WO2009061358A1 - Système de jeu comportant des prix progressifs mystérieux - Google Patents

Système de jeu comportant des prix progressifs mystérieux Download PDF

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Publication number
WO2009061358A1
WO2009061358A1 PCT/US2008/012229 US2008012229W WO2009061358A1 WO 2009061358 A1 WO2009061358 A1 WO 2009061358A1 US 2008012229 W US2008012229 W US 2008012229W WO 2009061358 A1 WO2009061358 A1 WO 2009061358A1
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WO
WIPO (PCT)
Prior art keywords
trigger
numbers
attempting
wager
progressive award
Prior art date
Application number
PCT/US2008/012229
Other languages
English (en)
Inventor
Allon G. Englman
Joel R. Jaffe
Michael W. Mastropietro
Original Assignee
Wms Gaming Inc.
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 Wms Gaming Inc. filed Critical Wms Gaming Inc.
Publication of WO2009061358A1 publication Critical patent/WO2009061358A1/fr

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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
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3258Cumulative reward schemes, e.g. jackpots

Definitions

  • the present invention relates generally to gaming machines, and methods for playing wagering games, and more particularly, to a gaming system having mystery progressive awards.
  • Gaming machines such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years.
  • popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options.
  • available gaming options include a number of competing machines and the expectation of winning at each machine is roughly the same (or believed to be the same)
  • players are likely to be attracted to the most entertaining and exciting machines.
  • Shrewd operators consequently strive to employ the most entertaining and exciting machines, features, and enhancements available because such machines attract frequent play and hence increase profitability to the operator. Therefore, there is a continuing need for gaming machine manufacturers to continuously develop new games and improved gaming enhancements that will attract frequent play through enhanced entertainment value to the player.
  • bonus game may comprise any type of game, either similar to or completely different from the basic game, which is entered upon the occurrence of a selected event or outcome in the basic game.
  • bonus games provide a greater expectation of winning than the basic game and may also be accompanied with more attractive or unusual video displays and/or audio.
  • Bonus games may additionally award players with "progressive jackpot” awards that are funded, at least in part, by a percentage of coin-in from the gaming machine or a plurality of participating gaming machines.
  • bonus game concept offers tremendous advantages in player appeal and excitement relative to other known games, and because such games are attractive to both players and operators, there is a continuing need to develop gaming systems with new types of bonus games to satisfy the demands of players and operators.
  • Progressive awards and jackpots are used to increase anticipation and excitement as such jackpots grow over time and entice players to engage in further game play.
  • the present invention is directed toward a gaming system having mystery progressive awards.
  • a method of operating a wagering game comprises receiving a wager of X credits and displaying a primary wagering game and at least one progressive award.
  • the method further comprises choosing a trigger number from a range of numbers and selecting a set of trigger- attempting numbers from the range of numbers. If any of the selected set of trigger- attempting numbers equals the trigger number, at least one progressive award is awarded.
  • a gaming system comprises a wager input device and at least one display for displaying a primary wagering game and at least one progressive award.
  • the at least one controller is operative to (i) detect a wager of X credits, (ii) choose a trigger number from a range of available numbers, (iii) select a set of trigger-attempting numbers from the range, and (iv) if any of the trigger-attempting numbers in the set equal the trigger number, award the at least one progressive award.
  • a method of triggering a progressive award comprises detecting receipt of a wager to activate a primary wagering game and determining a size of the wager.
  • the method further comprises selecting a trigger number from a range of numbers and selecting a base set of trigger-attempting numbers from the range, the quantity of numbers in the base set being a function of the size of the wager.
  • the method further comprises determining whether at least one progressive award is triggered by successively comparing each trigger-attempting number in the base set with the trigger number until either (i) one of the trigger-attempting numbers in the base set equals the trigger number or (ii) none of the numbers in the base set equals the trigger number. If one of the trigger- attempting numbers in the base set equals the trigger number, the at least one progressive award is awarded.
  • a computer readable storage medium is encoded with instructions for directing a gaming system to perform the above methods.
  • FIG. 1a is a perspective view of a free standing gaming machine embodying the present invention
  • FIG. 1 b is a perspective view of a handheld gaming machine embodying the present invention.
  • FIG. 2 is a block diagram of a control system suitable for operating the gaming machines of FIGS. 1a and 1 b;
  • FIG. 3 is a diagram of a gaming system including mystery triggered progressive awards
  • FIG. 4 is a flow chart of a method of triggering a progressive award of a gaming system.
  • FIG. 5 is a flow chart of a method of determining a quantity of trigger attempts for attempting triggering of at least one progressive award.
  • a gaming machine 10 is used in gaming establishments such as casinos.
  • the gaming machine 10 may be any type of gaming machine and may have varying structures and methods of operation.
  • the gaming machine 10 may be an electromechanical gaming machine configured to play mechanical slots, any other game compatible with a display comprising at least one symbol-bearing reel strip.
  • the gaming machine 10 may also be a hybrid gaming machine integrating both electronic and electromechanical displays.
  • the gaming machine 10 comprises a housing 12 and includes input devices, including a value input device 18 and a player input device 24.
  • the gaming machine 10 includes a primary display 14 for displaying information about the basic wagering game.
  • the primary display 14 can also display information about a bonus wagering game and a progressive wagering game.
  • the gaming machine 10 may also include a secondary display 16 for displaying game events, game outcomes, and/or signage information. While these typical components found in the gaming machine 10 are described below, it should be understood that numerous other elements may exist and may be used in any number of combinations to create various forms of a gaming machine 10.
  • the value input device 18 may be provided in many forms, individually or in combination, and is preferably located on the front of the housing 12.
  • the value input device 18 receives currency and/or credits that are inserted by a player.
  • the value input device 18 may include a coin acceptor 20 for receiving coin currency (see FIG. 1a).
  • the value input device 18 may include a bill acceptor 22 for receiving paper currency.
  • the value input device 18 may include a ticket reader, or barcode scanner, for reading information stored on a credit ticket, a card, or other tangible portable credit storage device.
  • the credit ticket or card may also authorize access to a central account, which can transfer money to the gaming machine 10.
  • the player input device 24 comprises a plurality of push buttons 26 on a button panel for operating the gaming machine 10.
  • the player input device 24 may comprise a touch screen 28 mounted by adhesive, tape, or the like over the primary display 14 and/or secondary display 16.
  • the touch screen 28 contains soft touch keys 30 denoted by graphics on the underlying primary display 14 and used to operate the gaming machine 10.
  • the touch screen 28 provides players with an alternative method of input. A player enables a desired function either by touching the touch screen 28 at an appropriate touch key 30 or by pressing an appropriate push button 26 on the button panel.
  • the touch keys 30 may be used to implement the same functions as push buttons 26.
  • the push buttons 26 may provide inputs for one aspect of operating the game, while the touch keys 30 may allow for input needed for another aspect of the game.
  • the various components of the gaming machine 10 may be connected directly to, or contained within, the housing 12, as seen in FIG. 1a, or may be located outboard of the housing 12 and connected to the housing 12 via a variety of different wired or wireless connection methods.
  • the gaming machine 10 comprises these components whether housed in the housing 12, or outboard of the housing 12 and connected remotely.
  • the operation of the basic wagering game is displayed to the player on the primary display 14.
  • the primary display 14 can also display the bonus game associated with the basic wagering game.
  • the primary display 14 of the gaming machine 10 may include a number of mechanical reels to display the outcome in visual association with at least one payline 32.
  • the primary display 14 may take the form of a hybrid display incorporating both electromechanical display components, such as reels, with an electronic display, which may include a cathode ray tube (CRT), a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the gaming machine 10.
  • the primary display 14 includes the touch screen 28 overlaying the entire display (or a portion thereof) to allow players to make game-related selections.
  • the gaming machine 10 is an "upright” version in which the primary display 14 is oriented vertically relative to the player.
  • the gaming machine may be a "slant- top” version in which the primary display 14 is slanted at about a thirty-degree angle toward the player of the gaming machine 10.
  • a player begins play of the basic wagering game by making a wager via the value input device 18 of the gaming machine 10.
  • a player can select play by using the player input device 24, via the buttons 26 or the touch screen keys 30.
  • the basic game consists of a plurality of symbols arranged in an array, and includes at least one payline 32 that indicates one or more outcomes of the basic game. Such outcomes are randomly selected in response to the wagering input by the player. At least one of the plurality of randomly-selected outcomes may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
  • the gaming machine 10 may also include a player information reader 52 that allows for identification of a player by reading a card with information indicating his or her true identity.
  • the player information reader 52 is shown in FIG. 1a as a card reader, but may take on many forms including a ticket reader, bar code scanner, RFID transceiver or computer readable storage medium interface.
  • identification is generally used by casinos for rewarding certain players with complimentary services or special offers. For example, a player may be enrolled in the gaming establishment's loyalty club and may be awarded certain complimentary services as that player collects points in his or her player-tracking account. The player inserts his or her card into the player information reader 52, which allows the casino's computers to register that player's wagering at the gaming machine 10.
  • the gaming machine 10 may use the secondary display 16 or other dedicated player-tracking display for providing the player with information about his or her account or other player-specific information. Also, in some embodiments, the information reader 52 may be used to restore game assets that the player achieved and saved during a previous game session.
  • the handheld gaming machine 110 is preferably an electromechanical gaming machine configured to play mechanical slots, any other game compatible with a display comprising at least one symbol- bearing reel strip.
  • the handheld gaming machine 110 may also be a hybrid gaming machine integrating both electronic and electromechanical displays.
  • the handheld gaming machine 110 comprises a housing or casing 112 and includes input devices, including a value input device 118 and a player input device 124.
  • the handheld gaming machine 110 includes, but is not limited to, a primary display 114, a secondary display 116, one or more speakers 117, one or more player-accessible ports 119 (e.g., an audio output jack for headphones, a video headset jack, etc.), and other conventional I/O devices and ports, which may or may not be player- accessible.
  • the handheld gaming machine 110 comprises a secondary display 116 that is rotatable relative to the primary display 114.
  • the optional secondary display 116 may be fixed, movable, and/or detachable/attachable relative to the primary display 114.
  • Either the primary display 114 and/or secondary display 116 may be configured to display any aspect of a non- wagering game, wagering game, secondary games, bonus games, progressive wagering games, group games, shared-experience games or events, game events, game outcomes, scrolling information, text messaging, emails, alerts or announcements, broadcast information, subscription information, and handheld gaming machine status.
  • the player-accessible value input device 118 may comprise, for example, a slot located on the front, side, or top of the casing 112 configured to receive credit from a stored-value card (e.g., casino card, smart card, debit card, credit card, etc.) inserted by a player.
  • a stored-value card e.g., casino card, smart card, debit card, credit card, etc.
  • the player-accessible value input device 118 may comprise a sensor (e.g., an RF sensor) configured to sense a signal (e.g., an RF signal) output by a transmitter (e.g., an RF transmitter) carried by a player.
  • the player-accessible value input device 118 may also or alternatively include a ticket reader, or barcode scanner, for reading information stored on a credit ticket, a card, or other tangible portable credit or funds storage device.
  • the credit ticket or card may also authorize access to a central account, which can transfer money to the handheld gaming machine 110.
  • Still other player-accessible value input devices 118 may require the use of touch keys 130 on the touch-screen display (e.g., primary display 114 and/or secondary display 116) or player input devices 124.
  • touch keys 130 e.g., primary display 114 and/or secondary display 116) or player input devices 124.
  • secondary authorization information e.g., a password, PIN number, stored value card number, predefined key sequences, etc.
  • the player may be permitted to access a player's account.
  • the handheld gaming machine 110 may be configured to permit a player to only access an account the player has specifically set up for the handheld gaming machine 110.
  • Other conventional security features may also be utilized to, for example, prevent unauthorized access to a player's account, to minimize an impact of any unauthorized access to a player's account, or to prevent unauthorized access to any personal information or funds temporarily stored on the handheld gaming machine 110.
  • the player-accessible value input device 118 may itself comprise or utilize a biometric player information reader which permits the player to access available funds on a player's account, either alone or in combination with another of the aforementioned player-accessible value input devices 118.
  • the player-accessible value input device 118 comprises a biometric player information reader
  • transactions such as an input of value to the handheld device, a transfer of value from one player account or source to an account associated with the handheld gaming machine 110, or the execution of another transaction, for example, could all be authorized by a biometric reading, which could comprise a plurality of biometric readings, from the biometric device.
  • a transaction may be optionally enabled only by a two-step process in which a secondary source confirms the identity indicated by a primary source.
  • a player-accessible value input device 118 comprising a biometric player information reader may require a confirmatory entry from another biometric player information reader 152, or from another source, such as a credit card, debit card, player ID card, fob key, PIN number, password, hotel room key, etc.
  • a transaction may be enabled by, for example, a combination of the personal identification input (e.g., biometric input) with a secret PIN number, or a combination of a biometric input with a fob input, or a combination of a fob input with a PIN number, or a combination of a credit card input with a biometric input.
  • the personal identification input e.g., biometric input
  • a secret PIN number e.g., biometric input
  • a biometric input with a fob input e.g., a secret PIN number
  • a biometric input e.g., biometric input
  • fob input e.g., a combination of a fob input with a PIN number
  • a credit card input e.g., debit card
  • biometric input device 118 may be provided remotely from the handheld gaming machine 110.
  • the player input device 124 comprises a plurality of push buttons on a button panel for operating the handheld gaming machine 110.
  • the player input device 124 may comprise a touch screen 128 mounted to a primary display 114 and/or secondary display 116.
  • the touch screen 128 is matched to a display screen having one or more selectable touch keys 130 selectable by a user's touching of the associated area of the screen using a finger or a tool, such as a stylus pointer.
  • a player enables a desired function either by touching the touch screen 128 at an appropriate touch key 130 or by pressing an appropriate push button 126 on the button panel.
  • the touch keys 130 may be used to implement the same functions as push buttons 126.
  • the push buttons 126 may provide inputs for one aspect of the operating the game, while the touch keys 130 may allow for input needed for another aspect of the game.
  • the various components of the handheld gaming machine 110 may be connected directly to, or contained within, the casing 112, as seen in FIG. 1 b, or may be located outboard of the casing 112 and connected to the casing 112 via a variety of hardwired (tethered) or wireless connection methods.
  • the handheld gaming machine 110 may comprise a single unit or a plurality of interconnected parts (e.g., wireless connections) which may be arranged to suit a player's preferences. [0032]
  • the operation of the basic wagering game on the handheld gaming machine 110 is displayed to the player on the primary display 114.
  • the primary display 114 can also display the bonus game associated with the basic wagering game.
  • the primary display 114 preferably includes a number of mechanical reels to display the outcome in visual association with at least one payline.
  • the primary display 114 may take the form of a hybrid display incorporating both electromechanical display components, such as reels, with an electronic display, which may include a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the handheld gaming machine 110.
  • the size of the primary display 114 may vary from, for example, about a 2-3" display to a 15" or 17" display. In at least some aspects, the primary display 114 is a 7"-10" display.
  • the size of the primary display may be increased.
  • coatings or removable films or sheets may be applied to the display to provide desired characteristics (e.g., anti-scratch, anti-glare, bacterially-resistant and anti-microbial films, etc.).
  • the primary display 114 and/or secondary display 116 may have a 16:9 aspect ratio or other aspect ratio (e.g., 4:3).
  • the primary display 114 and/or secondary display 116 may also each have different resolutions, different color schemes, and different aspect ratios.
  • a player begins play of the basic wagering game on the handheld gaming machine 110 by making a wager (e.g., via the value input device 118 or an assignment of credits stored on the handheld gaming machine via the player input device 124, e.g. the touch screen keys 130 or push buttons 126) on the handheld gaming machine 110.
  • the basic game may comprise a plurality of symbols arranged in an array, and includes at least one payline 132 that indicates one or more outcomes of the basic game. Such outcomes are randomly selected in response to the wagering input by the player. At least one of the plurality of randomly selected outcomes may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
  • the player-accessible value input device 118 of the handheld gaming machine 110 may double as a player information reader 152 that allows for identification of a player by reading a card with information indicating the player's identity (e.g., reading a player's credit card, player ID card, smart card, etc.).
  • the player information reader 152 may alternatively or also comprise a bar code scanner, RFID transceiver or computer readable storage medium interface.
  • the player information reader 152 shown by way of example in FIG. 1 b, comprises a biometric sensing device.
  • a central processing unit (CPU) 34 also referred to herein as a controller or processor (such as a microcontroller or microprocessor).
  • the controller 34 executes one or more game programs stored in a computer readable storage medium, in the form of memory 36.
  • the controller 34 performs the random selection (using a random number generator (RNG)) of an outcome from the plurality of possible outcomes of the wagering game.
  • RNG random number generator
  • the random event may be determined at a remote controller.
  • the remote controller may use either an RNG or pooling scheme for its central determination of a game outcome.
  • the controller 34 may include one or more microprocessors, including but not limited to a master processor, a slave processor, and a secondary or parallel processor.
  • the controller 34 is also coupled to the system memory 36 and a money/credit detector 38.
  • the system memory 36 may comprise a volatile memory (e.g., a random-access memory (RAM)) and a non-volatile memory (e.g., an EEPROM).
  • RAM random-access memory
  • EEPROM non-volatile memory
  • the system memory 36 may include multiple RAM and multiple program memories.
  • the money/credit detector 38 signals the processor that money and/or credits have been input via the value input device 18.
  • these components are located within the housing 12 of the gaming machine 10. However, as explained above, these components may be located outboard of the housing 12 and connected to the remainder of the components of the gaming machine 10 via a variety of different wired or wireless connection methods.
  • the controller 34 is also connected to, and controls, the primary display 14, the player input device 24, and a payoff mechanism 40.
  • the payoff mechanism 40 is operable in response to instructions from the controller 34 to award a payoff to the player in response to certain winning outcomes that might occur in the basic game or the bonus game(s).
  • the payoff may be provided in the form of points, bills, tickets, coupons, cards, etc.
  • the payoff mechanism 40 includes both a ticket printer 42 and a coin outlet 44.
  • any of a variety of payoff mechanisms 40 well known in the art may be implemented, including cards, coins, tickets, smartcards, cash, etc.
  • the payoff amounts distributed by the payoff mechanism 40 are determined by one or more pay tables stored in the system memory 36.
  • I/O circuits 46, 48 Communications between the controller 34 and both the peripheral components of the gaming machine 10 and external systems 50 occur through input/output (I/O) circuits 46, 48. More specifically, the controller 34 controls and receives inputs from the peripheral components of the gaming machine 10 through the input/output circuits 46. Further, the controller 34 communicates with the external systems 50 via the I/O circuits 48 and a communication path (e.g., serial, parallel, IR, RC, 1 ObT, etc.). The external systems 50 may include a gaming network, other gaming machines, a gaming server, communications hardware, or a variety of other interfaced systems or components. Although the I/O circuits 46, 48 may be shown as a single block, it should be appreciated that each of the I/O circuits 46, 48 may include a number of different types of I/O circuits.
  • Controller 34 comprises any combination of hardware, software, and/or firmware that may be disposed or resident inside and/or outside of the gaming machine 10 that may communicate with and/or control the transfer of data between the gaming machine 10 and a bus, another computer, processor, or device and/or a service and/or a network.
  • the controller 34 may comprise one or more controllers or processors.
  • the controller 34 in the gaming machine 10 is depicted as comprising a CPU, but the controller 34 may alternatively comprise a CPU in combination with other components, such as the I/O circuits 46, 48 and the system memory 36.
  • the controller 34 may reside partially or entirely inside or outside of the machine 10.
  • the control system for a handheld gaming machine 110 may be similar to the control system for the free standing gaming machine 10 except that the functionality of the respective on-board controllers may vary.
  • the gaming machines 10,110 may communicate with external systems 50 (in a wired or wireless manner) such that each machine operates as a "thin client,” having relatively less functionality, a "thick client,” having relatively more functionality, or through any range of functionality there between.
  • the gaming machine may operate primarily as a display device to display the results of gaming outcomes processed externally, for example, on a server as part of the external systems 50.
  • the server executes game code and determines game outcomes (e.g., with a random number generator), while the controller 34 on board the gaming machine processes display information to be displayed on the display(s) of the machine.
  • the server determines game outcomes, while the controller 34 on board the gaming machine executes game code and processes display information to be displayed on the display(s) of the machines.
  • the controller 34 on board the gaming machine 110 executes game code, determines game outcomes, and processes display information to be displayed on the display(s) of the machine.
  • Numerous alternative configurations are possible such that the aforementioned and other functions may be performed onboard or external to the gaming machine as may be necessary for particular applications.
  • the gaming machines 10,110 may take on a wide variety of forms such as a free standing machine, a portable or handheld device primarily used for gaming, a mobile telecommunications device such as a mobile telephone or personal daily assistant (PDA), a counter top or bar top gaming machine, or other personal electronic device such as a portable television, MP3 player, entertainment device, etc.
  • a mobile telecommunications device such as a mobile telephone or personal daily assistant (PDA)
  • PDA personal daily assistant
  • counter top or bar top gaming machine or other personal electronic device such as a portable television, MP3 player, entertainment device, etc.
  • the system 300 includes a plurality of gaming devices 310a,b,c, each of which include at least a primary display 314a,b,c for displaying game events thereon.
  • Each of the primary displays 314a,b,c may be any form of display such as those described herein with reference to the free standing and handheld gaming devices of FIGS. 1a and 1b.
  • the primary displays 314a, b,c may include display of a primary wagering game 360a, b,c, which in this embodiment are slot games as shown in FIG. 3.
  • the primary wagering games 360a, b,c may include a plurality of reels, which may be either electro-mechanical reels or simulations thereof on the primary display 314a, b,c.
  • the reels may include a plurality of symbols thereon which vary as the reels are spun and stopped.
  • the symbols may include any variety of graphical symbols, elements, or representations, including symbols which are associated with one or more themes of the gaming machine 310a,b,c or system 300.
  • the symbols may also include a blank symbol, or empty space.
  • the primary wagering games 360a, b,c shown on the various primary displays 314a, b,c of the system 300 may be the same, similar, or different in nature, game play, theme, denomination, formation, eligibility, etc.
  • the symbols landing on the active paylines are evaluated for winning combinations.
  • a combination of symbols that lands on an active payline is a winning outcome for which an award may be paid in accordance with a paytable of the gaming device 310a,b,c or system 300.
  • the symbols on the reels form an array or matrix of symbols, having a number of rows and columns, which in the embodiment shown is three rows and five columns.
  • the array may have greater or fewer symbols, and may take on a variety of different forms having greater or fewer rows and/or columns. The array may even comprise other non- rectangular forms or arrangements of symbols.
  • the system 300 further includes a community display 380, which in this embodiment is an LCD, plasma, or other flat-screen display mounted and positioned above the plurality of gaming devices 310a,b,c.
  • the community display 380 displays a progressive award event 382 which includes at least one progressive jackpot or award 384.
  • the progressive award event 382 comprises three levels of progressive jackpots 384 which include a GOLD level award 384a, a SILVER level award 384b, and a BRONZE level award 384c.
  • a progressive award event 382 is triggered, one or more of the progressive awards 384a, b,c is awarded to one or more players.
  • the progressive award event 382 is the display and incrementing of the jackpots 384a, b,c.
  • the progressive award event 382 may be a secondary or bonus game or event in which the player participates, interacts, or observes. One or more outcomes in such a game or event may be associated with one or more progressive awards 384.
  • the progressive award event 382 may be a picking or selection game where a player makes selections from selectable elements which are then removed to reveal underlying prizes, which may include progressive awards 384. Other configurations are possible.
  • the three levels of progressive awards 384a, b,c increase as a function of wagers input into the system 300.
  • a portion of each wager is directed to funding the progressive awards 384a, b, c such that the progressive awards 384a, b,c increase incrementally for each wager input into the system 300.
  • the progressive awards 384a, b,c may be configured to increase continually until triggered or may be capped at some determined level.
  • each of the progressive awards 384a,b,c may reset to a reset value, which in an embodiment is zero credits. In alternative embodiments, other reset values may be used.
  • Many funding schemes may be used to increment the progressive awards 384a, b,c.
  • a method 400 of triggering a progressive award is displayed.
  • receipt of a primary wager is detected.
  • the primary wager may be received at any appropriate wager input device of the system, such as the system shown in FIG. 3.
  • a size of the primary wager is determined.
  • the size of the wager is determined and expressed in credits, which may be assigned any desirable value. For example, one credit may correspond with $0,005, $0.01 , $0.10, $1.00 or any other value, in accordance with an operator's preferences.
  • the value of one credit may be other than in currency, for example reward points, player points, loyalty points, comps, etc.
  • a quantity of a set of triggering attempts is determined.
  • the quantity of the set of triggering attempts equals the number of credits of the primary wager.
  • the set of triggering attempts will have X numbers in it.
  • the set of triggering attempts will have X + 1 numbers in it, when the primary wager is X credits.
  • the quantity of the set of triggering numbers may be greater than one but remains independent of the size of the primary wager.
  • a trigger number is selected from an available range of numbers. In an embodiment, the range of numbers includes only discrete numbers, and no number appears more than once in the range.
  • a trigger-attempting number is selected from the range.
  • the set of triggering attempts comprises ten chances, then ten trigger- attempting numbers are selected from the range. It should be noted that the same trigger-attempting number may be selected from the range in multiple triggering attempts.
  • the order of steps 406, 408 and 410 is not critical. They can be performed in any order, or alternatively can be performed simultaneously.
  • the selected trigger-attempting numbers are successively compared with the triggering number to determine if there is a match.
  • a first trigger-attempting number is selected from the set.
  • the selected first trigger-attempting number is compared with the triggering number.
  • the method advances to step 422 to award at least one progressive award. If the first trigger-attempting number does not equal the triggering number, the comparison continues by determining at step 418 if there are any remaining trigger-attempting numbers in the set. If so, a second or subsequent trigger- attempting number is selected from the set at step 420. The method 400 then returns to step 416 to compare the subsequent selected trigger-attempting number with the triggering number to determine if there is a match. The cycle continues until either (i) one of the successive trigger-attempting numbers in the set equals the triggering number, or (ii) all of the trigger-attempting numbers in the set have been compared with the triggering number and do not equal the triggering number.
  • the method returns to step 402 to receive a subsequent wager for a subsequent play of the wagering game.
  • the at least one progressive award may comprise a first progressive award selected from a plurality of available progressive awards.
  • the first progressive award is randomly selected in accordance with a weighted probability table associated with the plurality of available progressive awards. In other embodiments, other methods and techniques may be utilized to select the first progressive award.
  • step 404 may be optional if the quantity of the set of triggering attempts is independent of the size of the wager, for example. In other variations of the method 400, the steps can be modified or rearranged in different orders.
  • a method 500 of determining a quantity of triggering attempts for attempting triggering of at least one progressive award is shown.
  • the set of triggering attempts is initialized to a reset quantity.
  • the reset quantity is zero, such that after initialization the set has zero triggering attempts in it.
  • a base quantity of triggering attempts is determined and added to the set.
  • the base quantity is dependent upon the size of a primary wager initiating a play of a primary wagering game.
  • the base quantity equals the number of credits of the primary wager. For example, if a player wagers 10 credits, the base quantity of triggering attempts added to the set is 10.
  • a bonus quantity of triggering attempts is determined and added to the set.
  • the bonus quantity of triggering attempts is determined in accordance with an expected-value compensatory algorithm.
  • One such expected-value compensatory algorithm is explained in detail herein, although other such algorithms may be utilized as well.
  • the determination at step 506 adds either one or zero bonus quantity of triggering attempts to the set.
  • the total quantity of trigger attempts is determined by adding the base quantity and bonus quantity together.
  • An optional step may be included in between steps 504 and 506 in which the base quantity of triggering attempts is evaluated to see if any such attempts match a selected triggering number and award a progressive award.
  • the bonus quantity of triggering attempts in step 506 is only determined and added if the base quantity of triggering attempts in step 504 fails to trigger a progressive award.
  • the quantity of trigger-attempting numbers in the set is equal to the number of credits of the primary wager received.
  • a first player wagering ten credits receives ten trigger-attempting numbers
  • a second player wagering 100 credits receives 100 trigger-attempting numbers.
  • the second player making the larger wager has a larger likelihood of triggering the at least one progressive award, as compared to the first player.
  • the second player making the larger wager also experiences the possibility of losing a portion of the "expected value" of his wager triggering the progressive.
  • a player making a larger wager loses some of the value of his larger wager when a triggering event occurs with one of the earlier trigger-attempting numbers in the set. For example, if the second player wagering 100 credits and receiving 100 trigger-attempting numbers triggers the progressive jackpot with the third trigger-attempting number in the set, he forfeits the comparison of the other 97 numbers in the set, and thus over time loses value associated with his larger wager.
  • an expected-value compensatory algorithm (referred to an "EVCA" herein) is utilized to compensate for the loss of expected value attributable to relatively larger wagers.
  • the EVCA in an embodiment, is utilized to determine whether to give a player an additional or bonus quantity of trigger attempts, in excess of the base quantity provided based upon his wager size. For example, in an embodiment if a player wagers 10 credits, he is given a base quantity of 10 triggering attempts.
  • an EVCA may be executed to determine whether or not the player is given additional triggering attempts. In one embodiment, the EVCA determines whether or not to give the player one bonus triggering attempt.
  • the player will either be given a number of triggering attempts equal to the credit size of his wager, or a number triggering attempts which is one more than the credit size of his wager. For example, a player wagering ten credits will receive either ten or eleven triggering attempts based upon the outcome of the EVCA determination.
  • Equation 1 One such expected value compensatory algorithm is shown in Equation 1 below and explained herein:
  • a player may be given an opportunity to receive an "extra" triggering attempt, if none of his base quantity of triggering attempts succeeds in triggering the progressive jackpot.
  • the EVCA compensates for the opportunities lost when a progressive award is triggered with one of the base quantity of trigger attempts, thereby causing loss of some portion of a player's expected value.
  • a player triggers a progressive award using his base quantity of trigger attempts, he forgoes the remainder of his base quantity of trigger attempts and thus loses some of the expected value of his wager.
  • an EVCA returns that expected value to the player by providing him an opportunity at an extra or bonus triggering attempt in situations when his base quantity of triggering attempts fails to trigger his bonus.
  • the probability "x" of receiving an extra triggering attempt is a function of the size of the wager placed by the player. This is configured in this manner because, as explained, a player placing relatively larger wagers has the highest likelihood of losing expected value when he triggers the progressive jackpot with his base quantity of trigger attempts. Therefore, in turn, the EVCA rewards that player with having a relatively higher likelihood of receiving the extra or bonus triggering attempt in situations when his base quantity of attempts does not trigger the progressive award.
  • a variety of expected-value compensatory techniques may be utilized in addition to or instead of an EVCA. For example, in situations when a player placing a larger wager loses some of his expected value by triggering the progressive award with his base quantity of trigger attempts, the lost value could be returned to the player in the form of a bonus or secondary game. Thus, a player may be permitted to partake in a secondary game (such as a picking game, or spinning a wheel, etc.). A player may also be given a secondary or bonus award via the primary wagering game which he is playing. Many other types of awards, prizes, and games may be provided to the player to compensate for the loss of expected value described herein.
  • Equation 2 Equation 2
  • "p1" is the probability that the extra draw, if awarded, will trigger the progressive award. "p1” may be equal to “p,” or alternatively “p1” may be greater than “p.” In some configurations where wagers are permitted to be very large relative to the minimum bet, "p1" must be adjusted to be larger than “p” such that the overall probability of receiving an extra draw (x) remains less than one (to prevent x from becoming over 100% thereby always giving the extra draw). In one embodiment, "p1 " is made to be greater than "p” by reducing the range (R) for the extra draw if awarded. In such an embodiment, a subrange (sR) is selected from the range (R) which includes the triggering number.
  • the probability of triggering the progressive award on the extra draw (p1 ) becomes larger than the probability of triggering the progressive award on a regular draw (p).
  • a secondary determination may be utilized to determine which of the progressive awards is provided (which level progressive, for example). That secondary determination may be a random selection from a weighted probability table, or any other appropriate secondary determination.
  • the system could be configured so as to have separate ranges for each level (e.g., range 1 corresponds to the GOLD level award, range 2 corresponds to the SILVER level award, and range 3 corresponds to the BRONZE level award).
  • each award level would have its own range, its own selected trigger number, and a player would receive trigger-attempting numbers in each range.
  • This configuration differs in that it would be possible to trigger multiple progressive awards on a single play of the wagering game. Other configurations are possible as well.
  • the community display of FIG. 3 may not be included or utilized in the system.
  • the progressive awards and progressive award event may be presented on other displays.
  • the primary display of each gaming device may be utilized to display the progressive award event.
  • one or more secondary displays on one or more gaming devices may display such information.
  • mobile devices such mobile telephones, personal digital assistants, notebook computers, pagers, and other handheld devices which include a display may be used to display the progressive award event, and the progressive awards themselves. Any of these displays may be used alone or in combination with any of the other available displays to present the progressive awards.
  • the systems, devices and methods described herein offer a number of benefits and advantages over traditional gaming systems.
  • the system randomly selects a trigger number from a range and then provides a player with a base quantity of trigger-attempting numbers which are also randomly selected from the range.
  • the system successively compares the trigger-attempting numbers with the trigger number to determine if there is a match. If so, at least one progressive award is triggered and provided.
  • one or more compensators such as an expected value compensatory algorithm, may be utilized by the system to offset lost expected value opportunities in triggering progressive awards.
  • One such algorithm determines whether or not to provide an extra or bonus quantity of trigger attempts.
  • the system provides a mechanism by which progressive awards may be triggered randomly or in "mystery" fashion, while preserving fairness based upon the size of players' wagers. Players wagering larger amounts of credits have relatively increased probabilities of triggering progressive awards. Other benefits are provided as well.

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Abstract

L'invention porte sur un procédé de fonctionnement d'un jeu de pari, qui comprend la réception d'un pari de X crédits et l'affichage d'un jeu de pari primaire et d'au moins un prix progressif. Le procédé comprend de plus le choix d'un numéro de déclenchement parmi une plage de numéros et la sélection d'un ensemble de numéros de tentative de déclenchement parmi la plage de numéros. Si l'un quelconque de l'ensemble sélectionné de numéros de tentative de déclenchement est égal au numéro de déclenchement, au moins un prix progressif est attribué.
PCT/US2008/012229 2007-11-05 2008-10-28 Système de jeu comportant des prix progressifs mystérieux WO2009061358A1 (fr)

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US8251804B2 (en) 2007-04-23 2012-08-28 Wms Gaming Inc. Gaming system having progressive jackpots flexibly linked with common progressive pool
US9508219B2 (en) 2009-04-03 2016-11-29 Bally Gaming, Inc. Dynamic management of wagering game availability
US10210710B2 (en) 2014-08-19 2019-02-19 Bally Gaming, Inc. Gaming device, system and method for providing cascading progressive awards

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US20050075157A1 (en) * 1999-08-23 2005-04-07 Atlantic City Coin & Slot Service Company, Inc. Gaming device with transport device and method of use
US20070167208A1 (en) * 2006-01-13 2007-07-19 Acres John F Randomly enabled bonus game with controllable frequency of occurence

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US20050075157A1 (en) * 1999-08-23 2005-04-07 Atlantic City Coin & Slot Service Company, Inc. Gaming device with transport device and method of use
US20070167208A1 (en) * 2006-01-13 2007-07-19 Acres John F Randomly enabled bonus game with controllable frequency of occurence

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8251804B2 (en) 2007-04-23 2012-08-28 Wms Gaming Inc. Gaming system having progressive jackpots flexibly linked with common progressive pool
US8535147B2 (en) 2007-04-23 2013-09-17 Wms Gaming Inc. Gaming system having progressive jackpots flexibly linked with common progressive pool
US9508219B2 (en) 2009-04-03 2016-11-29 Bally Gaming, Inc. Dynamic management of wagering game availability
US10210710B2 (en) 2014-08-19 2019-02-19 Bally Gaming, Inc. Gaming device, system and method for providing cascading progressive awards

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