • the game ends by showing the winning cards highlighted if any, and presenting the combination patterns.
  • the bonus level is comprised of 2 rounds; each of which must be played.
  • the first round requires the player to choose one of 5 balls; each ball containing a different number of possible spins that will be used in the later round.
  • the later or second round includes a wheel of wealth.
  • the wheel is not a roulette wheel, rather a wheel with a needle. As the wheel spins, the needle stops the spinning and reveals a segment that leads to possible credits won.
  • the Joker's face and a sign invite the player to choose one of five giant balls; each ball containing a number ranging from 2 through 5. These numbers represent a separate spin of the wheel during round two. Accordingly, the more spins the more chances of winning additional credits. As soon as a player touches a particular ball on the screen, the other balls immediately disappear. The Joker, then, will come out of the particular ball and stand next to it showing a sign revealing the amount of attempts won by the player. After having revealed the number of spins, the Joker will disappear leaving behind a cloud of smoke.
  • the player finds a new screen design with the Joker as a host. Also this screen has a big wheel of wealth, with 5 smaller wheels (in a row) underneath.
  • the wheel of wealth is divided into 16 spools comprised of 6 segments each with a specified number and color:
  • each small wheel coincides with a particular numbered segment above (segments 1 through 5) and, also, take on the respective segment color.
  • the player To activate the spinning of the wheel in round two, the player needs to press the PLAY button. The wheel will then spin and eventually stop with the needle landing in one of the specified segments above. The segment number on the large wheel will activate the corresponding small wheel causing it to light up and show a specific number of credits won by the player. A separate screen window will show credits earned for each attempt. So long as the needle does not stop in segment 6 indicating "End of Bonus", the player may spin the wheel as many times as the spins were won in round one.
  • the Joker stands by the wheel during all spins cheering, celebrating and motivating the player to win additional credits, all the while exchanging glances from the wheel to the player. Should the player lose, the Joker will show his disappointment by facial expressions and actions.
  • the game has a "TOTAL CREDITS" window showing total credits earned, a "TOTAL WIN” window showing total credits that are won, a separate window showing messages, and a play button inviting the player to start the game.
  • the present invention includes an advanced software platform with the key objectives of an interactive user experience, scalability, and flexibility, while enabling the gaming operator with a powerful administrative auditing tool.
  • Each game is made up of four key modules: A.
  • Game Module the gaming software with the graphics engine. It can run as a standalone game or be connected to the Game Server Module.
  • Game Server Module controls, audits, and manages one or more clusters or banks of game. Monitors prizes, progressive jackpots, and tracks performance.
  • Game Server Administration Module provides, in a human understandable format, valuable information targeted for the casino operator.
  • D. Cabinet Administration Module administers the game/cabinet in a standalone fashion.
  • the game module is the heart of the game itself. It consists of a PC-based game running in a standard cabinet, which interfaces with the Player's controls. The games are coded entirely in C++ to provide the fastest execution time and absolute control of every component. The games run under different versions of Windows operating system, but mostly under Windows XP Embedded.
  • the game communicates with the back-end systems that manage the progressive and other prizes, as well as certain variables of the game itself. Communication with the server is based on XML over HTTP (as per BOB standard proposed by GSA), and the platform is ready to work with SAS protocol from IGT. Most importantly, the game module can work with or without a controlling server, as an independent 'standalone 1 game, or connected to a Game Server Module inside a dual machine, that acts as both server and game.
  • the Game Server Module is an independent machine that sits in a cluster or bank of machines, usually inside a dual-purpose cabinet (housing both a game PC, and a server PC).
  • the Game Server Module does not host any games, but handles global tasks among a cluster of machines in on location.
  • the Game Server Module is managed via the Server Administration Module, which is described in section C.
  • the Server Administration Module's administrative functions can also be accessed via a secure Internet interface, giving the game operator the ability to monitor and control the games from virtually anywhere.
  • Progressive Jackpot It allows a cluster or bank of games to share a progressive jackpot.
  • the Game Server Module synchronizes the jackpot values amongst all machines in the bank.
  • the Game Server maintains a detailed accounting log of the events occurring in each of the client machines. This allows to realize certain accounting tasks such as:
  • Plug-and-Play of new clients new client machines can be plugged into, or removed from, the Game Server without requiring any setup, it automatically detects and controls connected client machines.
  • the Game Server Administration Module is and administrative application that allows the game operator to configure, manage, and audit the performance of one or more clusters, in the same or different locations.
  • the Game Server Administration Module has a web interface and can be managed remotely through a secure and encrypted HTTP connection, meaning a secure connection through the Internet from anywhere at anytime. It can also work in a centralized operation center mode, by remotely connecting to a Metaserver in the operation center, which in turn manages and communicates with the Game Server Modules in each cluster. The Metaserver updates any changes on the Game Server Modules, and communicates audit information back to the operation center.
  • the Cabinet Administration Module is and administrative application that allows to configure, manage, and audit the performance of one 'standalone' game.
  • the application resides permanently in each cabinet and is used only when the game is not part of a cluster managed by a Game Server Administration Module. '
  • the functionality managed by the administration applications is similar to that managed by the Game Server Administration Module, but only applicable to the one cabinet.
  • the Cabinet Administration Module has a web interface and can be managed remotely through a secure and encrypted HTTP connection.
  • the server runs a Java based application server, with a relational database (MS SQL Server). Communication between clients and server is encoded via XML over HTTP.
  • MS SQL Server relational database
  • the architecture consists of one or more games running within a cluster or bank configuration 1 , connected to a Game Server Administration Module 2, at a first location 3.
  • the Game Server Administration Module 2 can optionally be connected to an operations center 4 running a MetaServer 5 and computer 6 to control different Game Server Administration Modules in each cluster, including those at another location 7.
  • Game Server Administration Module can be managed via a web interface and secure HTTP connection, whether locally or remotely, to access the Game Server Module.
  • the Magic Lotto and Warrior Lotto each provide a basic example of the game and method of the present invention as summarized above as the lotto type game. Both of these games provide different examples of bonus game sequences.
  • the Magic Lotto provides an example of a simple value choice from a series, as well as a three card Monte type selection.
  • the Warrior Lotto features a comparison-type feature is a battle format over a series of territories. The player can play this bonus format by continuing to be successful either by overcoming the game-assigned value as in a battle, or by selecting a screen that gives an automatic award increase, such as a treasure screen.
  • bonus sequence Another optional aspect of the bonus sequence is that some selections may be provided with a loss indicator, such as a bomb, which causes the player to lose all accumulated bonus to that point. The player may discontinue play in the bonus sequence at his/her option.
  • This game type may optionally include a display of the number of battles, treasures and bombs remaining in the bonus sequence as it is played progressively.
  • the Joker Bingo provides a basic example of the game and method of the present invention as summarized above as the bingo type game.
  • This game also demonstrates the type of bonus indicator that requires an ordered series to enter the bonus sequence.
  • This game also features instant award increases that may be provided at different time during the basic game or bonus game sequences.

Abstract

The present invention includes gaming machines and methods that provide number of features designed to increase the interest of the player and to hold that interest as additional plays are made. These games and methods are preferably carried out using a computer program to generate the game display and to generat number or symbol combinations within that display. The games include lotto, multiple lotto, and bingo type features with optional multiple play fields and optional award-increasin bonus la .

Description

GAMING DEVICE FEATURING LOTTO AND BINGO FUNCTIONS Related Application Data
This application claims the priority benefit of U.S. Provisional Applications Serial Nos. 60/519,016; 60/519,017; and 60/519,018, all of which are hereby incorporated herein by reference. Background of the Invention
The present invention is in the field of gaming machines.
In the field of gaming machines, there continues to be a need for games that present the player with a variety of wagering options to increase the interest of the player and to hold that interest as additional plays are made. Summary of the Invention
The present invention includes gaming machines and methods that provide a number of features designed to increase the interest of the player and to hold that interest as additional plays are made. These games and methods are preferably carried out using a computer program to generate the game display and to generate number or symbol combinations within that display. The present invention also includes computer storage media having program instructions for operating the games and performing the methods.
In one embodiment of the present invention, the player is presented with a number of defined play fields that contain a series of spaces to be filled with symbols such as numbers, such as 6 spaces. For instance, there may be 4 available play fields and the computer program allows one or more of them to be played at the' player's option. The player may choose to play one or more play fields at a time, but typically, the game will be designed to allow that more than one field be played at a time. Unselected play fields may still be operative to demonstrate combinations that would have been made had the player activated them. This increases interest in the player by showing the increased winning possibilities that might have been obtained, encouraging the player to activate more play fields on subsequent plays.
Play is initiated by the player pressing a button or touch screen area. This causes the computer program to produce a series of numbers or matching symbols to be displayed in a master series, such as a random series of 6 numbers from 1 to 9. Play initiation also causes the computer program to fill each of the selected play fields with a random series of 6 numbers from 1 to 9. As an option, the player may choose an option that will fill all the numbers in a play field with a single known number such as zero (0 - 0 - 0 - 0 - 0 - 0), or otherwise will fill all the numbers in a play field with a single random number, such as (2 - 2 - 2 - 2 - 2 - 2 or 6 - 6 - 6 - 6 - 6 - 6). This also increases interest in that it provides the player with some sense of control over the selection process.
The master series is then compared to each of the series in each play field by the computer program to determine the presence of a winning combination by comparing the master series to each play field and the extent of winning success based upon that comparison.
The computer determines a winning combination by comparing whether the series in each play field matches numbers in the master field. In order to have a winning combination, the player must match at least two numbers in the exact series given in the master series. For instance, if the master series is 7-6-5-4-3-1 and the play field series is 0-6-5-0-2-1, this would be a match of 3 by virtue of the 6, 5 and 1 matching the master series according to their appearance in the same respective place in the series. This winning combination may occur in any subseries in the 6-number order. As indicated in the detailed description below, the number of these random series matches are referred to as an "any" series match. In addition, the computer program compares the master and play fields to determine whether there are matches starting from the first number in the two series. . For instance, if the master series is 7-6-5-4-3-2 and the play field series is 7 - 6 -5-4-1 -1, this would be a match of the first 4 by virtue of the 7-6-5-4 series. As indicated in the detailed description below, the number of these random series matches is referred to as a "first" series match.
Another variation of this game is to combine the number or symbol with another separate characteristic, such as one or more color. The computer may provide each of the master field and play field series with a color in addition to the number or symbol. The computer allows for the winnings to be enhanced, such as by a factor, if a matching number in an "any" or "first" type of match also matches the color presented of that number or symbol in the master series. The computer may also calculate different levels of increased winnings based upon matches of different colors. For instance, if a first color is matched, the winnings are doubled; if a second color is matched, the winnings are tripled; and if a third color is matched, the winnings are multiplied 5 times. This further increases the excitement level and interest in the game by providing the possibility of enhanced winnings once a winning combination has occurred.
The computer program calculates the winnings obtained by any such combination according to a pay table that may be adjusted depending upon the desired pay out for the particular game and the associated house advantage desired. All credits earned or forfeited are calculated after each play. The winnings may include monetary pay-outs, or additional play credits or bets. The pay table may also be adjusted for progressive pay-outs and more than one game may be linked for contemporaneous play by more than one player. This is shown below in the Warrior Lotto Game example wherein the 6 "Any pays" is shown as all zeros, but may be made to be a progressive amount over subsequent game play sequences to increase the award available.
As an optional embodiment, the game may be provided with one or more bonus numbers that appear when play is initiated. The game allows for the player to preselect a bonus number or series of numbers. For a single bonus number, the bonus number may be for instance from 1 to 9, from 1 to 30 or from 1 to 50 depending upon the desired winning odds to be made available to the player and the associated payout in the bonus screen. If the player matches the bonus number(s), the player is presented with a bonus screen.
In the bonus screen, the player is further presented with one or more additional game sequences. The player may be asked to choose from one or more of these game sequences. The game sequence(s) allow the player to increase his/her winnings. The total winnings are brought forward into the bonus round and displayed. The game sequence(s) may be in the form of a selection from two or more hidden numbers or symbols, which are associated with a respective increase in winnings that are added to the total obtained to that point in the game. The game sequence may take the form of a three-card Monte type selection, or other random selection from a series presented. The element of skill will increase interest of the player as it gives an additional sense of control over the bonus game result.
It may also take the form of a matching sequence or a comparison of one value generated by the processor to the game and another assigned to the player, with the player winning if his/her assigned value exceeds that assigned to the game, such as in the Warrior Lotto Game described herein where the outcome of one or more battles are determined by comparing numbers assigned to the game and the player generated by the processor.
Again, the winnings may include monetary pay-outs, or additional play credits or bets. The pay table may also be adjusted for progressive pay-outs and more than one game may be linked for contemporaneous play by more than one player. The payouts in the bonus sequence may be made to be progressive over subsequent bonus game play sequences.
In another variation of the game, the game may be played as a bingo-style game where the play fields that contain a series of spaces to be filled with symbols such as numbers or letters may be presented in the form of, and be selected from, one or more bingo cards. For instance the game display presents a plurality of selectable bingo cards and the player chooses how many of the bingo cards to play during a game sequence.
For instance, the player may be presented with 4 play fields each presented as 5 x 5 squares (with the middle square being a wild card or selectable value. The other 24 squares are filled with values. For instance, only 45 numbers of a possible 75 number sequence are drawn in each game sequence. The game may be altered to allow it to be played as a Class 2 or Class 3 game, and may offer a cumulative jackpot to increase interest.
An optional feature of any of these games is the provision of a random award event which increases the award given to a player at any time during the gaming sequence. This may appear as a random character on the display that reveals the random award, and adds interest by increasing the award, giving an award multiplier, a bonus round, an increase in the bet level or maximizing the bet level without additional risk, or credits toward further game play.
The bingo game also may offer a bonus round by the display providing at least two numbers, symbols or characters which, if drawn in the correct sequence and presented in the correct order, the player is presented with a bonus screen. An example is an ordered two-part draw of two symbols "BO" and "NUS."
Accordingly, in general terms, the present invention includes A gaming device having a game operable upon a wager, said gaming device comprising: a display operable to display a plurality of play field locations and a master field location; a processor adapted to cause: (a) a display a series of numbers or symbols in an ordered series in each of said plurality of play field locations, (b) a display a series of numbers or symbols in said master field location an ordered series in a master field location; (c) a determination an award based upon whether there appears in one or more of said plurality of play field locations: (i) a match between one or more of any number or symbol and its/their respective position(s) in said master field location series, if any; and (ii) a match between the one or more of any number or symbol in a match series and one or more of any number or symbol in said master field location in said match, wherein the match series begins with the first number or symbol in said series, if any; and (d) then displaying an award amount based upon said determination.
Preferably, the gaming device allows the player to activate less than all of said plurality of play field locations to be active in said game.
Also, it is preferred that the device allow the player to select a bonus number or symbol, and wherein the display displays one of a number of possible bonus numbers or symbols, such that should the selected and displayed bonus number be the same, the player is presented with an additional gaming sequence. The additional gaming sequence may comprise a selection from a number of possible additional award values for addition to the award determined prior to playing the additional game sequence. It may also comprise a selection from a number of possible award results in a series which include the possibilities of: (1) increasing the award cumulatively beyond the award determined prior to playing the additional game sequence, (2) maintaining the award at an any accumulated level, or (3) loss of all increase in the award accumulated beyond the award determined prior to playing the additional game sequence. As an alternative, the additional gaming sequence may comprise a selection from a number of possible values assigned to the player by the processor, a random selection from a number of possible values by the processor assigned to the game, a comparison of the player-assigned and game-assigned values by the processor and displaying a bonus award amount based upon the comparison.
The present invention also includes a method of operating and playing a game as described herein.
The invention also includes a method to play a wagering game, the method comprising: (a) drawing a ball at random from a plurality of balls, the plurality of balls comprising standard balls each having a value and one or more prize balls; such that, in the case the ball is not a prize ball, then applying the respective value of the ball for a wagering game; and in the case the ball is a prize ball, then awarding a prize irrespective of the state of the wagering game.
The prize may be additional game playing credits, additional balls to be drawn in the wagering game or an increase of a current bet. The wagering game may be in the form of a bingo game.
Then invention also includes a method to play a wagering game, the method comprising: determining a plurality of card numbers for a card, each card number having a respective position; drawing a plurality of winning random numbers, each random number having a respective position; determining a number of matches between the plurality of card numbers and the plurality of random numbers having matching positions; and awarding an award based upon the number of matches.
Optionally, the method may further comprise drawing a bonus indicator; and multiplying the award based upon the bonus indicator.
Another method of playing a wagering game comprises: displaying a plurality of unrevealed elements; allowing a player to select a particular unrevealed element from the plurality of unrevealed elements; revealing a type of the particular element; such that if the type is an award type, then awarding an award to a player; and if the type is a loss type, then removing credits from the player.
Brief Description of the Drawings
Figure 1 is a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention.
Figure 2 shows a portion of a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention.
Figure 3 shows a portion of a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention.
Figure 4 shows a portion of a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention.
Figure 5 shows a portion of a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention.
Figure 6 shows a portion of a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention. Figure 7 shows a portion of a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention. Figure 8 is a schematic of
Figure 9 is a screen display shown during operation of a gaming device and method in accordance with one embodiment of the invention. Detailed Description of the Preferred Embodiments
In view of the foregoing summary, the following presents a detailed description of the preferred embodiment which is presently considered to be the best mode.
MAGIC LOTTO
The game centers on the Magic world and its environment. Depicted on the game screen are all kinds of magic elements guided by the magic hands, including Magic top-hats. The top-hats each reveal a lotto ball when touched by the magic wand (see Figure 1). During play, the world of magic surrounds the space and gives the player a feeling of mystery and intrigue at all times. The game is even more interesting when the player reaches the Bonus Screen. Most events are premised by stars and magic wands, the sounds are bells and they follow the same kind of feeling of the animations and graphics.
As can be noted in the presentation above, there are 4 cards depicted as being wrapped in a poker card; each card containing a 6 number sequence. Players have the option of enabling (turning on) or disenabling (turning off) each of these cards. Figure 2 shows a disabled card.
Other than "Off and On", each enabled card has the following button options: - "Quick Pick" - a six number sequence will be chosen at random by the game.
- "Zero" - all six numbers will change to zeros (0). Subsequently, the "Zero" button change to "Equal". Choosing "Equal" will cause the number sequence to change in the same order (i.e. 111111, 222222, 333333, 444444, etc.).
Upon entering a credit, the game becomes active and defaults to all 4 cards appearing enabled showing 1 credit per card for a total of 4 credits. If the player enters less than 4 credits, a temporary pop-up window appears and informs the player that they cannot play because of a credit deficiency. The window then disappears leaving the player in the main screen to choose to insert more credits or disable certain cards. Upon play, all disenabled cards will show matching numbers if any, just as a reference (this action may encourage the player to sue more cards).
There are two play buttons at bottom right of the main screen. Players can choose "PLAY" or "AUTO PLAY". While in play, all buttons on the main screen become inactive allowing no additional screen changes. Further, pressing either of these buttons causes the six magic top-hats shown in Figure 1 (top of the diagram) and Figure 3 to be touched by the magic wand, in sequences, displaying a number from 1-9. Lastly, a special magic top-hat at the end of the row of top-hats, surrounded by the cycling word Bonus, will also be revealed by the magic want, again, revealing a number from 1-9. This final number is the one that allows entrance to the Bonus screen. All credits earned or forfeited are calculated after each play. Should there be a care with winning numbers, the card will be denoted by a ring of stars (see Figure 4).
The main screen contains a button called "Pay TABLE" that activates a popup screen (Figure 5) that shows that the amount of credits won (after "PLAY" or "AUTO PLAY") or available for winning should certain number combinations be attained.
The terms "ANY PAYS" indicates the amount of credits won or available for winning assuming that numbers on the card match the numbers on the revealed magic top-hats in no particular sequences. The terms "FIRST PAYS" indicates the amount of credits won or available for winning assuming that numbers on the card match the numbers on the revealed magic top-hats in order. "MATCH ALL", shown in a frame of stars at the top of the figure, indicates credits won or available for winning assuming that tall numbers on the card match the revealed top-hats. The "PAY TABLE" button may be pressed at any time (other than during play when it becomes inactive). This pop-up window will remain active for 15 seconds or until the player hits any button on the cabinet or touches any part of the screen. Credit and winning information is shown in the middle of Figure 1 as "CREDIT"', "WIN", "EACH CARD", and "TOTAL BET".
The bottom of Figure 1, between "PAY TABLE" and "AUTO PLAY", includes the play screen portion shown in Figure 6.
Assuming one of the balls appearing after the reveal of the magic top-hats is a colored ball and the player has a matching number on their card indicating a win, credits earned will be multiplied accordingly. Blue (times 2), Green (times 3) and Red (times 5). Also, the corresponding color will explode and create a 3D effect towards the player.
Prior to each play, players choose a certain number as their possible bonus number (Figure 1). If the Bonus Magic Top-Hat (Figure 7) shows the player's bonus number, the player will enter the Bonus screen.
Depending on the winning possibilities of the game, players have the option of choosing numbers 1-30 or 1-50, as their bonus number.
BONUS MAGIC LOTTO
This is a multi-bonus, which means that the game allows you to choose among 3 different bonuses to play. The player can choose only one bonus each time he gets there. There will be a first screen that gives the player the opportunity to choose among the three bonuses and each bonus will have its own screen. Total will be 4 screens.
From the 3 bonuses: nuts, bells and cards, 2 are similar (from the structure point of view and the game rules). These are: Bonus 1 with the nuts and Bonus 3 with the bells. The bonus of the cards has some differences with respect to the other two.
When the bonus starts, all the buttons will be turned off. The bonus is played by touching the buttons on the screen.
As the first multibonus screen appears, music will be heard as a background. On the first Screen we see a black background and the 3 logos of the 3 possible bonus games centered in the screen in order from left to right: First the logo for bonus 1 , then the logo for bonus 2 and finally the logo for bonus 3.
After that, a sign inviting the player to choose one of the three logos will appear stating: "Choose on of the three". This sign is centered in the lower part of the screen below the 3 logos. The sign will stay on the screen until the player touches one of the logos. When the player chooses one of them, the sign disappears.
When the player touches on of the logos, a halo of little stars will form around the logo to indicate that it has been selected. The player will hear bells ringing as the screen changes.
The halo with the stars will turn into a spiral that grows until covering the whole screen taking the player to the screen of the chosen bonus. Bonus 1 - Nuts
If the player touches the Bonus 1 logo (with the nuts) the player will play the bonus of the nuts. The Bonus 1 screen has a pair of magician's hands with the black background. Also, there is a window for Total Credits with the credits obtained until the present moment, there is another window call Win with the credits that will be won in the Bonus (it will show empty at the beginning) and another window called Message Window.
Once you are there, the Magic hands start welcoming the player. In this animation the magician's hands begin in a fist, then slowly opening one finger at a time finally revealing both palms. This animation lasts between 1.5 and 2 seconds then the message window will state "Welcome to The Bonus 1".
When this animation is finished you hear a short sound while 3 balls appear from left to right.
After the balls appear on the screen, the 3 nuts will show up with another sound. In this animation the nuts will completely cover the balls. Each ball will be covered by one nut.
The second animation will start with the hands performing the magic pass to mix the nuts. This animation includes a hands movement with the palms down, extended fingers (like playing piano) and a rain of stars on the nuts. This rain comes out with a sound of bells.
When the rain starts the nuts begin to mix and after 1.5 or 2 seconds they become still. In this moment the hands change position and there is a movement where they turn into a fist, they make a turn, and then open palms up.
When the third animation is finished, the nuts flash one by one from left to right until the player touches one of the nuts.
While the light is still moving, the message window will show the phrase: "Choose one of the three".
When the player touches one of the nuts, the cycle of lights automatically ends. In that moment the message window will show the phrase: "Good luck". After a half second when the layer touches the nut the animation starts. The nut opens up and uncovers the ball with the hidden prize. When the ball shows up there is a festive music for 1.5 seconds and the message window shows the phrase: "Congratulations!!!".
A quarter of a second later after the ball is shown, animation 4 starts: one of the hands closes and the other hand shows the thumbs up congratulating the player. When this animation finishes, there is more festive music.
Once animation 4 ends, the credits earned appear in the "win window" with the special sound. This result will add up to total credits, increasing the number one by one and in fast speed along with a sound for each number change.
When the credits are updated in the windows, animation 5 will start: One of the hands will waive goodbye to the player with an open palm, extended fingers and wavy movement. This action will last approximately 1.5 to 2 seconds.
When animation number 5 starts, in the message window the phrase "bye, bye" will show.
The bonus ends here with special music and when it's finished we return to the main screen. Bonus 2 - Cards
If the player touches the logo for Bonus 2, he will play the cards.
The Bonus 2 screen has a pair of magician's hands with a black background. Also, there is a window for Total Credits with the credits obtained until the present moment, there is another window called Win with the credits that will be won in the Bonus (it will show empty at the beginning) and another window called Message Window. Once you are there, the Magic hands start welcoming the player. In this animation the magician's hands begin in a fist, then slowly opening one finger at a time finally revealing both palms. This animation lasts between 1.5 and 2 seconds then the message window will state "Welcome to The Bonus 2".
When this animation is finished you hear a short sound while 3 cards appear from left to right showing their numbers.
After the cards appear on the screen, animation will start with the cards flipping over at the same moment.
The second animation will start with the hands performing the magic pass to shuffle the cards. This animation includes a hands movement with palms down, extended fingers (like playing piano) and a rain of stars on the cards. This rain comes out with a sound of bells.
When the rain starts the cards begin to shuffle and after 1.5 or 2 seconds they become still. In this moment the hands change position and there is a movement where they turn into a fist, they make a turn, and then open palms up.
When the third animation is finished, the cards flash one by one from left to right until the player touches one of the cards.
While the light is still moving, the message window will show the phrase: "Choose one of the three".
When the player touches one of the cards, the cycle of lights automatically ends. In that moment the message window will show the phrase: "Good luck". After a half second when the player touches the card the animation starts. The card is flipped over revealing the hidden number and prize. When the card flips over there is a festive music for 1.5 seconds and the message window shows the phrase: "Congratulations!!!".
A quarter of a second later after the ball is shown, animation 4 starts: one of the hands closes and the other hand shows the thumbs up congratulating the player. When this animation finishes, there is more festive music.
Once animation 4 ends, the credits earned appear in the "win window" with a special sound. This result will add to the total credits, increasing the number one by one in a fast speed along with a sound for each number change.
When the credits are updated in the windows, animation 5 will start: One of the hands will waive goodbye to the player with an open palm, extended fingers and wavy movement. This action will last approximately 1.5 to 2 seconds.
When animation number 5 starts, in the message window the phrase "bye, bye" will show.
The bonus ends here with special music and when it's finished we return to the main screen. Bonus 3 - Bells
If the player touches the logo for Bonus 3, he will play the bonus of the bells.
The Bonus 3 screen has a pair of magician's hands with a black background. Also, there is a window for Total Credits with the credits obtained until the present moment, there is another window called "Win" with the credits that will be won in the Bonus (it will show empty at the beginning) and another window called Message Window. Once you are there, the Magic hands start welcoming the player. In this animation the magician's hands begin in a fist, then slowly opening one finger at a time finally revealing both palms. This animation lasts between 1.5 and 2 seconds then the message window will state "Welcome to The Bonus 3".
When this animation is finished you hear a short sound while 3 balls appear from left to right. After the ballls appear on the screen, the bells will show up with another sound. In this animation the bells will completely cover the balls. Each ball will be covered by one bell.
The second animation will start with the hands performing the magic pass to mix the balls. This animation includes a hands movement with palms down, extended fingers (like playing piano) and a rain of stars on the bells. This rain comes out with a sound of bells.
When the rain starts the bells begin to mix and after 1.5 or 2 seconds they become still. In this moment the hands change position and there is a movement where they turn into a fist, they make a turn, and then open palms up.
When the third animation is finished, the bells flash one by one from left to right until the player touches one of the bells.
While the light is still moving, the message window will show the phrase: "Choose one of the three".
When the player touches one of the bells, the cycle of lights automatically ends. In that moment the message window will show the phrase: "Good luck". After a half second when the player touches the bell the animation starts. The bell opens up and uncovers the ball with the hidden prize. When the ball shows up there is a festive music for 1.5 seconds and the message window shows the phrase: "Congratulations!!!".
A quarter of a second later after the ball is shown, animation 4 starts: one of the hands closes and the other hand shows the thumbs up congratulating the player. When this animation finishes, there is more festive music.
Once animation 4 ends, the credits earned appear in the "win window" with a special sound. This result will add to the total credits, increasing the number one by one in a fast speed along with a sound for each number change.
When the credits are updated in the windows, animation 5 will start: One of the hands will waive goodbye to the player with an open palm, extended fingers and wavy movement. This action will last approximately 1.5 to 2 seconds.
When animation number 5 starts, in the message window the phrase "bye, bye" will show.
The bonus ends here with special music and when it's finished we return to the main screen.
WARRIOR LOTTO
The game centers on the Indian warrior and his constant struggle for land domination against the Spanish Conquistador. Depicted on the game screen are both Indian and Conquistador artifacts such as feathers, lances, tomahawks, a musket and a helmet, etc. (see Figure 8). During play, the notion of conflict is evident but it does not take form until the player reaches the Bonus Screen. Most events are premised by fire graphics. As can be noted in the presentation in Figure 8, there are 4 cards depicted as being wrapped in Indian leather; each card containing a 6 number sequence. As it relates to these cards, players have the option of enabling (turning on) or disenabling (turning off) each of these cards. Figure 10 shows a disabled card. Figure 11 shows an active card.
Other than "Off and On", each enabled card has the following button options:
- "Quick Pick" - a six number sequence will be chosen at random by the game.
- "Zero" - all six numbers will change to zeros (0). Subsequently, the "Zero" button change to "Equal." Choosing "Equal" will cause the number sequence to change in the same order (i.e. 111111 , 222222, 333333, 444444, etc.).
Upon entering a credit, the game becomes active and defaults to all 4 cards appearing enabled showing 1 credit per card for a total of 4 credits. If the player enters less than 4 credits, a temporary pop-up window appears and informs the player that they cannot play because of a credit deficiency. The window then disappears leaving the player in the main screen to choose to insert more credits or disable certain cards. Upon play, all disenabled cards will show matching numbers, if any, just as a reference.
There are two play buttons at bottom right of the main screen. Players can choose "PLAY" or "AUTO PLAY." While in play, all buttons on the main screen become inactive allowing no additional screen changes. Further, pressing either of these buttons causes the six barrels shown in Figure 8 (top of the diagram) and Figure 13 to explode, in sequence, displaying a number from 1-9. Lastly, the stack of dynamite shown at the end of the row of barrels will also explode, again, revealing a number from 1-9. This final number is the one that allows entrance to the Bonus screen. All credits earned or forfeited are calculated after each play.
Should there be a card with winning numbers, the card will be denoted by a ring of fire (see Figure 11).
The main screen contains a button called "Pay TABLE" that activates a popup screen (Figure 12) that shows that the amount of credits won (after "PLAY" or "AUTO PLAY") or available for winning should certain number combinations be attained.
The terms "ANY PAYS" indicates the amount of credits won or available for winning assuming that numbers on the card match the numbers on the revealed magic top-hats in no particular sequences. The terms "FIRST PAYS" indicates the amount of credits won or available for winning assuming that numbers on the card match the numbers on the exploded barrels in order. "MATCH ALL", shown in a fire ball at the top of the figure, indicates credits won or available for winning assuming that all numbers on the card match the exploded barrels. The "PAY TABLE" button may be pressed at any time (other than during play when it becomes inactive). This pop-up window will remain active for 15 seconds or until the player hits any button on the cabinet or touches any part of the screen. Credit and winning information is shown in the middle of Figure 1 as "CREDIT"', "WIN", "EACH CARD", and "TOTAL BET". The bottom of Figure 8, between "PAY TABLE" and "AUTO PLAY", includes the portions shown in Figures 14, 15 and 16.
Assuming one of the balls appearing after the exploding of barrels be a colored ball and the player has a matching number on their card indicating a win, credits earned will be multiplied accordingly: Green (times 2), Red (times 3) and Blue (times 5). Also, the corresponding color will explode and create a 3D effect towards the player.
Prior to each play, players choose a certain number as their possible bonus number (Figure 1 or 15). If after the dynamite explodes (Figure 1 or 15) the bonus number matches the player's bonus number, the player will enter the Bonus screen.
Depending on the winning possibilities of the game, players have the option of choosing numbers 1-30 or 1-50, as their bonus number.
THE WARRIOR BONUS
The Bonus screen shows a map divide in 18 zones. It also shows a window with information (CREDTIS/WARRIORS - TERRITORIES - BATTLES - TREASURES) and a collect button which the player uses when they want to quit.
There are 3 different options hidden among the territories. Some territories are battlefields, where the warrior fights the conquistador, some territories are mined with TNT, and some territories hide a treasure. The player can figure out how many of each kind of territory are remaining by looking at the dots in each corresponding window (in Figure 9; Battles = 9; TNT = 6; Treasures = 3).
The player then chooses a zone to play, this zone uncovers one of the hidden options by displaying an animated graphic. If the territory is a battle, an animated warrior pops up showing the number of warriors; then the conquistador pops up showing the number of soldiers. If the number of warriors is bigger than the number of soldiers, then the player wins the battle. The warrior icon will stay on that territory, one of the dots in the battle category will disappear, and credits will be added to the player. If the player loses the battle, the bonus is over and the player returns to the main screen, keeping won credits if any.
The player always has a chance to hit the collect button and return to the main screen with the credits already won at any time.
In the case the player chooses a territory mined with TNT, there will be an explosion that will remain as fire over the chosen territory thru the end of the bonus, and one of the dots in the TNT window will disappear. Choosing a mined territory will take from the player the credits won in the last play; thereafter, the player can keep playing or collect whatever credits they have and return to the main screen. If the player had zero (0) credits before touching a TNT field, then the player's credits remain unchanged.
When a treasure territory is touched, the player wins the credits hidden in the case, one of the dots in the treasure window will disappear, and credits will be added to the player's credits.
JOKER BINGO
Joker Bingo is an American bingo game. The game screen presents 4 bingo cards (each containing 24 individually numbered 5x5 squares) with blotted centers and one area for the drawing of balls. There are a total of 75 numbered balls (numbered 1 through 75) available for draw. Only 45 numbered balls are drawn per game. Each bingo card is unique with its own combination and pattern of numbers. Joker Bingo allows the player(s) to choose their respective card of preference. Further, a player(s) has the option of playing one, two, three or all four cards at once. Thus, the game allows for any of the four cards (up to three) to be turned off temporarily during a particular play. To perform this function, a player(s) need simply touch any of the 4 cards (up to three) on the screen. To activate, the player(s) need again tap the respective card(s).
At start of play, the bingo card(s) contain black numbers over a white background with the Joker in the middle as a reference to the game. As balls are drawn, matching numbers on the bingo cards are automatically blotted with an "X". For the remaining numbers, the cards show the potential combinations and winnings. Each remaining combination is shown with a different color background until the numbered squares becomes an "X", if at all. The bottom of each card contains information as to the card number and the respective wager. If a winning combination is drawn, the card becomes a winner and a transparent BINGO appears over the card. There are a total of eight winning combinations including a full game card that represents BINGO and the grand prize:
• Full Card
• Vertical Line
• Horizontal Line
• Double Vertical line
• Double Horizontal line
• Letter X • Letter L
• Four Corners
To become eligible for an accumulated jackpot, a player(s) need bet a minimum of 3 credits per card.
During the game, a player has the opportunity to get different joker balls, which will give instant prizes.
Joker balls have the face of the Joker and call for different prizes that are instantly revealed. There is a certain sequence of events that happen each time that a Joker ball is drawn (Large size). Firstly, a special noise will be heard and the ball drawing will stop. Secondly and through animation, the Joker comes alive, comes out of the ball and stands next to it showing a sign with the prize that the player has won (This process lasts approximately 3 to 4 seconds).
Then the Joker puts the sign away, comes back to the ball and the ball disappears magically in smoke (This process lasts approximately 2 to 3 seconds). The drawing continues.
There are four available prizes. Each will be explained in the following sections: Credits: The Joker may choose a prize called "Credits" (the frequency depends on the established pay tables). In this case, the Joker's sign will indicate, "won xx credits". Instantly, the credits are transferred to the player's bank of credits. Extra Balls: The Joker can also present a prize called, "Extra Balls". As a consequence, the player will get extra balls available for draw (the frequency depends on the established pay tables). This will be in addition to the pre-set 45 discussed above. For this prize, the Joker's sign will read, "won xx number of extra balls". Accordingly, the upper right area of the play screen will light up and provide adequate space for the extra balls. Players can win up to 5 extra balls.
Increase Bet: The Joker can also present a prize called, "Increase Bet". As the name indicates, these balls modify the bet increasing it to the next possible bet increment with no additional risk to the player. For this prize, the Joker's sign will read, "won next increment bet".
Maximum Bet: The Joker can also present a prize called, "maximum bet". These balls modify the player's bet increasing it to max bet with no additional risk to the player. For this prize, the Joker's sign will read, "won maximum bet".
In addition to the above prizes, a player has a chance of entering the Bonus screen. To access this round, a player must get two special balls during their drawing in a specific order. These balls have a particular color and include the letters of "BO" on one and "NUS" on the other. Also, each ball drawn has a special noise that compliments the other. The order of draw must be "BO" first and "NUS" second. But, they don't need to be drawn one immediately after the other. If only one of the balls is drawn or they are not drawn in the proper order, the player will not get the Bonus.
If a player gets the bonus, a special noise will be heard and the Joker will show up with his sign reading "You got the bonus".
The game ends by showing the winning cards highlighted if any, and presenting the combination patterns.
The bottom of each card will contain information about the winning of each particular play. JOKER BINGO BONUS
Once a player has accumulated the balls "BO" and "NUS" during Joker Bingo play, they are permitted entrance to the bonus screen. The bonus level is comprised of 2 rounds; each of which must be played. The first round requires the player to choose one of 5 balls; each ball containing a different number of possible spins that will be used in the later round. The later or second round includes a wheel of wealth. The wheel is not a roulette wheel, rather a wheel with a needle. As the wheel spins, the needle stops the spinning and reveals a segment that leads to possible credits won.
During the first round of the bonus screen, the Joker's face and a sign invite the player to choose one of five giant balls; each ball containing a number ranging from 2 through 5. These numbers represent a separate spin of the wheel during round two. Accordingly, the more spins the more chances of winning additional credits. As soon as a player touches a particular ball on the screen, the other balls immediately disappear. The Joker, then, will come out of the particular ball and stand next to it showing a sign revealing the amount of attempts won by the player. After having revealed the number of spins, the Joker will disappear leaving behind a cloud of smoke.
During round two, the player finds a new screen design with the Joker as a host. Also this screen has a big wheel of wealth, with 5 smaller wheels (in a row) underneath. The wheel of wealth is divided into 16 spools comprised of 6 segments each with a specified number and color:
> 3 spools (segment 1) include the number 1 > 3 spools (segment 2) include the number 2
> 3 spools (segment 3) include the number 3
> 3 spools (segment 4) include the number 4
> 3 spools (segment 5) include the number 5
> 1 spools (segment 6) containing the phrase "End of Bonus"
The 5 smaller wheels are a version of the larger wheel with the exception that they contain only one number ranging from 1 through 5. Thus, each small wheel coincides with a particular numbered segment above (segments 1 through 5) and, also, take on the respective segment color.
To activate the spinning of the wheel in round two, the player needs to press the PLAY button. The wheel will then spin and eventually stop with the needle landing in one of the specified segments above. The segment number on the large wheel will activate the corresponding small wheel causing it to light up and show a specific number of credits won by the player. A separate screen window will show credits earned for each attempt. So long as the needle does not stop in segment 6 indicating "End of Bonus", the player may spin the wheel as many times as the spins were won in round one.
The Joker stands by the wheel during all spins cheering, celebrating and motivating the player to win additional credits, all the while exchanging glances from the wheel to the player. Should the player lose, the Joker will show his disappointment by facial expressions and actions. The game has a "TOTAL CREDITS" window showing total credits earned, a "TOTAL WIN" window showing total credits that are won, a separate window showing messages, and a play button inviting the player to start the game. III. Technology Overview
The present invention includes an advanced software platform with the key objectives of an interactive user experience, scalability, and flexibility, while enabling the gaming operator with a powerful administrative auditing tool.
The core technology employed by ID Interactive has significant benefits:
Technology Benefits
State-of-the-art client PC based Adaptable game rules and technology dynamics
Windows XP Embedded as d> Outstanding graphic rendering underlying OS quality
Modular design Fine grain game tuning
Full range service admin tools capabilities to match location/user settings
Robust client/server management and reporting to manage progressive prizes and auditing
The backend of code of ID's games have significant state-of-the-art benefits:
• Full range of server administration tools to manage ID machines, including a range of variables to control and improve the gaming dynamics
• Web enabled access (optional)
On-the-fly machine reconfiguration
Improved at-a-glance reports for quick casino manager reporting
Each game is made up of four key modules: A. Game Module: the gaming software with the graphics engine. It can run as a standalone game or be connected to the Game Server Module.
B. Game Server Module: controls, audits, and manages one or more clusters or banks of game. Monitors prizes, progressive jackpots, and tracks performance.
C. Game Server Administration Module: provides, in a human understandable format, valuable information targeted for the casino operator.
D. Cabinet Administration Module: administers the game/cabinet in a standalone fashion.
A. Game Module
The game module is the heart of the game itself. It consists of a PC-based game running in a standard cabinet, which interfaces with the Player's controls. The games are coded entirely in C++ to provide the fastest execution time and absolute control of every component. The games run under different versions of Windows operating system, but mostly under Windows XP Embedded.
The game communicates with the back-end systems that manage the progressive and other prizes, as well as certain variables of the game itself. Communication with the server is based on XML over HTTP (as per BOB standard proposed by GSA), and the platform is ready to work with SAS protocol from IGT. Most importantly, the game module can work with or without a controlling server, as an independent 'standalone1 game, or connected to a Game Server Module inside a dual machine, that acts as both server and game.
B. Game Server Module
The Game Server Module is an independent machine that sits in a cluster or bank of machines, usually inside a dual-purpose cabinet (housing both a game PC, and a server PC). The Game Server Module does not host any games, but handles global tasks among a cluster of machines in on location.
The Game Server Module is managed via the Server Administration Module, which is described in section C. The Server Administration Module's administrative functions can also be accessed via a secure Internet interface, giving the game operator the ability to monitor and control the games from virtually anywhere.
Game Server Module Functionality:
• Manage profiles: different game profiles can be setup to customize specific parameters of the game to each different location.
• Progressive Jackpot: It allows a cluster or bank of games to share a progressive jackpot. The Game Server Module synchronizes the jackpot values amongst all machines in the bank.
• Configuration: The central configuration of certain variables of the cluster. • Maintenance: Maintenance operations are managed directly from the Game Server machine, such as database backup and cleanup, and software updates to the individual machines.
• Accounting: The Game Server maintains a detailed accounting log of the events occurring in each of the client machines. This allows to realize certain accounting tasks such as:
• Payout analysis by machine or bank during a period of time
• Summary of net income of the cluster of machines or any individual machine
• Statistic reports about player behavior
• Detailed event analysis to reconstruct occurred events
• Plug-and-Play of new clients: new client machines can be plugged into, or removed from, the Game Server without requiring any setup, it automatically detects and controls connected client machines.
C. Game Server Administration Module
The Game Server Administration Module is and administrative application that allows the game operator to configure, manage, and audit the performance of one or more clusters, in the same or different locations.
The Game Server Administration Module has a web interface and can be managed remotely through a secure and encrypted HTTP connection, meaning a secure connection through the Internet from anywhere at anytime. It can also work in a centralized operation center mode, by remotely connecting to a Metaserver in the operation center, which in turn manages and communicates with the Game Server Modules in each cluster. The Metaserver updates any changes on the Game Server Modules, and communicates audit information back to the operation center.
Functionality of the Game Server Administration Module:
• Maintenance: allows diverse maintenance tasks on the Server Database and Client Games connected to it.
• Accounting Summary: view and run diverse reports
• Statistic Control:
• Generate diverse graphic and tabular reports to analyze server and game behavior.
• Create comparative graphs and analysis, such as cash in, cash out, and others.
• Show detailed reports with historic activities of all machines. Recreate scenarios.
Tasks of the Game Server Administration Module:
• Set diverse timing parameters and time interval between game events, such as how often to update the progressive jackpot.
• Profile management. Allows the definition and application of 'setting profiles' to adapt and customize the various game settings to different locations and type of players. • User Access and Security management.
• Infrared reporting to hand held devices, is under development.
D. Cabinet Administration Module
The Cabinet Administration Module is and administrative application that allows to configure, manage, and audit the performance of one 'standalone' game. The application resides permanently in each cabinet and is used only when the game is not part of a cluster managed by a Game Server Administration Module.'
The functionality managed by the administration applications is similar to that managed by the Game Server Administration Module, but only applicable to the one cabinet. The Cabinet Administration Module has a web interface and can be managed remotely through a secure and encrypted HTTP connection.
IV. Architecture Diagram
Architecture
The server runs a Java based application server, with a relational database (MS SQL Server). Communication between clients and server is encoded via XML over HTTP.
Referring to Figure 17, the architecture consists of one or more games running within a cluster or bank configuration 1 , connected to a Game Server Administration Module 2, at a first location 3. The Game Server Administration Module 2 can optionally be connected to an operations center 4 running a MetaServer 5 and computer 6 to control different Game Server Administration Modules in each cluster, including those at another location 7.
Most importantly, the Game Server Administration Module can be managed via a web interface and secure HTTP connection, whether locally or remotely, to access the Game Server Module.
The Magic Lotto and Warrior Lotto each provide a basic example of the game and method of the present invention as summarized above as the lotto type game. Both of these games provide different examples of bonus game sequences. The Magic Lotto provides an example of a simple value choice from a series, as well as a three card Monte type selection. The Warrior Lotto features a comparison-type feature is a battle format over a series of territories. The player can play this bonus format by continuing to be successful either by overcoming the game-assigned value as in a battle, or by selecting a screen that gives an automatic award increase, such as a treasure screen. Another optional aspect of the bonus sequence is that some selections may be provided with a loss indicator, such as a bomb, which causes the player to lose all accumulated bonus to that point. The player may discontinue play in the bonus sequence at his/her option. This game type may optionally include a display of the number of battles, treasures and bombs remaining in the bonus sequence as it is played progressively.
The Joker Bingo provides a basic example of the game and method of the present invention as summarized above as the bingo type game. This game also demonstrates the type of bonus indicator that requires an ordered series to enter the bonus sequence. This game also features instant award increases that may be provided at different time during the basic game or bonus game sequences.
While the invention has been described with reference to an exemplary embodiment, it will be understood by those skilled in the art that various changes may be made and equivalents may be substituted for elements thereof without departing from the scope of the invention. In addition, many modifications may be made to adapt a particular situation or material to the teachings of the invention without departing from the essential scope thereof. Therefore, it is intended that the invention not be limited to the particular embodiment disclosed as the best mode contemplated for carrying out this invention, but that the invention will include all embodiments falling within the scope of the appended claims.

Claims

What is claimed is:
1. A method to play a wagering game, the method comprising:
(a) drawing a ball at random from a plurality of balls, the plurality of balls comprising standard balls each having a value and one or more prize balls; such that, in the case the ball is not a prize ball, then applying the respective value of the ball for a wagering game; and
In the case the ball is a prize ball, then awarding a prize irrespective of the state of the wagering game.
2. A method according to claim 1 wherein the prize is additional game playing credits.
3. A method according to claim 1 wherein the prize triggers additional balls to be drawn in the wagering game.
4. A method according to claim 1 wherein the prize is an increase of a current bet.
5. A method according to claim 1 wherein the wagering game is bingo.
6. A method to play a wagering game, the method comprising: determining a plurality of card numbers for a card, each card number having a respective position; drawing a plurality of winning random numbers, each random number having a respective position; determining a number of matches between the plurality of card numbers and the plurality of random numbers having matching positions; and awarding an award based upon the number of matches.
7. A method according to claim 6, further comprising drawing a bonus indicator; and multiplying the award based upon the bonus indicator.
8. A method to play a wagering game, the method comprising: displaying a plurality of unrevealed elements; allowing a player to select a particular unrevealed element from the plurality of unrevealed elements; revealing a type of the particular element; such that if the type is an award type, then awarding an award to a player; and if the type is a loss type, then removing credits from the player.
9. A gaming device having a game operable upon a wager, said gaming device comprising: a display operable to display a plurality of play field locations and a master field location; a processor adapted to cause:
(a) a display a series of numbers or symbols in an ordered series in each of said plurality of play field locations,
(b) a display a series of numbers or symbols in said master field location in an ordered series in a master field location;
(c) a determination an award based upon whether there appears in one or more of said plurality of play field locations:
(i) a match between one or more of any number or symbol and its/their respective position(s) in said master field location series, if any; and
(ii) a match between the one or more of any number or symbol in a match series and one or more of any number or symbol in said master field location in said match, wherein the match series begins with the first number or symbol in said series, if any; and (d) then displaying an award amount based upon said determination.
10. A gaming device according to claim 9 wherein said device allows the player to activate less than all of said plurality of play field locations to be active in said game.
11. A gaming device according to claim 9 wherein said device allows the player to select a bonus number or symbol, and wherein said display displays one of a number of possible bonus numbers or symbols, such that should said selected and displayed bonus number or symbol be the same, the player is presented with an additional gaming sequence.
12. A gaming device according to claim 1 1 wherein said additional gaming sequence comprises a selection from a number of possible additional award values for addition to the award determined prior to playing said additional game sequence.
13. A gaming device according to claim 1 1 wherein said additional gaming sequence comprises selections from a number of possible award results in a series which include the possibilities of: (1) increasing the award cumulatively beyond the award determined prior to playing said additional game sequence, (2) maintaining the award at an any accumulated level, or (3) loss of all increase in the award accumulated beyond the award determined prior to playing said additional game sequence.
14. A gaming device according to claim 11 wherein said additional gaming sequence comprises a selection from a number of possible values assigned to the player by said processor, a random selection from a number of possible values by said processor assigned to the game, a comparison of said player- assigned and game-assigned values by said processor and displaying a bonus award amount based upon said comparison.
15. Computer storage media having program instructions for a gaming device having a game operable upon a wager, said program instructions comprising: program instructions to operate a display operable to display a plurality of play field locations and a master field location; and program instructions to operate a processor adapted to cause:
(a) a display a series of numbers or symbols in an ordered series in each of said plurality of play field locations,
(b) a display a series of numbers or symbols in said master field location in an ordered series in a master field location;
(c) a determination an award based upon whether there appears in one or more of said plurality of play field locations:
(i) a match between one or more of any number or symbol and its/their respective position(s) in said master field location series, if any; and (ii) a match between the one or more of any number or symbol in a match series and one or more of any number or symbol in said master field location in said match, wherein the match series begins with the first number or symbol in said series, if any; and
(d) then displaying an award amount based upon said determination.
16. Computer storage media according to claim 15 wherein said program instructions allow the player to activate less than all of said plurality of play field locations to be active in said game.
17. Computer storage media according to claim 15 wherein said program instructions allow the player to select a bonus number or symbol, and causes said display to display one of a number of possible bonus numbers or symbols, such that should said selected and displayed bonus number or symbol be the same, the player is presented with an additional gaming sequence.
18. Computer storage media according to claim 17 wherein said additional gaming sequence comprises a selection from a number of possible additional award values for addition to the award determined prior to playing said additional game sequence.
19. Computer storage media according to claim 17 wherein said additional gaming sequence comprises selections from a number of possible award results in a series which include the possibilities of: (1) increasing the award cumulatively beyond the award determined prior to playing said additional game sequence, (2) maintaining the award at an any accumulated level, or (3) loss of all increase in the award accumulated beyond the award determined prior to playing said additional game sequence.
0. Computer storage media according to claim 17 wherein said additional gaming sequence comprises a selection from a number of possible values assigned to the player by said processor, a random selection from a number of possible values by said processor assigned to the game, a comparison of said player-assigned and game-assigned values by said processor and displaying a bonus award amount based upon said comparison.
PCT/US2006/000346 2006-01-06 2006-01-06 Gaming device featuring lotto and bingo functions WO2007081310A1 (en)

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US8371933B2 (en) 2008-03-11 2013-02-12 Aristocrat Technologies Australia Pty Limited Method of gaming, a game controller and a gaming system
US8585488B2 (en) 2008-01-08 2013-11-19 Aristocrat Technologies Australia Pty Limited Method of gaming, a gaming system and a game controller
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Publication number Priority date Publication date Assignee Title
US8096871B2 (en) 2007-02-01 2012-01-17 Video Gaming Technologies, Inc. Gaming machine and method
US8585488B2 (en) 2008-01-08 2013-11-19 Aristocrat Technologies Australia Pty Limited Method of gaming, a gaming system and a game controller
US10839637B2 (en) 2008-01-08 2020-11-17 Aristocrat Technologies Australia Pty Limited Method of gaming, a gaming system and a game controller
US11763625B2 (en) 2008-01-08 2023-09-19 Aristocrat Technologies Australia Pty Limited Method of gaming, a gaming system and a game controller
US8371933B2 (en) 2008-03-11 2013-02-12 Aristocrat Technologies Australia Pty Limited Method of gaming, a game controller and a gaming system
US9286756B2 (en) 2008-03-11 2016-03-15 Aristocrat Technologies Australia Pty Limited Method of gaming, a game controller and a gaming system
US9697684B2 (en) 2008-03-11 2017-07-04 Aristocrat Technologies Australia Pty Limited Method of gaming, a game controller and a gaming system
USD918951S1 (en) 2018-10-03 2021-05-11 Aristocrat Technologies Australia Pty Limited Display screen with an animated graphical interface

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