WO2017079701A1 - Aspects de jeux d'arcade/à base de paris hybrides se rapportant à des activités de jeu de divertissement et de paris - Google Patents

Aspects de jeux d'arcade/à base de paris hybrides se rapportant à des activités de jeu de divertissement et de paris Download PDF

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Publication number
WO2017079701A1
WO2017079701A1 PCT/US2016/060732 US2016060732W WO2017079701A1 WO 2017079701 A1 WO2017079701 A1 WO 2017079701A1 US 2016060732 W US2016060732 W US 2016060732W WO 2017079701 A1 WO2017079701 A1 WO 2017079701A1
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WIPO (PCT)
Prior art keywords
wager
game
gaming
player
game event
Prior art date
Application number
PCT/US2016/060732
Other languages
English (en)
Inventor
Georg WASHINGTON
Joe SERRA
Original Assignee
Synergy Blue, 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 Synergy Blue, Llc filed Critical Synergy Blue, Llc
Priority to JP2018543072A priority Critical patent/JP6847969B2/ja
Priority to SG11201803973QA priority patent/SG11201803973QA/en
Priority to CA3004484A priority patent/CA3004484A1/fr
Priority to AU2016349517A priority patent/AU2016349517A1/en
Priority to CN201680077767.1A priority patent/CN111032168A/zh
Publication of WO2017079701A1 publication Critical patent/WO2017079701A1/fr
Priority to PH12018501051A priority patent/PH12018501051A1/en

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems

Definitions

  • a player places a wager (representing some amount of monetary value) on a specific wager-based game event, and the wager-based game event is then initiated and wager-based game event outcome is determined. If the wager-based game event outcome corresponds to a "win" for the player, a monetary payout is distributed to the player, typically in the form of tokens, cash, and/or credit.
  • wager-based games are typically designed based on long-standing conventional wisdom that the primary motivation for players to engage and participate in wager-based games relates to the player's expectation of receiving a net positive financial gain. For example, a player may be motivated to bet one dollar on a video slot game because there is a possibility of the player winning a payout which exceeds $1.
  • wager-based games are configured or designed to primarily offer monetary-type payouts for wager-based game event outcomes. Additionally, such monetary-type payouts are typically unrelated to, and have no effect or influence on, the gameplay portion of the wager-based game. The same is also true for hybrid arcade/wager-based games. For example, in hybrid arcade/wager-based games which include an entertainment (e.g., arcade-type) game portion and wager-based game portion, the monetary -type payouts associated with the wager-based game portion are typically unrelated to, and have no affect or influence on, the gameplay of the entertainment (e.g., arcade-type) game portion of the hybrid arcade/wager-based game.
  • entertainment e.g., arcade-type
  • the monetary -type payouts associated with the wager-based game portion are typically unrelated to, and have no affect or influence on, the gameplay of the entertainment (e.g., arcade-type) game portion of the hybrid arcade/wager-based game.
  • FIG. 1 illustrates a simplified block diagram of a specific example embodiment of a Gaming Network 100 which may be configured or designed to implement various hybrid arcade/wager-based gaming techniques described and/or referenced herein.
  • Figure 2 shows an example block diagram of an electronic gaming system 200 in accordance with a specific embodiment.
  • FIG. 3 illustrates a network diagram of an example embodiment of a Gaming Network 300 which may be configured or designed to implement various hybrid arcade/wager-based gaming techniques described and/or referenced herein.
  • Figure 4 shows a block diagram of electronic gaming device 400, in accordance with a specific embodiment.
  • FIG. 5 is a simplified block diagram of an exemplary intelligent electronic gaming system 500 in accordance with a specific embodiment.
  • Figure 6 is a simplified block diagram of an exemplary mobile gaming device 600 in accordance with a specific embodiment.
  • Figure 7 illustrates an example embodiment of a System Server 780 which may be used for implementing various aspects/features described herein.
  • FIG. 8 illustrates an example of a functional block diagram of a Gaming System Server in accordance with a specific embodiment.
  • Figure 9 shows a block diagram illustrating components of a gaming system 900 which may be used for implementing various aspects of example embodiments.
  • FIGS 10-13 illustrate various example embodiments of different Hybrid Arcade/Wager-Based Gaming procedures and/or procedural flows which may be used for facilitating activities relating to one or more of the Hybrid Arcade/Wager-Based Gaming aspects disclosed herein.
  • FIG. 14 shows a block diagram of electronic gaming machine (e.g., EGM), in accordance with a specific embodiment.
  • EGM electronic gaming machine
  • Figure 15-20 illustrate different example embodiments of various screenshots of hybrid arcade/wager-based game GUIs which may be used for facilitating activities relating to one or more of the Hybrid ArcadeAVager-Based Gaming aspects disclosed herein.
  • at least a portion of the GUIs may be configured or designed for use at one or more mobile devices and/or at one or more casino gaming machines.
  • aspects described or referenced herein are directed to different methods, systems, and computer program products for implementing various hybrid arcade/wager-based gaming (“HAWG”) techniques via computer networks, including one or more casino gaming networks. Additionally, various aspects disclosed herein are directed to techniques for implementing wager-based game event "payouts" which may be utilized by a player to affect and/or influence gameplay of the non-wager-based game portion and/or wager-based game portion of a hybrid arcade/wager-based game.
  • HWG hybrid arcade/wager-based gaming
  • various method(s), system(s) and/or computer program product(s) may be operable to cause at least one processor to execute a plurality of instructions to: enable a player to engage in interactive game play of a hybrid arcade/wager-based game at a first EGD, wherein the hybrid arcade/wager-based game includes a non-wager based gaming portion and a wager-based gaming portion; link a first predetermined wager-based game event outcome to a first in-game event which may occur during play of the non-wager based game portion; detect an occurrence of the first in-game event in the non-wager based game portion; determine if the occurrence of the first in-game event qualifies as a wager-based triggering event; if it is determined that the occurrence of the first in-game event qualifies as a wager-based triggering event, initiate a first wager-based game event; automatically fund an amount wagered on the first wager-based game event; and reveal, after initiation of the first wager-based game event
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: enable the player to concurrently engage in continuous game play of the non-wager based gaming portion of the hybrid arcade/wager-based game during execution of the first wager-based game event.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: analyze the first wager-based game event outcome to determine whether or not to automatically modify an availability of at least one resource or attribute of the non- wager based gaming portion; if the first wager-based game event outcome satisfies a first set of conditions, automatically modify an availability of at least one resource or attribute of the non-wager based gaming portion; if the first wager-based game event outcome does not satisfy the first set of criteria, not perform modification of the at least one resource or attribute of the non-wager based gaming portion in response to the first wager-based game event outcome.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: analyze the first wager-based game event outcome to determine whether or not a non-wager based gaming award should be distributed at the non-wager based gaming portion; if the first wager-based game event outcome satisfies a first set of criteria, automatically cause the non- wager based gaming award to be distributed at the non-wager based gaming portion; and wherein the distribution of the non-wager based gaming award includes causing at least one component of the gaming network to modify at least one in-game resource or attribute which is available for use by an in-game character during play of the non- wager based gaming portion.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: automatically retrieve a first batch of predetermined wager- based game event outcomes from a first RNG engine; and select the first wager-based game event outcome from the first batch of predetermined wager-based game event outcomes.
  • various method(s), system(s) and/or computer program product(s) may be operable to cause at least one processor to execute instructions to: enable a first player to engage in interactive game play of a hybrid arcade/wager-based game at a first wager-based gaming device ("first EGD"), the hybrid arcade/wager-based game including a non-wager based gaming portion and a wager-based gaming portion; detect an occurrence of a first in-game event during play of the non-wager based game portion; determine if the occurrence of the first in-game event qualifies as a wager-based triggering event; if it is determined that the occurrence of the first in-game event qualifies as a wager-based triggering event, initiate a first wager-based game event; automatically fund an amount wagered on the first wager-based game event; identify a first outcome as an outcome of the first wager-based game event; determine if a monetary payout is to be distributed to the first player based on the outcome of the first wager- based game
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: establish an account balance using at least a portion of cash or credit received via a first bill or ticket acceptor of the first EGD; and automatically fund the amount wagered on the first wager-based game event using the account balance.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to link the first wager-based game event outcome to the first in- game event before the occurrence of the first in-game event.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to predetermine the first wager-based game event outcome of the first in-game event before the initiation of the first wager-based game event.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: predetermine the first wager-based game event outcome of the first in-game event before the initiation of the first wager-based game event; predetermine, before the initiation of the first wager-based game event, if any monetary payout is to be distributed to the first player based on the predetermined outcome of the wager-based game event; and predetermine, before the initiation of the first wager- based game event, if any non-monetary payout is to be distributed to the first player based on the predetermined outcome of the wager-based game event.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: analyze the first wager-based game event outcome to determine whether or not to automatically modify an availability of at least one resource or attribute of the non- wager based gaming portion; if the first wager-based game event outcome satisfies a first set of conditions, automatically modify an availability of at least one resource or attribute of the non-wager based gaming portion; and if the first wager-based game event outcome does not satisfy the first set of criteria, not perform modification of the at least one resource or attribute of the non-wager based gaming portion in response to the first wager-based game event outcome.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to enable the first player to concurrently engage in continuous game play of the non-wager based gaming portion of the hybrid arcade/wager-based game during execution of the first wager-based game event.
  • process steps, method steps, algorithms or the like may be described in a sequential order, such processes, methods and algorithms may be configured to work in alternate orders.
  • any sequence or order of steps that may be described in this patent application does not, in and of itself, indicate a requirement that the steps be performed in that order.
  • the steps of described processes may be performed in any order practical. Further, some steps may be performed simultaneously despite being described or implied as occurring non- simultaneously (e.g., because one step is described after the other step).
  • Veteran gamblers e.g., older gambler demographic age 50+
  • have been accustomed to a standard set of video gaming symbols e.g., A, J, K, Q
  • video gaming symbols e.g., A, J, K, Q
  • additional themed symbols e.g., animals, fantasy creatures, media personas, etc.
  • ⁇ gaming controllers e.g., Nintendo, PlayStation, XBOX, Wii
  • PC HIDs e.g., mouse, trackball, keyboard
  • head & body gear e.g., Victormaxx, Power Glove
  • Standard classic slot machines are deployed which include an electromagnetic mechanism with a “lever” interface device.
  • Slot machines have also evolved using video screens and electronic push button interfaces, which are typically referred to as “Hybrid Machines” that use a combination of both the mechanical portion and video elements of both designs.
  • hybrid arcade/wager-based games or “Gambling Arcade Games” which provide hybrid arcade-style, wager-based gaming techniques which may more suitably appeal to the Casino Gamer demographic.
  • hybrid arcade- style, wager-based gaming techniques are often comprised of new/different and complex back end solutions that may require lengthy and costly processes of regulatory review and approvals in many different gaming jurisdictions.
  • One possible workaround to this significant obstacle is to configure/design a hybrid arcade-style, wager- based game such that it is compliant with currently approved wager-based gaming regulatory standards such as, for example, the well-known GLI standards, which have already been approved in various gaming jurisdictions.
  • GLI standard is the GLI-11 standard version 2.1, Published August 25, 2011 by Gaming Laboratories International, LLC, the entirety of which is herein incorporated by reference for all purposes.
  • a hybrid arcade-style, wager-based game may be configured or designed to provide an arcade-style gaming interface which enables a player to participate in an arcade-style game at the wager-based gaming machine.
  • One or more events and/or activities performed by the player e.g., during play of the arcade-style game
  • may automatically trigger an RNG wager-based event such as, for example, one or more of the following (or combinations thereof):
  • wager-based activities of the hybrid arcade-style, wager-based game comply with currently existing GLI standard(s) (and/or other national, regional, local gaming rules and regulations), such hybrid arcade- style, wager-based games may not require additional regulatory approval for deployment in Casino venues.
  • hybrid arcade/wager-based gaming techniques described herein may include, but are not limited to, one or more of the following (e.g., or combinations thereof):
  • Hybrid arcade-style, wager-based games may be purposefully configured or designed to avoid (or to not require) any additional regulatory approval for deployment in Casino venues.
  • a hybrid arcade-style, wager-based game may be created by combining a new and different visual game representation with a new and different method of player interaction on a slot machine.
  • the hybrid arcade-style, wager-based game may be configured or designed to provide the assemblage of graphical elements and gameplay features for portraying a visually different experience while also providing the enhanced method of player interaction via a particular Human Interface Device (e.g., HID), which is based on the theme/style of the visually enhanced gambling game.
  • HID Human Interface Device
  • the game "Duck Hunt” uses a gun controller where as "Super Mario Bros.” utilizes a D-pad multi-button controller as the HID.
  • either (or both) of these arcade-style video games may be adapted (e.g., using the hybrid arcade/wager-based gaming techniques described and/or referenced herein) to function as hybrid arcade/wager-based games.
  • one or more hybrid arcade/wager-based game(s) may also be configured or designed to include one or more of the following (or combinations thereof): graphical elements (e.g., 2D and/or 3D) animations, sound effects, programming, etc.
  • the format of the hybrid arcade-style, wager-based game may focus on "first person shooter” type, arcade-style games such as, for example, “House of the Dead,” “Area 51”, “Lethal Enforcers”, etc. At least a portion of such games may feature a player character that automatically moves on a "rail” system (e.g., automatically moving the player's character through different scenes of the game, without requiring the player to provide input for moving his/her game character), which allows the player to concentrate his/her focus on shooting the targets which appear throughout gameplay.
  • the format of the hybrid arcade-style, wager-based game may also focus on other types of video and/or arcade-style games such as, for example, one or more of the following (e.g., or combinations thereof):
  • non-linear e.g., open world
  • arcade-style games such as, for example, Grand Theft Auto
  • Massively multiplayer online "MMO” type video and/or arcade-style games such as, for example, World of Warcraft
  • RPG Role-playing game
  • RPG type video and/or arcade-style games such as, for example, Final Fantasy.
  • Such games may feature a player character that may be moved through the game world via player input,(e.g., HID), which allows for an increased sense of excitement through gameplay by providing a multitude of player-choice possibilities through a wide-array of path directions.
  • player input e.g., HID
  • the format of the hybrid arcade-style, wager-based game may facilitate a gameplay environment in which multiplayer functionality takes place.
  • the multiplayer gameplay may have multiple "enrollment" aspects in which one, for example, particular player could be on location at a casino playing a hybrid arcade/wager-based game, while another (e.g., different) player could be at a different location (e.g., at a different location in the casino, at a different casino, at a different establishment such as a home or office, etc.), concurrently participating in the same hybrid arcade/wager-based game, but without participating in any wagering aspect portions of hybrid arcade/wager-based game.
  • a non-wagering game such as this is commonly known as a "free to play” game, in which the player is allowed to download and install said game on their own devices, which then allows the player progress through the game (e.g., which is no different than the wager based counter-part) without taking place in wager based events.
  • Examples of some popular "free to play” games are, "TERA”, “Marvel Puzzle Quest", "Planetside 2", etc. Gaming situations such as these may promote a "clicks to bricks" outcome where a casino property could promote at home users to "login over the weekend to play Super Zombie Bash! Free! Come down to the casino and play Super Zombie Bash for a chance to win big!
  • Such property advertisement may entice more patrons to visit the casino in order to "win big” on their favorite hybrid arcade/wager-based game.
  • different players concurrently participating in the same hybrid arcade/wager-based game may each separately configure his/her respective wagering parameters/amounts, which may be different from the wagering parameters/amounts configured by other game player-participants.
  • the various hybrid arcade/wager-based gaming techniques described herein may be used to improve the visual relationship between player and machine to increase player immersion and facilitate longer more exciting gambling durations without providing a completely new back-end delivery structure. It also improves the player method of interaction with the gambling game by allowing for a plethora of new age interface devices to be coupled with specific themed games (e.g., guns, joysticks, controllers, etc.).
  • specific themed games e.g., guns, joysticks, controllers, etc.
  • Existing technology and gameplay, although proven, is becoming dated and "not as fun" to younger players.
  • the hybrid arcade/wager-based gaming techniques described herein may satisfy the younger demographics gameplay needs while still satisfying the house and regulatory needs by having the same foundation which has already been tested/approved.
  • the presentation of the gaming elements are comprised in such a way where younger demographics may be more compelled to gamble while still allowing older demographics to understand and enjoy the experience if they so desire to participate.
  • the hybrid arcade/wager-based gaming techniques described herein may also be utilized for enabling enhanced slot machine gambling with new and exciting twists, while still being compliant with local/state Federal gaming regulations.
  • a player e.g., or players engages with a hybrid arcade/wager-based gaming device via standard method (e.g., inserting monetary amount), selects gameplay and wagering options via button panel (e.g., different "characters" equal different bet/wager amounts e.g.
  • the player character is on a "rail” (e.g., "House of the Dead", “Area 51”, “Lethal Enforcers” one or more of which are classic arcade rail styled shooter games) which does not allow for free range of movement or choice of direction within the gaming environment (e.g., commonly referred to as "game world” or “game level”).
  • a "rail” e.g., "House of the Dead", “Area 51", “Lethal Enforcers” one or more of which are classic arcade rail styled shooter games
  • the automated movement of the player's character is determined by the game's functionality and whether or not the player is actually playing (e.g., destroying zombies).
  • the player's mercenary character kicks down a door and enters a small maintenance room
  • 5 NPC's e.g., Non Player Characters
  • the noise e.g., from the door being kicked down
  • the rail movement e.g., kicking down the door and walking into the room
  • the player may use the game's HID (e.g., an electro-mechanical gun, which, for example, may be electronically tethered to the gaming device) to shoot and destroy the 5 NPC's.
  • HID e.g., an electro-mechanical gun, which, for example, may be electronically tethered to the gaming device
  • one or more different types of gameplay -related triggering event(s)/condition(s) may be defined for initiating a wager-based event to occur during game play (e.g., execution of wager-based slot reel spin may take place concurrently with or simultaneously with the player's continued and active participation in the arcade-style portion of the game).
  • Examples of different types of triggering event(s)/condition(s) may include, but are not limited to, one or more of the following (e.g., or combinations thereof):
  • One or more character movements such as, for example, jumping, ducking, punching, hitting, running, sitting, etc.;
  • An environmental object event such as, for example, volcano eruption, avalanche, earthquake, or sci- fi/fantasy element (e.g., a strange alien world may harbor anti-matter pockets and/or worm-holes in space- time) and/or weather (e.g., "Lightning Strike" trigger);
  • NPC or Boss event such as, for example, a mage or magic wielding character casting a specific spell (e.g., Fire Flare bonus round), a boss summoning a group of minions during a battle (e.g., Golden Goblin minions with multipliers);
  • a mage or magic wielding character casting a specific spell e.g., Fire Flare bonus round
  • a boss summoning a group of minions during a battle e.g., Golden Goblin minions with multipliers
  • Predetermined outcome via host application such as, for example, a property may "credit/reward" a specific patron by triggering an event (e.g., "Hot Seat bonus” etc.), and/or may initiate an event based on a situation deemed necessary for triggering such an event, (e.g., See, e.g., 1208, Fig. 12);
  • an event e.g., "Hot Seat bonus” etc.
  • an event e.g., "Hot Seat bonus” etc.
  • a multiplayer and/or team and/or co-op event e.g., similar to other embodiments described and/or
  • ⁇ And/or other types of event(s)/condition(s) may be defined for initiating a wager-based event to occur during game play.
  • wager-based gaming events may include, but are not limited to, one or more of the following (e.g., or combinations thereof):
  • wager-based gaming events e.g., or wager-based games
  • the gameplay-related triggering event(s)/condition(s) relates to an event which repeatedly occurs during the player's active participation in the arcade-style portion of the game, such as, for example: pulling of a trigger, firing of a weapon, hitting an object/target, destroying and object, etc.
  • the system may automatically initiate a wager-based spin of a virtual slot reel.
  • the system may automatically initiate a wager-based spin of the virtual slot reel.
  • the hybrid arcade/wager-based game may be configured or designed as a "rail movement" type game, where the player's character is automatically moved through various scenes of the game (e.g., as if the player's character were riding on an automated rail or transport). Rail movement advances the player's character into next game world location. The rail movement durations may be short, as to not interfere with quickly repetitive and continuous shoot/spin gameplay situations. In some embodiments, there may be stopping points of play as well as regulated movement intervals which comply with then current gambling regulations and/or local casino gaming requirements/preferences (e.g., casino may deem it desirable that play of the hybrid arcade/wager- based game achieves at least 8 spins of virtual slot reel per minute). In at least some embodiments, the hybrid arcade/wager-based game may also be configured or designed to take into account standard slot game feature transition times, bonus round intro's, wild animations, etc., when determining rail movements and sequence zones.
  • the NPC's may eventually destroy the player character.
  • the player character may automatically rejuvenate (e.g., come to life again), and the player may be provided with additional opportunities to destroy the NPC's at the current visual gaming location (e.g., level), before being allowed to proceed to the next level.
  • Such techniques provide an advantage of allowing a player to temporarily depart from the game (e.g., to order a drink, have a smoke, etc.) as a traditional slot player might do.
  • play of the hybrid arcade/wager-based gaming device may be considered to be in an idle state.
  • the game may continue to display or impart a visual sense of urgency to promote/stimulate gameplay (e.g., zombies continue to attack player character during idle game state).
  • different hybrid arcade/wager-based games may be configured or designed to include at least one arcade-style game play portion and at least one wager-based game play portion.
  • Examples of various arcade-style games or arcade-style themes which may be used in implementing the arcade-style game play portion of the hybrid arcade/wager-based game may include, but are not limited to, one or more of the following (or combinations thereof):
  • Non-linear e.g., open world
  • arcade-style games such as, for example, Grand Theft Auto.
  • Massively multiplayer online "MMO” type video and/or arcade-style games such as, for example, World of Warcraft.
  • RPG Role-playing game
  • RPG type video and/or arcade-style games such as, for example, "Final Fantasy”.
  • Racing / Driving arcade style game(s) e.g., Cars, boats, planes etc.
  • Sports-themed arcade style game(s) e.g., Football, Baseball, downhill skiing, etc.
  • Challenge arcade style game(s) e.g., Archery, Darts, Hunting, Shooting, etc.
  • Examples of various wager-based games or wager-based themes which may be used in implementing the wager-based game play portion of the hybrid arcade/wager-based game may include, but are not limited to, one or more of the following (or combinations thereof):
  • Examples of these types of wager-based games of chance include the RNG-based virtual roulette game, and the RNG-based "Wheel of Fortune” game.
  • a bingo-type game A bingo-type game.
  • HIDs human interface devices
  • Examples of different human interface devices (“HIDs”) may include, but are not limited to, one or more of the following (or combinations thereof):
  • Gaming Controller such as, for example, remote gaming controllers similar to those used for X-BoxTM, PlaystationTM, WiiTM, etc.
  • Mechanical vehicle components such as, for example, vehicle steering wheel, gear shift, gas pedal, brake pedal, clutch pedal, etc.
  • the player character is on a "rail” (e.g., "House of the Dead", “Area 51”, “Lethal Enforcers” one or more of which are classic arcade rail styled shooter games) which does not allow for free range of movement or choice of direction within the gaming environment (e.g., commonly referred to as "game world” or “game level”).
  • a "rail” e.g., "House of the Dead", “Area 51", “Lethal Enforcers” one or more of which are classic arcade rail styled shooter games
  • the automated movement of the player's character is determined by the game's functionality and whether or not the player is actually playing (e.g., destroying zombies).
  • the player's mercenary character kicks down a door and enters a small maintenance room
  • 5 NPC's e.g., Non Player Characters
  • the noise e.g., from the door being kicked down
  • the rail movement e.g., kicking down the door and walking into the room
  • the player may use the game's HID (e.g., an electro-mechanical gun, which, for example, may be electronically tethered to the gaming device) to shoot and destroy the 5 NPC's.
  • HID e.g., an electro-mechanical gun, which, for example, may be electronically tethered to the gaming device
  • one or more different types of gameplay -related triggering event(s)/condition(s) may be defined for initiating a wager-based event to occur during game play (e.g., execution of wager-based slot reel spin may take place concurrently with or simultaneously with the player's continued and active participation in the arcade-style portion of the game).
  • Examples of different types of triggering event(s)/condition(s) may include, but are not limited to, one or more of the following (e.g., or combinations thereof):
  • One or more character movements such as, for example, jumping, ducking, punching, hitting, running, sitting, etc.;
  • An environmental object event such as, for example, volcano eruption, avalanche, earthquake, or sci- fi/fantasy element (e.g., a strange alien world may harbor anti-matter pockets and/or worm-holes in space- time) and/or weather (e.g., "Lightning Strike" trigger);
  • Boss event such as, for example, a mage or magic wielding character casting a specific spell (e.g.,
  • Fire Flare bonus round a boss summoning a group of minions during a battle (e.g., Golden Goblin minions with multipliers);
  • Predetermined outcome via host application such as, for example, a property may "credit/reward” a specific patron by triggering an event (e.g., "Hot Seat bonus” etc.), and/or may initiate an event based on a situation deemed necessary for triggering such an event, (e.g., See, e.g., 1208, Fig. 12);
  • an event e.g., "Hot Seat bonus” etc.
  • a multiplayer and/or team and/or co-op event e.g., similar to other embodiments described and/or
  • wager-based gaming events may include, but are not limited to, one or more of the following (e.g., or combinations thereof):
  • ⁇ spin of virtual slot reel (e.g., based on RNG)
  • wager-based gaming events e.g., or wager-based games
  • the gameplay-related triggering event(s)/condition(s) relates to an event which repeatedly occurs during the player's active participation in the arcade-style portion of the game, such as, for example: pulling of a trigger, firing of a weapon, hitting an object/target, destroying and object, etc.
  • the system may automatically initiate a wager-based spin of a virtual slot reel.
  • the system may automatically initiate a wager-based spin of the virtual slot reel.
  • the hybrid arcade/wager-based game may be configured or designed as a "rail movement" type game, where the player's character is automatically moved through various scenes of the game (e.g., as if the player's character were riding on an automated rail or transport). Rail movement advances the player's character into next game world location. The rail movement durations may be short, as to not interfere with quickly repetitive and continuous shoot/spin gameplay situations. In some embodiments, there may be stopping points of play as well as regulated movement intervals which comply with then current gambling regulations and/or local casino gaming requirements/preferences (e.g., casino may deem it desirable that play of the hybrid arcade/wager- based game achieves at least 8 spins of virtual slot reel per minute). In at least some embodiments, the hybrid arcade/wager-based game may also be configured or designed to take into account standard slot game feature transition times, bonus round intro's, wild animations, etc., when determining rail movements and sequence zones.
  • NPCs Non Player Characters
  • play of the hybrid arcade/wager-based gaming device may be considered to be in an idle state.
  • the game may continue to display or impart a visual sense of urgency to promote/stimulate gameplay (e.g., zombies continue to attack player character during idle game state).
  • different hybrid arcade/wager-based games may be configured or designed to include at least one arcade-style game play portion and at least one wager-based game play portion.
  • Examples of various arcade-style games or arcade-style themes which may be used in implementing the arcade-style game play portion of the hybrid arcade/wager-based game may include, but are not limited to, one or more of the following (or combinations thereof):
  • Non-linear e.g., open world
  • arcade-style games such as, for example, Grand Theft Auto.
  • Massively multiplayer online "MMO” type video and/or arcade-style games such as, for example, World of
  • RPG Role-playing game
  • RPG type video and/or arcade-style games such as, for example, "Final Fantasy”.
  • Racing / Driving arcade style game(s) e.g., Cars, boats, planes etc.
  • Sports-themed arcade style game(s) e.g., Football, Baseball, downhill skiing, etc.
  • Challenge arcade style game(s) e.g., Archery, Darts, Hunting, Shooting, etc.
  • Examples of various wager-based games or wager-based themes which may be used in implementing the wager-based game play portion of the hybrid arcade/wager-based game may include, but are not limited to, one or more of the following (or combinations thereof):
  • Examples of these types of wager-based games of chance include the RNG-based virtual roulette game, and the RNG-based "Wheel of Fortune” game.
  • a pachinko-type game A pachinko-type game.
  • a bingo-type game A bingo-type game.
  • HIDs human interface devices
  • Examples of different human interface devices (“HIDs”) may include, but are not limited to, one or more of the following (or combinations thereof):
  • Gaming Controller such as, for example, remote gaming controllers similar to those used for X-BoxTM, PlaystationTM, WiiTM, etc.
  • Mechanical vehicle components such as, for example, vehicle steering wheel, gear shift, gas pedal, brake pedal, clutch pedal, etc.
  • FIGS 10-13 illustrate various example embodiments of different Hybrid Arcade/Wager-Based Gaming procedures and/or procedural flows which may be used for facilitating activities relating to one or more of the Hybrid Arcade/Wager-Based Gaming aspects disclosed herein.
  • Figure 15 illustrates an example screenshots of a hybrid arcade/wager-based game GUIs which may be used for facilitating activities relating to one or more of the Hybrid Arcade/Wager-Based Gaming aspects disclosed herein.
  • at least a portion of the GUIs may be configured or designed for use at one or more mobile devices and/or at one or more casino gaming machines.
  • At least a portion of the various types of functions, operations, actions, and/or other features provided by the Hybrid Arcade/Wager-Based Gaming Procedures of Figures 10-13 may be implemented at one or more client systems(s), at one or more System Servers (s), and/or combinations thereof.
  • one or more of the Hybrid Arcade/Wager-Based Gaming procedures may be operable to utilize and/or generate various different types of data and/or other types of information when performing specific tasks and/or operations. This may include, for example, input data/information and/or output data/information.
  • the Hybrid Arcade/Wager-Based Gaming procedures may be operable to access, process, and/or otherwise utilize information from one or more different types of sources, such as, for example, one or more local and/or remote memories, devices and/or systems.
  • the Hybrid Arcade/Wager-Based Gaming procedures may be operable to generate one or more different types of output data/information, which, for example, may be stored in memory of one or more local and/or remote devices and/or systems.
  • Examples of different types of input data/information and/or output data/information which may be accessed and/or utilized by the Hybrid Arcade/Wager-Based Gaming procedures may include, but are not limited to, one or more of those described and/or referenced herein.
  • a given instance of the Hybrid Arcade/Wager-Based Gaming procedures may access and/or utilize information from one or more associated databases.
  • at least a portion of the database information may be accessed via communication with one or more local and/or remote memory devices. Examples of different types of data which may be accessed by the Hybrid Arcade/Wager-Based
  • Gaming procedures may include, but are not limited to, one or more of those described and/or referenced herein.
  • multiple instances or threads of the Hybrid Arcade/Wager-Based Gaming procedures may be concurrently implemented and/or initiated via the use of one or more processors and/or other combinations of hardware and/or hardware and software.
  • various aspects, features, and/or functionalities of the Hybrid Arcade/Wager-Based Gaming procedures may be performed, implemented and/or initiated by one or more of the various systems, components, systems, devices, procedures, processes, etc., described and/or referenced herein.
  • one or more different threads or instances of the Hybrid Arcade/Wager-Based Gaming procedures may be initiated in response to detection of one or more conditions or events satisfying one or more different types of minimum threshold criteria for triggering initiation of at least one instance of the Hybrid Arcade/Wager-Based Gaming procedures.
  • Various examples of conditions or events which may trigger initiation and/or implementation of one or more different threads or instances of the Hybrid Arcade/Wager-Based Gaming procedures may include, but are not limited to, one or more of those described and/or referenced herein.
  • one or more different threads or instances of the Hybrid Arcade/Wager-Based Gaming procedures may be initiated and/or implemented manually, automatically, statically, dynamically, concurrently, and/or combinations thereof. Additionally, different instances and/or embodiments of the Hybrid Arcade/Wager-Based Gaming procedures may be initiated at one or more different time intervals (e.g., during a specific time interval, at regular periodic intervals, at irregular periodic intervals, upon demand, etc.).
  • initial configuration of a given instance of the Hybrid Arcade/Wager-Based Gaming procedures may be performed using one or more different types of initialization parameters.
  • at least a portion of the initialization parameters may be accessed via communication with one or more local and/or remote memory devices.
  • at least a portion of the initialization parameters provided to an instance of the Hybrid Arcade/Wager-Based Gaming procedures may correspond to and/or may be derived from the input data/information.
  • FIG. 10 shows an illustrative example of an embodiment of a Hybrid Arcade-Wager Gaming Procedure 1000.
  • the Hybrid Arcade-Wager Gaming Procedure may facilitate, enable, initiate, and/or perform one or more of the following operation(s), action(s), and/or feature(s) (or combinations thereof):
  • Triggering event(s)/condition(s) detected for initiating wager-based event For example:
  • non-monetary payouts and non-monetary payoutsl018 are distributed (e.g., within the non- wager-based portion of the hybrid arcade/wager-based game).
  • FIG 11 shows an illustrative example of a Wager-Based Event Procedure 1100 in accordance with a specific example embodiment.
  • the Wager-Based Event Procedure 1100 may be initiated or implemented concurrently during hybrid arcade/wager-based game play, allowing player to seamlessly continue arcade-style game play while wagering event is executed and outcome determined.
  • the Wager-Based Event Procedure may facilitate, enable, initiate, and/or perform one or more of the following operations), action(s), and/or feature(s) (or combinations thereof):
  • Determine monetary and non-monetary payout amount(s)/type(s) (if any) based on outcome of wager-based gaming event 1110. According to different embodiments, depending on the wager-based game event outcome, monetary payouts and/or non-monetary -payouts may be identified for distribution.
  • FIG. 13 shows an illustrative example of a Predetermined RNG Hybrid Arcade-Wager Gaming Procedure 1300 in accordance with a specific example embodiment.
  • the Predetermined RNG Hybrid Arcade-Wager Gaming Procedure may facilitate, enable, initiate, and/or perform one or more of the following operations), action(s), and/or feature(s) (or combinations thereof):
  • this may involve generating or acquiring a respective, predetermined outcome (e.g., RNG-based outcome) for one or more identified in-game event(s).
  • RNG-based outcome e.g., RNG-based outcome
  • each spawned NPC may have associated therewith a respective RNG-based game of chance outcome, which has been determined before the initiation of the associated RNG-based game of chance (e.g., before spin of virtual slot reels), and which has been determined before a wager-based triggering event has occurred in association with that particular NPC.
  • the hybrid arcade/wager-based game may be configured or designed to prevent the player from being aware that the outcome of the wager-based game of chance has been predetermined.
  • the hybrid arcade/wager-based game may be configured or designed to lead the player to believe that the outcome of the wager-based game of chance was determined after the occurrence of the wager-based triggering event, and subsequent execution of the wager-based game of chance.
  • the gaming device may be configured or designed to monitor activities in the entertainment portion (e.g., non-wager-based portion) of the hybrid arcade/wager-based game for occurrences of in-game event(s) which qualify as wager-based triggering event(s).
  • the gaming device may determine whether or not the occurrence of the detected in-game event qualifies as a wager-based triggering event. For example, the killing or destruction of an NPC in a zombie-themed hybrid arcade/wager-based game may correspond to an in-game event which qualifies as a wager-based triggering event.
  • the gaming device may initiate 1320 a wager-based game event in response to the occurrence or detection of the wager-based triggering event.
  • a wager-based triggering event occurs in the arcade (e.g., non-wager-based) portion of the hybrid arcade/wager-based game
  • the hybrid arcade/wager-based game may respond by automatically initiating a wager-based game event such as, for example, initiating wager-based spin of a set of virtual slot reels.
  • the process of initiating a wager-based game event may include:
  • hybrid arcade/wager-based games are deployed in casino/regulated environments in which voluntary and/or mandatory rules/regulations are imposed (e.g., based on GLI standards, specific jurisdiction rules/regulations, and/or casino rules/regulations)
  • one or more mechanisms may be implemented (see, e.g., Figure 12) to cause wager-based game events to be initiated or triggered in a manner which conforms with governing rules/regulations.
  • a hybrid arcade/wager-based game may be configured or designed to automatically create conditions for a wager-based triggering event to occur in situations where there is lack of player input while credits are present, and gameplay is expected.
  • one or more hybrid arcade/wager-based games may be configured or designed to automatically cause wager-based game events to be initiated or triggered in accordance with specifically defined rules and/or criteria such as, for example, one or more of the following (or combinations thereof):
  • One wager-based event e.g., virtual reel spin
  • 10 seconds or sooner
  • a player character's game world movement may be automatically controlled or influenced (e.g., via rail style, programmatically controlled gameplay destination paths, predetermined (and/or player-selectable) gameplay destination paths, etc.) to cause, satisfy, or achieve one or more identified or predefined goals/objectives. At least a portion of such goals/objectives may be defined by or generated by the hybrid arcade/wager-based game software and/or by local rules/regulations governing play of the hybrid arcade/wager-based game (e.g., in contrast to goals/objectives defined by the player).
  • a player character's game world movement may also be automatically controlled or influenced so as to avoid the need for player input, and/or so as to avoid the need for providing specific HID hardware.
  • a player character's game world movement may be automatically controlled or influenced in a manner which enables the player to interact with the gameplay elements via existing gaming cabinet hardware such as, for example, button panels, touchscreens, etc.
  • the player may see their character travel a short distance on a game world map before engaging in a battle, similar to the Zombie Rail Shooter mentioned in previous embodiments where short automated movement zones offer a quick "break" in action/wagering events (e.g., to thereby cause the game to be in conformance with standards governing the occurrence of wager-based game events, which may be imposed by local rules/regulations).
  • Figure 12 shows an illustrative example of a Wager-Based Event Monitoring and Adjustment Procedure
  • the Wager-Based Event Monitoring and Adjustment Procedure may facilitate, enable, initiate, and/or perform one or more of the following operation(s), action(s), and/or feature(s) (or combinations thereof):
  • a minimum specified threshold criteria may be configured by the Casino such as, for example, one or more of the following (or combinations thereof):
  • One wager-based event (e.g., virtual reel spin) about every 10 seconds (or sooner);
  • a player characters game world movement may be automatically controlled (e.g., rail style and/or programmatically controlled predetermined (e.g., and/or selectable) gameplay destination paths) as to not facilitate the need for a specific HID, wherein the player could interact with the gameplay elements via current methods (e.g., button panel and/or touchscreen).
  • the player may see their character travel a short distance on a game world map before engaging in a battle, similar to the Zombie Rail Shooter mentioned in previous embodiments where short automated movement zones offer a quick "break" in action/wagering events (e.g., conforming to regulatory spins per minute).
  • Figure 15 shows a screenshot of an example embodiment of a Hybrid Arcade/Wager-Based Game GUI 1500 which may be used for facilitating game play and wagering activities relating to one or more of the hybrid arcade/wager-based gaming aspects disclosed herein. More specifically, Figure 15 shows an example screenshot of hybrid arcade/wager-based game GUI based on concept of a first person shooter zombie game.
  • the Hybrid Arcade/Wager- Based Game GUI 1500 may be configured or designed to display graphics, animation, images, video, text, and/or other types of content such as, for example, one or more of the following (or combinations thereof):
  • Player character/avatar content e.g., 1512
  • this may include an image of the character, a description of the character (e.g., Class A Merc), and other characteristics associated with the character such as, for example, character classification, skill level, strength, speed, power, knowledge, weapons, bet/wager multiplier value (e.g., 30x per kill), etc.
  • Wagering content e.g., 1514
  • the wagering content 1514 includes a wager value (e.g., $0.01) representing an amount to be automatically wagered for each wager-based event which occurs during play of the hybrid arcade/wager-based game.
  • Player credit information (e.g., 1516, 1524, 1522).
  • a first portion of player credit information 1524 may indicate recent credit(s) (e.g., "+4,720") awarded to the player (e.g., based on recent wager-based event), and a second portion of player credit information 1516 may indicate the player's current amount of total credits (e.g., 106,320 credits).
  • Wager-based event outcome information (e.g., 1522).
  • the wager-based event outcome information 1522 shows an amount of credits awarded to the player based on the most recent wager-based game event which was initiated and executed during play of the hybrid arcade/wager-based game.
  • Player character health status information (e.g., 1542).
  • Player character ammunition status information (e.g., 1544).
  • Player score information (e.g. 1530, 1532). In at least one embodiment, a first portion of player score
  • a second portion of player score information 1532 may represent the player's score or award which has been awarded to the player based on a game play event activity and/or outcome achieved during the hybrid arcade/wager-based game play session.
  • NPC graphics/content e.g., 1528
  • a classic styled slot game (e.g., 1520) comprising 3 virtual slot reels is displayed, and configured or designed to offer a 1 line setup.
  • the hybrid arcade/wager-based game is configured or designed to use different player characters (e.g., "mercenaries", 1512) as bet multipliers.
  • the player may use the gaming device button panel to choose a wager amount "weapon” or "character” to use, say, an armored mercenary game character (e.g., 1512, Fig. 15) wielding a shotgun (e.g., equivalent to a 30 line max bet).
  • a bet multiplier of "30" (e.g., 30x) is associated with Class A Mercenary character 1512. Additionally, as illustrated in the example embodiment of Figure 15, the wagering denomination is $0.01 (e.g., 1514). Accordingly, since the selected game character/weapon (e.g., 1512) is configured to correspond to a 30x wager of the wagering denomination, this is equivalent to a $0.30 wager per kill (e.g., a $0.30 wager per kill of each NPC).
  • this event may qualify as a wager-based triggering event, which may cause the gaming machine to automatically place and initiate (using the player's funds) a $0.30 wager at the wager-based portion of the game (e.g., $0.30 wager automatically initiated at the slot game 1520).
  • the wager-based portion of the game is implemented as a RNG-based game of chance (e.g., such as a slot reel spin, roulette wheel spin, dice roll, etc.).
  • the outcome of the wager-based game event is determined after the wager-based triggering event has occurred.
  • the outcome of the wager-based game event is determined before the wager-based triggering event has occurred, but not revealed until after the wager-based triggering event has been initiated.
  • the outcome of the wager- based slot game 1520 results in the player winning 4,720 credits (1122), which may be automatically distributed to the player's account.
  • credits won by the player during play of the hybrid arcade/wager-based game may be converted into cash or other forms of monetary currency or credit.
  • hybrid arcade/wager-based games there exists a specific need for a defined relationship between entertainment and gambling.
  • HAWG-type games such as, for example, "Zombie$”, “Winning Wheels” & “Basket Bonanza” - each theme has its own individual relationship between entertainment and gambling.
  • Zombie$ wherein a patron assumes the role of one or more mercenaries who battle hoards of the undead along with other demented creatures, the player is offered specific set of symbols which correlate to a paytable.
  • the paytable defines winning combinations of symbols that in turn, when lined up correctly during a wager-based game event (e.g., corresponding to an RNG/game of chance outcome), may offer a pay out to the player.
  • a player places a wager (representing some amount of monetary value) on a specific wager-based game event, and the wager-based game event is then initiated and wager-based game event outcome is determined. If the wager-based game event outcome corresponds to a "win" for the player, a monetary payout is distributed to the player, typically in the form of tokens, cash, and/or credit.
  • wager-based games are typically designed based on long-standing conventional wisdom that the primary motivation for players to engage and participate in wager-based games relates to the player's expectation of receiving a net positive financial gain. For example, a player may be motivated to bet one dollar on a video slot game because there is a possibility of the player winning a payout which exceeds $1.
  • wager-based games are configured or designed to primarily offer monetary-type payouts for wager-based game event outcomes. Additionally, such monetary-type payouts are typically unrelated to, and have no effect or influence on, the gameplay portion of the wager-based game. The same is also true for hybrid arcade/wager-based games. For example, in hybrid arcade/wager-based games which include an entertainment (e.g., arcade-type) game portion and wager-based game portion, the monetary -type payouts associated with the wager-based game portion are typically unrelated to, and have no affect or influence on, the gameplay of the entertainment (e.g., arcade-type) game portion of the hybrid arcade/wager-based game.
  • entertainment e.g., arcade-type
  • the monetary -type payouts associated with the wager-based game portion are typically unrelated to, and have no affect or influence on, the gameplay of the entertainment (e.g., arcade-type) game portion of the hybrid arcade/wager-based game.
  • various aspects disclosed herein are directed to techniques for implementing wager-based game event "payouts" which may be utilized by the player to affect and/or influence gameplay of the non-wager-based game portion and/or wager-based game portion of a hybrid arcade/wager-based game being played by that player.
  • one or more hybrid arcade/wager-based games may be configured or designed to provide "payouts" to wager-based game events (e.g., occurring during play of a hybrid arcade/wager-based game) which may be utilized by a player to affect and/or influence subsequent and/or continued gameplay of the entertainment (e.g., arcade-type) game portion of the hybrid arcade/wager-based game (herein referred to as "non-monetary payouts").
  • wager-based game events e.g., occurring during play of a hybrid arcade/wager-based game
  • the entertainment e.g., arcade-type game portion of the hybrid arcade/wager-based game
  • Examples of various types of non-monetary payouts which may be utilized by a player to affect and/or influence gameplay of the entertainment game portion (e.g., non-wager-based game portion) of a hybrid arcade/wager-based game, may include, but are not limited to, one or more of the following (or combinations thereof):
  • attributes/skills to the player's character e.g., time manipulation, invisibility, invincibility, special powers, speed, strength, wisdom, stamina, etc.
  • one or more of the non-monetary payouts may be enabled only temporarily, e.g., for a predetermined time interval, and/or until some specified event/condition occurs in the game.
  • Figures 16-17 illustrate example screenshots of various hybrid arcade/wager-based game GUIs illustrating different example scenarios where payouts for wager-based game events may include different types of nonmonetary payouts.
  • the slot symbols may offer other non-monetary type "payouts", "awards” and/or “benefits” that may be utilized by a player to affect and/or influence gameplay of the entertainment game portion of the hybrid arcade/wager-based game.
  • the slot symbols may offer other non-monetary type "payouts", "awards” and/or “benefits” that may be utilized by a player to affect and/or influence gameplay of the entertainment game portion of the hybrid arcade/wager-based game.
  • one or more of the following wager-based game event outcomes may result in different types of non-monetary payouts to the player:
  • a wager-based game event is triggered in which the wager-based game event outcome (e.g., RNG outcome of the virtual slot reels) corresponds to 3 "med kit" symbols (e.g., displayed on the payout line of the virtual slot reel display, as shown, for example, in Figure 16).
  • the player may receive a monetary payout (e.g., cash or credits awarded to player), and may also receive a non-monetary "payout" in the form of additional health points for the player's game character (e.g., which increases the health status of player's character).
  • the hybrid arcade/wager-based game may notify the player that the outcome of the wager-based slot reel spin has resulted in the player receiving an in-game non-monetary payout award of 3 health med kits, which has been added to the player's in-game inventory of the non-wager-based portion of the hybrid arcade/wager-based game.
  • the player may receive a monetary payout (e.g., cash or credits awarded to player) if the outcome of the wager-based game event (e.g., displayed on the virtual slot reel display) shows 3 bullet symbols in some specified combination/order of the virtual slot reel display.
  • the wager-based game event outcome may still allow the player to receive a nonmonetary payout which may be utilized by a player to affect and/or influence gameplay of the entertainment game portion of the hybrid arcade/wager-based game.
  • the hybrid arcade/wager-based game may notify the player that the outcome of the wager-based slot reel spin has resulted in the player receiving a temporary increase of ammunition magazine capacity, for use in the non-wager- based portion of the hybrid arcade/wager-based game.
  • the wager-based game event outcome may still allow the player to receive a nonmonetary payout which may be utilized by a player to affect and/or influence gameplay of the entertainment game portion of the hybrid arcade/wager-based game.
  • the non-monetary "payout" does not affect the play or outcome of the wager-based game, but may affect or influence the player's gameplay experience in the entertainment game portion of the hybrid arcade/wager-based game.
  • the player when players execute specific tasks throughout gameplay of the arcade-style portion of the game, the player may be rewarded in one or more of the following ways:
  • Player is rewarded for event outcomes which occur in the arcade-style portion of the game.
  • monetary payout(s) may be achieved by matching monetary paytable layout(s) which are used to determine the appropriate monetary payout(s) for each wager-based game event outcome.
  • non-monetary payout(s) may be utilized by the player to affect and/or influence gameplay of the arcade-style portion of the hybrid arcade/wager-based game.
  • non-monetary payout(s) may be achieved by matching non-monetary paytable layout(s) which are used to determine the appropriate non-monetary payout(s) for each wager- based game event outcome.
  • a player may already be "expecting" to receive some sort of monetary -based win/lose experience during play of the hybrid arcade/wager-based game (e.g.,. due to the fact that the game involves wager-based gaming.
  • a player When a player "wins” in this situation, they become excited, even if the win amount is small.
  • the same player gets the same "small win” while also getting a temporary increase to their character's overall health (e.g., lOOmax health now bumped up to 125max). Not only does the player feel excitement from the win, but they now have an extra incentive to continue playing (e.g., attributable to their character's increased health capacity).
  • the increased health capacity allows the player's character to take more damage for a longer period of time, keeping them in the game longer (unless/until the player decides to cash out, etc.).
  • one or more hybrid arcade/wager-based games may be configured or designed to include functionality for tracking and displaying various achievements which are earned or accomplished by one or more player(s) during play of one or more hybrid arcade/wager-based games.
  • Figures 18-20 illustrate example screenshots of various hybrid arcade/wager-based game GUIs illustrating how different types of in-game activities and achievements may be tracked and displayed via one or more electronic gaming device displays.
  • hybrid arcade/wager-based games such as those described and/or referenced herein
  • the "experiential value" of hybrid arcade/wager-based games is substantially focused on the entertainment value of the non-wager-based game play, as well as on the relative monetary success of the player in terms of how much that player has won/lost.
  • the various HAWG techniques described and/or referenced herein may be configured or designed to create different environments which attract "gamers" and other players (such as those belonging to the Millennial demographic), provide significant and/or substantial entertainment activities with respect to non-wager-based gameplay, and which also provides the ability and opportunity for the players to concurrently participate in wager- based gaming, and to experience the acceleration attributable to wager-based gaming activity. Additionally, in at least some embodiments, such hybrid arcade/wager-based games may be adapted and/or deployed via approved packages that are flexible enough to comply with multiple jurisdiction/regulations while still providing the ability for the hosting gaming entity (e.g., the house or casino) to customize and control various aspects relating to the hybrid arcade/wager-based games.
  • the hosting gaming entity e.g., the house or casino
  • the optimal balance between (i) the player's awareness and focus on the non-wager-based gaming activity, and (ii) the player's awareness and focus on the wager-based gaming activity of the hybrid arcade/wager-based game it may be preferable to configure or design hybrid arcade/wager-based games so as to avoid creating situations where the player becomes so immersed in the non-wager-based gameplay that they "forget" they are gambling. Similarly, it may be preferable to configure or design hybrid arcade/wager- based games so as to avoid creating situations where the player becomes so focused on the wager-based gameplay that it causes the player to perform more poorly in the non-wager-based gameplay.
  • considerations and criteria may include, for example, taking into account how players may respond to one or more of the following types of questions:
  • a hybrid arcade/wager-based game in a manner which provides or imparts a positive overall gaming experience to the player, and which may invoke the player to respond to each of the above-referenced questions as follows:
  • hybrid arcade/wager-based games may be configured or designed to be targeted toward demographics of younger players who are familiar with wager-based gaming video slot machines, and have grown up loving and playing arcade style video games.
  • the format of at least some of the hybrid arcade-style, wager-based games may also focus on "linear”, “non-linear (e.g., open world)", Massively Multiplayer Online “MMO”, and/or Role-Playing (“RPG”) type video and/or arcade-style games such as, for example, “Half-Life”, “Grand Theft Auto”, “World of Warcraft”, and “Final Fantasy” (e.g., respectively).
  • Such games may be collectively referred to herein as “RPG” type games, and may feature a player character that is moved through the game world via player input (e.g., HID). This allows for an increased sense of excitement through gameplay by providing a multitude of player-choice possibilities through a wide-array of path directions.
  • the format of the hybrid arcade-style, wager-based game may facilitate a gameplay environment in which multiplayer functionality takes place.
  • the multiplayer gameplay may have multiple "enrollment" aspects in which one particular player could be on location at a casino playing a hybrid arcade/wager- based game, while another different player could be at a different location (e.g., a location outside the casino which may be accessible via network access to a home/personal computer and/or mobile device) playing the same hybrid arcade/wager-based game, but without the wagering aspect found in the casino environment.
  • a non-wagering game such as this is commonly known as a "free to play” game, in which the player is allowed to download and install said game on their own devices, which then allows the player progress through the game in a manner substantially similar to that of the hybrid arcade/wager-based game except that the wagering component (e.g., regulated gambling component) of the game is omitted.
  • the wagering component e.g., regulated gambling component
  • Examples of some popular "free to play” games may include: “TERA”, “Marvel Puzzle Quest", “Planetside 2", etc. Gaming situations such as this may promote a "clicks to bricks" outcome where a casino property could promote or solicit home users to "login over the weekend to play Super Awesome RPG! Free!
  • Such property advertisement may entice more patrons to visit the casino in order to "win big” on their favorite hybrid arcade/wager-based game.
  • the various hybrid arcade/wager-based gaming techniques described herein may also be utilized for enabling enhanced slot machine gambling with new and exciting twists, while still being compliant with local/state Federal gaming regulations.
  • the assemblage and representation of graphical elements of the RPG type hybrid arcade/wager-based games may be configured or designed such that the visual result (e.g., as experienced by the player) resembles that of a traditional, arcade-style RPG-type game, and may be further configured or designed such that the interaction by the player (e.g., via HID, EGM button panel and/or possible touchscreen) facilitates wagered gameplay, for example, by providing opportunities to the player (e.g., during play of the RPG-type hybrid arcade/wager-based game) to selectively participate in wager-based activities/events which conform to appropriate gaming regulations and jurisdictional requirements.
  • the visual relationship between player and machine may be enhanced and improved, thereby increasing player immersion and facilitating longer more exciting gambling durations without the need to implement new and/or reconfigured back-end delivery structure(s).
  • the RPG e.g., Role Playing Game
  • the RPG hybrid arcade/wager-based game may be setup/configured/built substantially differently (e.g., than that of rail-type games), while still utilizing similar concepts, triggering mechanisms and gameplay criteria.
  • the focus on the wagering event may change depending on the structure, style, and theme of the RPG game.
  • the wager event was triggered after (or in response to) an NPC being destroyed; whereas an RPG version of the game may be configured or designed to trigger a wager-based gaming event to occur when a player character deals damage to an NPC and/or attacks an NPC.
  • the wagering event be based on more simplified criteria such as the destruction of an object rather than on more complex criteria such as the degree of damage dealt to the object.
  • wager-based triggering events e.g., for initiating pre-approved RNG-based games of chance
  • the specific case previously described where the NPC was destroyed by a single damage dealing attack may be a result of a wild symbol and or mini bonus win line configuration, which may be displayed to the player via graphics and/or animations.
  • a player could be engaged in a battle where multiple attacks from NPCs and/or other player(s) may be exchanged.
  • a patron could be "battling" a giant monster for a few minute duration where each (e.g., or at least one) attack made by the player initiates a separate wager-based spin of the RNG-based slot game.
  • RPG hybrid arcade/wager-based games battles between players and NPC's may follow a "turn based" style, e.g. player move, NPC move, player move, NPC move - until the battle is over (e.g., either the player or NPC gets destroyed).
  • Some RPG hybrid arcade/wager-based game embodiments may have multiple "hero's" controlled by one player.
  • one embodiment of an RPG hybrid arcade/wager-based game may be configured or designed to be substantially similar in gameplay to the RPG-based game "Final Fantasy", in which the player controls (3) hero characters as "they" travel across the lands in search of their quest related tasks.
  • hero characters may encounter numerous NPC's along their travels, and when doing so, the team of hero's may encounter a cornucopia of NPC's in no specific amount and/or arrangement.
  • one NPC encounter may entail the 3 hero characters battling 4 ogres, or 8 small gremlins, or 1 behemoth, or a combination thereof such as, 1 behemoth 1 ogre and 4 small gremlins.
  • How the player decides to battle each group may depend on one or more factors such as, for example: the player's preferences, the player characters abilities, the type of NPC's (e.g., fighting style, weaknesses, strengths) about to be battled, wagering criteria relating to one or more player characters, etc.
  • a player may acquire "skill points, battle points and/or experience points" from non-monetary payouts of wager-based game event outcomes. The player may then "spend” on their character to increase abilities and/or learn new skills. For example, a warrior character has just defeated a large bosslike NPC, upon doing so, the player is awarded (3) "points" which may be used by the player (e.g., if desired) to upgrade his/her character's abilities/game play characteristics, such as, for example:
  • a heavy plate armor set costs 5 points
  • the player may also choose to not spend points at the current time in order to save and gather more points for higher ranked (e.g., more costly) abilities and/or items.
  • one or more of the player's associated skill attributes may be dynamically and individually adjustable (e.g., increased/decreased) based on various criteria such as, for example: wager-based game event outcomes, objects collected, and/or other gameplay activities which may occur during play of the arcade-style portion of the hybrid arcade/wager-based game.
  • enhancing a character's skills/abilities may affect the odds of winning a wager-based game event.
  • enhancing a character's skills/abilities may affect the odds of winning a wager-based game event, particularly where the wager- based game event is based off of an RNG and results are predetermined.
  • An additional benefit in providing functionality for enabling a player to increase his/her gameplay skill attributes relates to the ability to periodically add visually appealing effects and designs that may be built upon throughout an extended period of gameplay.
  • hybrid arcade/wager-based games may be configured or designed in a manner such that the respective wager event outcomes associated with a given wager-based triggering event may be predetermined before the occurrence of the wager-based triggering event.
  • a hybrid arcade/wager-based game may be configured or designed to:
  • the hybrid arcade/wager-based game may be configured or designed to facilitate, enable, initiate, and/or perform one or more of the following operation(s), action(s), and/or feature(s) (or combinations thereof):
  • Analyze the first wager-based game event outcome to determine whether or not to automatically modify an availability of at least one resource or attribute of the non-wager based gaming portion; if the first wager- based game event outcome satisfies a first set of conditions, automatically modify an availability of at least one resource or attribute of the non-wager based gaming portion; if the first wager-based game event outcome does not satisfy the first set of criteria, not perform modification of the at least one resource or attribute of the non-wager based gaming portion in response to the first wager-based game event outcome.
  • the hybrid arcade/wager-based game may be configured or designed to: link a first predetermined wager-based game event outcome to the First NPC; detect a first in-game interaction with the First NPC, the first in-game interaction being caused based on input from the player during play of the non-wager based gaming portion; determine if the first in-game interaction with the First NPC qualifies as a wager-based triggering event; if it is determined that the occurrence of the first in-game interaction with the First NPC qualifies as a wager-based triggering event, initiate the first wager-based game event; and reveal, after initiation of the first wager-based game event, the first predetermined wager-based game event outcome as the outcome of the first wager-based game event which was initiated in response to the occurrence of the first in-game interaction with the First NPC.
  • the hybrid arcade/wager-based game may be configured or designed to: link a first predetermined wager-based game event outcome to the First Object; detect a first in-game interaction with the First Object, the first in-game interaction being caused based on input from the player during play of the non-wager based gaming portion; determine if the first in-game interaction with the First Object qualifies as a wager-based triggering event; if it is determined that the occurrence of the first in-game interaction with the First Object qualifies as a wager-based triggering event, initiate the first wager-based game event; and reveal, after initiation of the first wager-based game event, the first predetermined wager-based game event outcome as the outcome of the first wager-based game event which was initiated in response to the occurrence of the first in-game interaction with the First Object.
  • the hybrid arcade/wager-based game may be configured or designed to: link a first predetermined wager-based game event outcome to the First Achievement; detect a that the First Achievement has been accomplished or satisfied during play of the non-wager based gaming portion; determine if the accomplishing of the First Achievement qualifies as a wager-based triggering event; if it is determined that the accomplishing of the First Achievement qualifies as a wager-based triggering event, initiate the first wager-based game event; and reveal, after initiation of the first wager-based game event, the first predetermined wager-based game event outcome as the outcome of the first wager-based game event which was initiated in response to the accomplishing of the First Achievement.
  • each spawned NPC may have associated therewith a respectively different, predetermined RNG-based outcome.
  • each spawned NPC has associated therewith a respective RNG-based game of chance outcome, which may be determined before the initiation of the wager-based game event (e.g., before initiation of the RNG-based game of chance), and which may be determined before a wager-based triggering event has occurred for that particular NPC.
  • each NPC Spawning Event may initiate, trigger or cause the gaming machine to perform or execute a plurality of operations for determining a respective RNG-based game of chance outcome to be associated with each spawned dark monger gremlin (NPC).
  • the plurality of operations may include, but are not limited to, one or more of the following (or combinations thereof):
  • the predetermined RNG-based outcome may result in monetary payouts and/or non-monetary payouts. • Associating or linking the predetermined RNG-based outcome with a specific wager-based triggering event
  • the gaming device may respond by making a call to a Random Number Generator (RNG) in order to obtain a predetermined outcome of a future wager-based gaming event associated with the specific NPC.
  • RNG Random Number Generator
  • the call to the Random Number Generator (RNG) may be made before the occurrence of a wager- based triggering event in order to predetermine an outcome of the future wager-based gaming event.
  • the gaming device when a wager-based triggering event is detected in association with an identified NPC (e.g., killing or damaging an NPC), the gaming device may be configured or designed to respond by automatically initiating and/or performing one or more operations, including, for example:
  • gaming event symbols to be displayed in connection with the wager-based game event.
  • a wager-based game event e.g., virtual slot reel spin
  • a maximum permitted wager amount may be placed on the outcome of a virtual slot reel spin, and the virtual slot reel spin initiated.
  • the wager-based game event outcome (e.g., which is to be initiated in response to the detection of the wager-based triggering event associated with the identified NPC).
  • the outcome of the wager-based game of chance is a win or payout
  • "loot piles" may be displayed adjacent to the damaged NPC.
  • Player may also be notified of any non-monetary payouts, free spins, bonus rounds and the like, which may be awarded or distributed to the player based on one or more wager-based game event outcome(s).
  • the RPG hybrid arcade/wager-based game may be configured or designed to provide opportunities in which the player is awarded specific "points" (e.g., mentioned previously) to upgrade their character stats. For example, a player may be awarded a nonmonetary payout of points based upon the outcome of a wager-based game event initiated during play of the RPG hybrid arcade/wager-based game.
  • points e.g., mentioned previously
  • the RPG hybrid arcade/wager-based game may be configured or designed to include functionality for enabling the player to acquire or purchase various types of in-game resources (e.g., items, skills, and abilities, etc.) using points that were awarded to the player from non-monetary payouts of wager-based game events.
  • the hybrid arcade/wager-based game may be configured or designed to offer the ability for a player to exchange earned points for other types of artifacts such as, for example: scrolls, gems, crystals, pendants and/or other artifacts that possess special abilities/attributes.
  • the format or theme of the hybrid arcade/wager-based games may be directed to "sports" style arcade games (e.g., including motorsports), such as, for example, "NBA JAM”, “Golden Tee”, “San Francisco Rush”, “Need for Speed”, etc.
  • Such games may feature a player character(s) and/or a player vehicle(s) and/or vessel(s), wherein the player has control over his or her character/vehicle via HID interaction (e.g., XBOX controller, steering wheel/foot-pedal combo, etc.).
  • HID interaction e.g., XBOX controller, steering wheel/foot-pedal combo, etc.
  • Sports-type hybrid arcade/wager-based games may be setup (e.g., built) completely different (e.g., from rail-type or RPG-type games), while still utilizing concepts, triggering mechanisms and gameplay criteria which may be common to some or all types of hybrid arcade/wager-based games.
  • focus on the wager-based game event(s) may change depending on the structure, style, and theme of the Sports-type hybrid arcade/wager-based game. For example, in the Rail-themed and RPG- themed hybrid arcade/wager-based games, initiation of at least some of the wager-based gaming events were triggered in response to events/conditions which occurred to NPCs, such as for example, the destruction of an NPC, damage to an NPC, attack on an NPC, etc. In contrast, in sports-themed hybrid arcade/wager-based games, initiation of at least some of the wager-based gaming events may be automatically triggered in response to actions and/or activities performed by the player (or performed by the player's character).
  • a player may control one or more characters, and based on the type of sport, specific gameplay actions or events may be configured or defined to correspond to wager-based triggering events (e.g., for triggering initiation of one or more wager-based game events). Examples of such specific gameplay actions or events may include, but are not limited to, one or more of the following (or combinations thereof):
  • Sinking a ball e.g., birdie, bogey in golf.
  • a player may control one or more "vehicles" and, based on the type of sport, specific gameplay actions or events may be configured or defined to correspond to wager-based triggering events (e.g., for triggering initiation of one or more wager-based game events). Examples of such specific gameplay actions or events may include, but are not limited to, one or more of the following (or combinations thereof):
  • Time based durations e.g., drag racing, "endless-driver", oval-track.
  • a "point” may be defined or interpreted as a term that references one gaining a level in score in relation to a specific game in which they are involved (e.g., as opposed to "points" that may be known in relation to EGM gameplay (e.g., leaderboard points) and/or player club card points).
  • one or more one or more specific sets of wager-based triggering events may be predefined for triggering initiation of one or more approved wager-based game events (e.g., RNG-based games of chance) which conform with regulatory /jurisdictional requirements.
  • Wager Triggering object(s) provides player with the ability to selectively initiate a wager-based game event and/or to selectively cause a wager-based triggering event to occur, as desired.
  • a wager-based triggering event occurs when a player's character collects a Wager Triggering Ring
  • the player may elect to not initiate any wagers during play of the hybrid arcade/wager-based game, for example, by avoiding collection of Wager Triggering object(s).
  • the frequency and pace of the wagering events may be directly controlled by the player during active play of the arcade-style portion of the hybrid arcade/wager-based game.
  • a related benefit of using symbols such as Wager Triggering object(s) to initiate wager-based game events is that it provides the ability for each player to establish and control his/her prefened pace of gambling during play of the hybrid arcade/wager-based game. For example, by purposefully interacting with Wager Triggering object(s) relatively infrequently during gameplay, a player may maintain a relatively slow pace of gambling during play of the hybrid arcade/wager-based game. In contrast, by purposefully interacting with Wager Triggering object(s) relatively frequently during gameplay, a player may maintain a relatively fast pace of gambling during play of the hybrid arcade/wager-based game.
  • the player may choose steer the vehicle so that it interacts with the next displayed "Wager Ring," thereby initiating a wager-based gaming event (e.g., virtual slot reel spin).
  • the player may relax/enjoy the moment, and then continue on.
  • a fast paced player (who prefers faster paced gambling) may purposefully chose to drive relatively fast, and steer his/her vehicle so as to interact with each Wager Triggering object which is displayed during gameplay, thereby initiating multiple wager-based gaming events (e.g., virtual slot reel spins) within a given time interval in order to maintain a relatively fast pace of gambling during play of the hybrid arcade/wager-based game.
  • wager-based gaming events e.g., virtual slot reel spins
  • the slow paced player and fast paced player could each be playing the same driving-type hybrid arcade/wager-based game at two different, adjacent gaming machines, and have completely different gameplay experiences. Yet both players may be enjoying themselves equally as much due to the flexibility of design of the hybrid arcade/wager-based game configuration and the ability for each player to establish and control his/her preferred pace of gambling during play of the hybrid arcade/wager-based game.
  • each Wager Triggering object introduced into the gaming environment may have associated therewith a respectively different, predetermined RNG-based outcome.
  • the gaming device may respond by making a call to a Random Number Generator (RNG) in order to obtain a predetermined outcome of a future wager-based gaming event which will be initiated in response to the player's vehicle/character interacting with the identified Wager Triggering object.
  • RNG Random Number Generator
  • the predetermined RNG-based game of chance outcome associated with a given Wager Triggering object is generated/determined before the initiation of the corresponding RNG-based game of chance, and is generated/determined before the player's vehicle/character has interacted with the identified Wager Triggering object.
  • At least some hybrid arcade/wager-based game embodiments may be configured or designed to provide the ability to selectively toggle certain HUD elements, timers, checkpoints, and the like. Additionally, at least some hybrid arcade/wager-based game embodiments may be configured or designed to provide capability of supporting multiplayer events and/or tournaments (e.g., in which timer-based events occur). For example, a casino property may have a promotion setup where groups of people/teams may be "racing" to get the most "spins" within a specific timeframe. In doing so, timers, points, and other various details may be displayed to the patron(s).
  • Wager Triggering object(s) and/or other symbols for triggering wager-based game events may be distributed at various locations of the virtual game play field/arena/court of the hybrid arcade/wager-based game.
  • a player may selectively choose to navigate his/her character, during gameplay, to interact with one or more Wager Triggering object(s) (to thereby trigger initiation of one or more wager-based game event) and/or to avoid interacting with one or more Wager Triggering object(s) (to thereby prevent initiation of one or more wager-based game events).
  • a respective, predetermined RNG- based game of chance outcome may be generated/determined before (e.g., in advance of) the occurrence of each specific player character game play activity or achievement which causes or triggers a wager event.
  • Examples of such player character game play activities may include, but are not limited to, one or more of the following (or combinations which may include, but are not limited to, one or more of the following (or combinations thereof):
  • a wager-based triggering event may be defined to occur whenever a player's character performs a flip during game play.
  • the gaining device may make a call to the Random Number Generator (RNG) in order to obtain a predetermined outcome of a future wager-based gaming event which may be subsequently initiated if/when the system detects that the player's character has performed a flip during game play.
  • RNG Random Number Generator
  • a wager-based game event will be automatically initiated by the system, and the outcome of the wager-based game event will correspond to the predetermined RNG outcome.
  • the gaming device may make another call to the Random Number Generator (RNG) to obtain a next predetermined outcome to be associated with a next wager-based game event which will be triggered by the player's character performing another flip during game play.
  • a player may initiate a wager-based triggering event, such as, for example, when a player character does a "ninja flip" while jumping.
  • a player character may be able to jump repeatedly.
  • the code of the game may implement or initiate a series of calls, checks, and/or other operations such as, for example:
  • some of all of the above-described activities may occur while the player's character is still in the air (e.g., w/in a few milliseconds)
  • the occurrence of various types of scoring events during gameplay may trigger the automatic initiation of one or more wager-based game event(s), thereby allowing players to get a "real win" feel (e.g., if winnings are applicable).
  • an occurrence of such a scoring event during gameplay may be treated by the hybrid arcade/wager-based game as the occurrence of a wager-based triggering event, which, in turn, may trigger the automatic initiation of a respective wager-based game event.
  • the court may have multiple Wager Triggering object(s) distributed throughout.
  • a player may choose to navigate his/her character in various directions, such as, for example: (a) towards a displayed Wager Triggering Ring to thereby initiate one or more wager-based gaming events; (b) away from the displayed Wager Triggering object(s) to thereby prevent initiation any wager-based gaming events; and/or (c) directly towards the basket to score (e.g., which, in some embodiments, may also trigger initiation of a wager-based gaming event).
  • One perceived benefit of configuring or designing a sports-type hybrid arcade/wager-based game to initiate a wager-based game event in response to an occurrence of a game-related scoring event is that it helps to create a positive association (e.g., in the player's mind) between a game-based achievement (e.g., scoring of a basket), and the associated wager-based game event. Consequently, such a positive association may help encourage the player to have thoughts or perceptions such as, for example, "my luck may come when I score an actual basket" (e.g., the "real win” perception).
  • This comparison to gameplay may be comparatively similar to the comparison made between the "fast” and “slow” paced gamblers-each is based on player interaction, the methods & designs thereof, and the visual and mental relationships between said elements which promote a fun and flexible environment capable of providing satisfactory results to target specific and wide-ranged demographics.
  • a player may select from various characters (etc.), wherein each of the individual characters is configured or designed to have associated therewith a respective bet line value (e.g., 1-line, 3-lines, 5-lines, 10-lines,
  • wager multiplier value e.g., lx, 3x, 8x, lOx, 25x, 30x, etc.
  • a player may select from various characters (etc.), wherein each character has associated therewith a
  • a player may select from various characters (etc.), and use a standard wager selection process for wager selection/configuration (e.g., in which the player manually selects desired wagering criteria such as, for example, base wagering amount, number of bet line(s) to be wagered, wager multiplier value(s), etc.
  • desired wagering criteria such as, for example, base wagering amount, number of bet line(s) to be wagered, wager multiplier value(s), etc.
  • At least a portion of the various wager-related parameters may be coded into hybrid arcade/wager-based game software/hardware, and utilized for defining and/or determining the different sets of pre- configured wager-related parameters which may be available for player selection in a given hybrid arcade/wager- based game.
  • the RPG hybrid arcade/wager-based game implemented at an EGM may be configured or designed to enable a player to selectively choose from a set of characters, and the basis for wager differentiation is reflected via which move, ability, skill, spell, etc. is initiated by the player and performed by the player's character (e.g., after wager funding and/or during play at) the EGM.
  • the "max bet" or relatively highest wager multiplier value may correspond to the "strongest" moves/abilities for a given character
  • the "min bet” or relatively lowest wager multiplier value may correspond to the "weakest" moves/abilities for that character.
  • a First Person hybrid arcade/wager-based game may be configured or designed to enable a player to select from various characters, where each character has associated therewith a corresponding bet/wager multiplier value.
  • the wagering outcomes may be based on a series of themed slot reel symbols rather than a specific type of NPC battled (e.g. the destruction of a tiny gremlin may net the same winnings as a demon boss etc.). This may help to avoid the need of using large and possibly confusing pay tables wherein hundreds of different NPC's and/or "Wager Triggering objects" may need to be shown.
  • themed reel symbols allows HAWG design to remain clean and simple to play and understand like standard slot machines.
  • the number and/or type of activities which may be performed by a player's character may depend on various wager-related parameters, such as, for example, the number of lines of the virtual slot interface being wagered upon.
  • each character may only have as many moves as bet multiplier selections allowed.
  • each player character may only have 5 moves/abilities each (e.g., corresponding to their respective wager multipliers lx, 2x, 3x, 5x, lOx), and depending on which one is selected, a specific sequence of player character animation would play when initiated.
  • the number and type of player character moves/abilities available to be selected by the player may be substantially increased. Additionally, in at least some embodiments, the number and type of player character moves/abilities available to be selected by the player (e.g., for each RPG character) may be automatically and dynamically increased/decreased depending on the number of wager lines selected by the player.
  • the player's may automatically be provided with the ability to perform an additional "healing" ability (e.g., in addition to the character's other 5 available activities/abilities).
  • an additional "healing” ability e.g., in addition to the character's other 5 available activities/abilities.
  • the player may in fact initiate a wager-based event by simply healing themselves during a round of play.
  • Similar techniques may be implemented for sports related hybrid arcade/wager-based games. For example, in a basketball-themed hybrid arcade/wager-based game, a player may be able to initiate a wager based event by stealing the ball from an opponent. Other factors influencing how the wager initiation is handled may include, but are not limited to, one or more of the following (or combinations thereof):
  • style of activity involved e.g., layup, slam dunk, etc.
  • a non-monetary payout opportunity may be made available only if the player selects the "max bet" and other game conditions are met, such as, for example, the player's character performs a slam dunk, and a predetermined symbol appears on the bet line of the slot game interface.
  • a player could successfully play and slam dunk all day long (getting wins if applicable), but if they are only betting minimum (or are only betting less than "max bet"), such activity may not meet the specific requirements needed to initiate additional enhanced outcomes, non-monetary payouts, bonuses, awards, etc.
  • some or all of these gaming/wagering rules are clearly defined to the player in a manner which conforms with appropriate gaming jurisdictions and/or regulations.
  • hybrid arcade/wager-based games may not require that character selection be associated with wager or line multipliers.
  • the player may be allowed to dynamically select the wager-related parameters (e.g., line/bet multipliers), wager denomination(s), etc.) to be applied to the wager-based game event(s).
  • RNG engines may be utilized to generate random numbers, game event outcome(s), and/or wager event outcome(s).
  • an RNG engine may be implemented using a standard Mersenne Twister algorithm.
  • the RNG engine may generate a seed value based on values of several different parameters, such as, for example:
  • the seed value is determined by using an XOR operator to combine all four of the variables.
  • the RNG engine may start generating numbers on a separate thread. This thread may be constantly running in the background resulting in millions of numbers being discarded per second.
  • the GetRandomNumberRange function When a component of the hybrid arcade/wager-based game requests a random number, it may call the GetRandomNumberRange function one or more times (e.g., depending on the number of reels). For example, for a 3 reel slot game, the GetRandomNumberRange function may be called three (3) times (e.g., 1 RNG call per reel).
  • one or more calls to the RNG engine may occur each time an NPC is spawned in the game. For example, if a new NPC is spawned in a hybrid arcade/wager-based game which uses a 3 reel virtual slot game to implement wager-based game events, three separate GetRandomNumberRange function calls may be made to the RNG engine to obtain 3 different random numbers, which represent a predetermined outcome of the wager-based 3 -reel slot game event which will be initiated if/when the newly spawned NPC is destroyed (or damaged in some embodiments).
  • one or more calls to the RNG engine may occur each time a new Wager Triggering Symbol is "spawned" or introduced into the gaming environment.
  • the GetRandomNumberRange function may utilize 2 parameters representing, for example, a minimum value (e.g., zero) and a maximum value (e.g., 255).
  • a minimum value e.g., zero
  • a maximum value e.g., 255
  • the 3 numbers that are generated in connection with the spawning of an identified NPC are securely encrypted and stored inside of (or otherwise stored in a manner which associated with or linked to) the identified NPC/ Wager Triggering Symbol, in the order that the 3 RNG numbers were generated.
  • FIG. 1 illustrates a simplified block diagram of a specific example embodiment of a Hybrid Arcade/Wager-Based (e.g., "HAWG") Gaming System 100 which may be implemented via a computerized data network.
  • HAW Hybrid Arcade/Wager-Based Gaming System
  • FIG. 1 illustrates a simplified block diagram of a specific example embodiment of a Hybrid Arcade/Wager-Based (e.g., "HAWG") Gaming System 100 which may be implemented via a computerized data network.
  • different embodiments of Hybrid Arcade/Wager-Based Gaming Systems may be configured, designed, and/or operable to provide various different types of operations, functionalities, and/or features generally relating to Hybrid Arcade/Wager-Based Gaming System technology.
  • Hybrid Arcade/Wager-Based Gaming System(s) may provide may enable or provide different types of advantages and/or benefits to different entities interacting with the Hybrid Arcade/Wager-Based Gaming System(s).
  • At least some Hybrid Arcade/Wager-Based Gaming System(s) may be configured, designed, and/or operable to provide a number of different advantages and/or benefits and/or may be operable to initiate, and/or enable various different types of operations, functionalities, and/or features, such as, for example, one or more of those described and/or referenced herein.
  • at least a portion of the various functions, actions, operations, and activities performed by one or more component(s) of the Hybrid Arcade/Wager-Based Gaming System may be initiated in response to detection of one or more conditions, events, and/or other criteria satisfying one or more different types of minimum threshold criteria, such as, for example, one or more of those described and/or referenced herein.
  • the Hybrid Arcade/Wager-Based Gaming System 100 may include a plurality of different types of components, devices, modules, processes, systems, etc., which, for example, may be implemented and/or instantiated via the use of hardware and/or combinations of hardware and software.
  • the Hybrid Arcade/Wager-Based Gaming System may include one or more types of systems, components, devices, processes, etc. (e.g., or combinations thereof) described and/or referenced herein.
  • the Hybrid Arcade/Wager-Based Gaming (e.g., HAWG) System 100 may include a plurality of different types of components, devices, modules, processes, systems, etc., which, for example, may be implemented and/or instantiated via the use of hardware and/or combinations of hardware and software.
  • the Hybrid Arcade/Wager-Based Gaming System may include one or more of the following types of systems, components, devices, processes, etc. (e.g., or combinations thereof):
  • Local Casino System(s) 122 operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein.
  • one or more Local Casino System(s) 122 may include, but are not limited to, one or more of the following (or combinations thereof):
  • Casino Gaming System Server(s) 120 In at least one embodiment, the Casino Gaming System
  • Server(s) may be operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein.
  • Class 2 RNG System(s)/Service(s) 124 operable to perform and/or implement various types of
  • Class 2 RNG System(s)/Service(s) 124 may be operable to dynamically generate and/or provide Class 2 gaming type RNG outcomes to be used by Hybrid Arcade/Wager-Based Gaming devices as "predetermined" RNG outcome(s) relating to Class 2 type wager-based game event(s) occurring at the Hybrid Arcade/Wager-Based Gaming devices.
  • Class 3 RNG System(s)/Service(s) 126 operable to perform and/or implement various types of
  • Class 3 RNG System(s)/Service(s) 126 may be operable to dynamically generate and/or provide Class 3 gaming type RNG outcomes to be used by Hybrid Arcade/Wager-Based Gaming devices as "predetermined" RNG outcome(s) relating to Class 3 type wager-based game event(s) occurring at the Hybrid Arcade/Wager-Based Gaming devices, o Electronic Gaming Machine(s) (EGMs) 128 operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein.
  • EGMs Electronic Gaming Machine
  • Client Computer System(s) 130 operable to perform and/or implement various types of functions
  • Remote/Internet-based Gaming Service(s) 190 operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein.
  • one or more Remote/Internet-based Gaming Service(s) 190 may be any suitable Remote/Internet-based Gaming Service(s) 190 .
  • Class 2 RNG System(s)/Service(s) 194 operable to perform and/or implement various types of
  • Class 2 RNG System(s)/Service(s) 194 may be operable to dynamically generate and/or provide Class 2 type RNG outcomes to be used by remote Hybrid Arcade/Wager-Based Gaming devices as "predetermined" RNG outcome(s) relating to Class 2 type wager-based game event(s) occurring at the Hybrid ArcadeAVager-Based Gaming devices, o Class 3 RNG System(s)/Service(s) 196 operable to perform and/or implement various types of
  • Class 3 RNG System(s)/Service(s) 196 may be operable to dynamically generate and/or provide Class 3 type RNG outcomes to be used by remote Hybrid Arcade/Wager-Based Gaming devices as "predetermined" RNG outcome(s) relating to Class 3 type wager-based game event(s) occurring at the Hybrid ArcadeAVager-Based Gaming devices.
  • Remote Database System(s) 180 operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein,
  • o Gaming Server(s) 192 operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein,
  • Remote System(s)/Service(s) 170 which, for example, may include, but are not limited to, one or more of the following (e.g., or combinations thereof):
  • Mobile Device(s) 160 may be operable to perform
  • the Hybrid ArcadeAVager-Based Gaming System may be operable to utilize and/or generate various different types of data and/or other types of information when performing specific tasks and/or operations. This may include, for example, input data/information and/or output data/information.
  • the Hybrid ArcadeAVager-Based Gaming System may be operable to access, process, and/or otherwise utilize information from one or more different types of sources, such as, for example, one or more local and/or remote memories, devices and/or systems. Additionally, in at least one embodiment, the
  • Hybrid Arcade/Wager-Based Gaming System may be operable to generate one or more different types of output data/information, which, for example, may be stored in memory of one or more local and/or remote devices and/or systems.
  • Examples of different types of input data/information and/or output data/information which may be accessed and/or utilized by the Hybrid Arcade/Wager-Based Gaming System may include, but are not limited to, one or more of those described and/or referenced herein.
  • multiple instances or threads of the Hybrid Arcade/Wager-Based Gaming System may be concurrently implemented and/or initiated via the use of one or more processors and/or other combinations of hardware and/or hardware and software.
  • various aspects, features, and/or functionalities of the Hybrid Arcade/Wager-Based Gaming System may be performed, implemented and/or initiated by one or more of the various systems, components, systems, devices, procedures, processes, etc., described and/or referenced herein.
  • a given instance of the Hybrid Arcade/Wager-Based Gaming System may access and/or utilize information from one or more associated databases.
  • at least a portion of the database information may be accessed via communication with one or more local and/or remote memory devices. Examples of different types of data which may be accessed by the Hybrid Arcade/Wager-Based Gaming System may include, but are not limited to, one or more of those described and/or referenced herein.
  • various different types of encryption/decryption techniques may be used to facilitate secure communications between devices in Hybrid Arcade/Wager-Based Gaming System(s) and/or Hybrid Arcade/Wager-Based Gaming Network(s).
  • security techniques may include, but are not limited to, one or more of the following (e.g., or combinations thereof): random number generators, SHA-1 (e.g., Secured Hashing Algorithm), MD2, MD5, DES (e.g., Digital Encryption Standard), 3DES (e.g., Triple DES), RC4 (e.g., Rivest Cipher), ARC4 (e.g., related to RC4), TKIP (e.g., Temporal Key Integrity Protocol, uses RC4), AES (e.g., Advanced Encryption Standard), RSA, DSA, DH, NTRU, and ECC (e.g., elliptic curve cryptography), PKA (e.g.
  • one or more different threads or instances of the Hybrid Arcade/Wager-Based Gaming System may be initiated in response to detection of one or more conditions or events satisfying one or more different types of minimum threshold criteria for triggering initiation of at least one instance of the Hybrid Arcade/Wager-Based Gaming System.
  • Various examples of conditions or events which may trigger initiation and/or implementation of one or more different threads or instances of the Hybrid Arcade/Wager-Based Gaming System may include, but are not limited to, one or more of those described and/or referenced herein.
  • Hybrid Arcade/Wager-Based Gaming System of Figure 1 is but one example from a wide range of Hybrid Arcade/Wager-Based Gaming System embodiments which may be implemented.
  • Other embodiments of the Hybrid Arcade/Wager-Based Gaming System may include additional, fewer and/or different components/features that those illustrated in the example Hybrid Arcade/Wager-Based Gaming System embodiment of Figure 1.
  • Hybrid Arcade/Wager-Based Gaming techniques described herein may be implemented in hardware and/or hardware+software. For example, they can be implemented in an operating system kernel, in a separate user process, in a library package bound into network applications, on a specially constructed machine, or on a network interface card. In a specific embodiment, various aspects described herein may be implemented in software such as an operating system or in an application running on an operating system.
  • Hardware and/or software+hardware hybrid embodiments of the Hybrid Arcade/Wager-Based Gaming techniques described herein may be implemented on a general-purpose programmable machine selectively activated or reconfigured by a computer program stored in memory.
  • programmable machine may include, for example, mobile or handheld computing systems, PDA, smart phones, notebook computers, tablets, netbooks, desktop computing systems, system servers, cloud computing systems, network devices, etc.
  • FIG. 2 shows an example block diagram of an electronic gaming system 200 in accordance with a specific embodiment.
  • Electronic gaming system 200 may include electronic gaming devices (e.g., electronic gaming terminals, electronic gaming machines, wager-based video gaming machines, etc.) 251, which may be coupled to network 205 via a network link 210.
  • Network 205 may be the internet or a private network.
  • One or more video streams may be received at video/multimedia server 215 from EGDs 251.
  • Video/Multimedia server 215 may transmit one or more of these video streams to one or more: mobile devices 245, 255, electronic gaming devices (e.g., EGD) 251, and/or other remote electronic device.
  • Video/Multimedia server 215 may transmit these video streams via network link 210 and network 205.
  • Electronic gaming system 200 may include an accounting/transaction server 220, a gaming server 225, an authentication server 230, a player tracking server 235, a voucher server 240, and a searching server 242.
  • Accounting/transaction server 220 may compile, track, store, and/or monitor cash flows, voucher transactions, winning vouchers, losing vouchers, and/or other transaction data for the casino operator and for the players. Transaction data may include the number of wagers, the size of these wagers, the date and time for these wagers, the identity of the players making these wagers, and the frequency of the wagers. Accounting/transaction server 220 may generate tax information relating to these wagers. Accounting/transaction server 220 may generate profit/loss reports for predetermined gaming options, contingent gaming options, predetermined betting structures, and/or outcome categories.
  • Gaming server 225 may generate gaming options based on predetermined betting structures and/or outcome categories. These gaming options may be predetermined gaming options, contingent gaming options, and/or any other gaming option disclosed in this disclosure.
  • Authentication server 230 may determine the validity of vouchers, players' identity, and/or an outcome for a gaming event.
  • Player tracking server 235 may track a player's betting activity, a player's preferences (e.g., language, drinks, font, sound level, etc.). Based on data obtained by player tracking server 235, a player may be eligible for gaming rewards (e.g., free play), promotions, and/or other awards (e.g., complimentary food, drinks, lodging, concerts, etc.).
  • gaming rewards e.g., free play
  • promotions e.g., complimentary food, drinks, lodging, concerts, etc.
  • Voucher server 240 may generate a voucher, which may include data relating to gaming options. For example, data relating to the structure may be generated. If there is a time deadline, that information may be generated by voucher server 240. Vouchers may be physical (e.g., paper) or digital.
  • Searching server 242 may implement a search on one or more gaming devices to obtain gaming data.
  • Searching server 242 may implement a messaging function, which may transmit a message to a third party (e.g., a player) relating to a search, a search status update, a game status update, a wager status update, a confirmation of a wager, a confirmation of a money transfer, and/or any other data relating to the player's account.
  • the message can take the form of a text display on the gaming device, a pop up window, a text message, an email, a voice message, a video message and the like.
  • Searching server 242 may implement a wagering function, which may be an automatic wagering mechanism. These functions of searching server 242 may be integrated into one or more servers.
  • Searching server 242 may include one or more searching structures, one or more searching algorithms, and/or any other searching mechanisms.
  • the search structures may cover which hybrid arcade/wager- based games paid out the most money during a time period, which hybrid arcade/wager-based games kept the most money from players during a time period, which hybrid arcade/wager-based games are most popular (e.g., top games), which hybrid arcade/wager-based games are least popular, which hybrid arcade/wager-based games have the most amount of money wager during a period, which hybrid arcade/wager-based games have the highest wager volume, which hybrid arcade/wager-based games are more volatile (e.g., volatility, or deviation from the statistical norms, of wager volume, wager amount, pay out, etc.) during a time period, and the like.
  • Search may also be associated with location queries, time queries, and/or people queries.
  • the searching structures may be predetermined searching structures. For example, the method may start searching a first device, then a second device, then a third device, up to an N th device based on one or more searching parameters (e.g., triggering event). In one example, the search may end once one or more triggering events are determined. In another example, the search may end once data has been received from a predetermined number (e.g., one, two, ten, one hundred, all) of the devices. In another example, the search may be based on a predetermined number of devices to be searched in combination with a predetermined number of search results to be obtained. In this example, the search structure may be a minimum of ten devices to be searched, along with a minimum of five gaming options to be determined.
  • searching parameters e.g., triggering event
  • the search may end once one or more triggering events are determined.
  • the search may end once data has been received from a predetermined number (e.g., one, two, ten, one hundred, all) of the
  • searching structures may be based on one or more specific game types and/or themes (e.g., first person shooter types, first person rail types, TV themes, Movie themes, multiplayer types, etc.). Searching structure may search one or more of these games.
  • specific game types and/or themes e.g., first person shooter types, first person rail types, TV themes, Movie themes, multiplayer types, etc.
  • the searching structure may be based on a player's preferences, past transactional history, player input, a particular game, a particular EGD, a particular casino, a particular location within a casino, game outcomes over a time period, payout over a time period, and/or any other criteria.
  • Searching algorithms may be dynamic searching programs, which may be modified based on one or more past results.
  • the search algorithm may determine that a specific triggering event occurs with a ninety percent success rate on a first EGD, a ten percent success rate on a second EGD, a fifty percent success rate on a third EGD, and a seventy percent success rate on a fourth EGD.
  • the search algorithm may generate a search priority based on the probability of success, which may lead to the first EGD being searched first, the fourth EGD being searched second, the third EGD being searched third, and the second EGD being searched fourth.
  • Search algorithm may utilize any dynamic feedback procedure to enhance current and/or future searching results
  • FIG. 3 illustrates a network diagram of an example embodiment of a Gaming Network 300 which may be configured or designed to implement various hybrid arcade/wager-based gaming techniques described and/or referenced herein.
  • Gaming Networks may be configured, designed, and/or operable to provide various different types of operations, functionalities, and/or features generally relating to Gaming Network technology.
  • many of the various operations, functionalities, and/or features of the Gaming Network(s) and/or Gaming System(s) disclosed herein may provide may enable or provide different types of advantages and/or benefits to different entities interacting with the Gaming Network(s).
  • At least some Gaming Network(s) may be configured, designed, and/or operable to provide a number of different advantages and/or benefits and/or may be operable to initiate, and/or enable various different types of operations, functionalities, and/or features, such as, for example, one or more of the following (e.g., or combinations thereof):
  • Examples of various types of games which may be played may include, but are not limited to, one or more hybrid arcade/wager-based game(s) such as those described and/or referenced herein.
  • Enable casino venues to provide opportunities for their players/players to participate in live, multiplayer, wager- based, arcade-style video games where players from different casinos, different locations, and/or different EGDs, are able to compete against one another in a multiplayer, hybrid arcade/wager-based gaming environment.
  • players can be located at the same and/or at remote gaming venues that are connected via a wide area network such as the Internet, cellular networks, VPNs, cloud-based networks, etc.
  • EGDs for enabling casino players/players to participate in wager-based, arcade-style video games.
  • Players may be allowed to manually switch or change their opponents (e.g., in heads-up game play).
  • Players may be automatically switched (e.g., by gaming system) to play different opponents (e.g., auto switching feature; useful for tournament play).
  • ⁇ Gaming system may perform automated matching of players in tournament (e.g., based on various criteria such as, for example: skill level, experience, random, social relationships, etc.).
  • tournament e.g., based on various criteria such as, for example: skill level, experience, random, social relationships, etc.
  • multi-property network connections between various different casino venues e.g., located at different geographic locations
  • a central clearing house may be utilized for financial transactions (e.g., deposit, debit of player accounts, payouts, lines of credit, etc.) relating to the hybrid arcade/wager-based game sessions.
  • financial transactions e.g., deposit, debit of player accounts, payouts, lines of credit, etc.
  • arcade/wager-based game sessions such as, for example: time limit per play, amount per wager, max wager, maximum wager, rules to facilitate speed of game play, rules imposed for conformance with regulatory or jurisdiction requirements, etc.
  • time limit per play such as, for example: time limit per play, amount per wager, max wager, maximum wager, rules to facilitate speed of game play, rules imposed for conformance with regulatory or jurisdiction requirements, etc.
  • the system may be configured or designed to automatically enter default wager for that player.
  • the Gaming Network 300 may include a plurality of different types of components, devices, modules, processes, systems, etc., which, for example, may be implemented and/or instantiated via the use of hardware and/or combinations of hardware and software.
  • the Gaming Network may include one or more of the following types of systems, components, devices, processes, etc. (e.g., or combinations thereof):
  • Display System Server(s) 304 may be configured or designed to implement and/or facilitate management of content (e.g., graphics, images, text, video fees, etc.) to be displayed and/or presented at one or more EGDs (e.g., or at one or more groups of EGDs), dealer displays, administrator displays, etc.
  • EGD Multimedia System Server(s) 305 may be configured or designed to implement and/or facilitate management of content (e.g., graphics, images, text, video fees, etc.) to be displayed and/or presented at one or more EGDs (e.g., or at one or more groups of EGDs), dealer displays, administrator displays, etc.
  • EGD Multimedia System Server(s) 305 e.g., a group of EGDs
  • the Table Multimedia System Server(s) may be configured or designed to generate, implement and/or facilitate management of content (e.g., graphics, images, text, video fees, audio feeds, etc.), which, for example, is to be streamed or provided to one or more EGDs (e.g., or to one or more groups of EGDs).
  • content e.g., graphics, images, text, video fees, audio feeds, etc.
  • EGDs e.g., or to one or more groups of EGDs.
  • the Messaging System Server(s) may be configured or designed to implement and/or facilitate management of messaging and/or other communications among and between the various systems, components, devices, EGDs, players, dealers, and administrators of the gaming network.
  • the Mobile System Server(s) may be configured or designed to implement and/or facilitate management of communications and/or data exchanged with various types of mobile devices, including for example: player-managed mobile devices (e.g., smart phones, PDAs, tablets, mobile computers), casino-managed mobile devices (e.g., mobile gaming devices), etc.
  • player-managed mobile devices e.g., smart phones, PDAs, tablets, mobile computers
  • casino-managed mobile devices e.g., mobile gaming devices
  • the Financial System Server(s) may be configured or designed to implement and/or facilitate tracking, management, reporting, and storage of financial data and financial transactions relating to one or more hybrid arcade/wager-based game sessions.
  • at least some Financial System Server(s) may be configured or designed to keep track of the game accounting (e.g., money in, money out) for a virtual hybrid arcade/wager-based game being played, and may also be configured or designed to handle various financial transactions relating to player wagers and payouts.
  • Financial Servers may be configured or designed to monitor each remote player's account information, and may also manage or handle funds transfers between each player's account and the active game server (e.g., associated with the player's game session).
  • the Player Tracking System Server(s) may be configured or designed to implement and/or facilitate management and exchange of player tracking information associated with one or more EGDs, hybrid arcade/wager-based game sessions, etc.
  • a Player Tracking System Server may include at least one database that tracks each player's hands, wins/losses, bet amounts, player preferences, etc., in the network.
  • the presenting and/or awarding of promotions, bonuses, rewards, achievements, etc. may be based on a player's play patterns, time, games selected, bet amount for each game type, etc.
  • a Player Tracking System Server may also help establish a player's preferences, which assists the casino in their promotional efforts to: award player comps (e.g., loyalty points); decide which promotion(s) are appropriate; generate bonuses; etc.
  • the Data Tracking & Analysis System(s) may be configured or designed to implement and/or facilitate management and analysis of game data.
  • the Data Tracking & Analysis System(s) may be configured or designed to aggregate multisite hybrid arcade/wager-based gaming trends, local wins, jackpots, etc.
  • Gaming System Server(s) (e.g., 322, 324).
  • different game servers may be configured or designed to be dedicated to one or more specifically designated type(s) of game(s).
  • Each game server has game logic to host one of more virtual hybrid arcade/wager-based game sessions.
  • At least some game server(s) may also be capable of keeping track of the game accounting (e.g., money in, money out) for a virtual hybrid arcade/wager-based game being played, and/or for updating the Financial Servers at the end of each game.
  • the game server(s) may also operable to generate the EGD graphics primitives (e.g., game virtual objects and game states), and may further be operable to update EGDs when a game state change (e.g., new card dealt, player upped the ante, player folds/busts, etc.) may be detected.
  • a game state change e.g., new card dealt, player upped the ante, player folds/busts, etc.
  • a game state change e.g., new card dealt, player upped the ante, player folds/busts, etc.
  • Jurisdictional Regulatory Monitoring & Enforcement System(s) may be configured or designed to handle tracking, monitoring, reporting, and enforcement of specific regulatory requirements relating to wager-based gameplay activities in one or more jurisdictions.
  • Validation System(s) may be configured or designed to determine and/or authenticate the identity of the current player at a given EGD.
  • the current player may be required to perform a log in process at the EGD in order to access one or more features.
  • the EGD may be adapted to automatically determine the identity of the current player based upon one or more external signals such as, for example, scanning of a barcode of a player tracking card, an RFID tag or badge worn by the current player which provides a wireless signal to the EGD for determining the identity of the current player.
  • various security features may be incorporated into the EGD to prevent unauthorized players from engaging in certain types of activities at the EGD.
  • the Authentication & Validation System(s) may be configured or designed to authenticate and/or validate various types of hardware and/or software components, such as, for example, hardware/software components residing at a remote EGDs, game play information, wager information, player information and/or identity, etc. Examples of various authentication and/or validation components are described in U.S. Patent No. 6,620,047, titled, "ELECTRONIC GAMING APPARATUS HAVING AUTHENTICATION DATA SETS,” incorporated herein by reference in its entirety for all purposes.
  • each casino venue may correspond to a real-world, physical casino which is located at a particular geographic location.
  • a portion of the multiple different casino venues may be affiliated with each other (e.g., Harrah's Las Vegas, Harrah's London). In other embodiments, at least a portion of the multiple different casino venues do not share any affiliation with each other.
  • EGDs Electronic gaming devices 332, 334, 336, 342, 344, 346.
  • the EGDs may be configured or designed to facilitate and enable players to participate in wager-based, arcade-style video game sessions (e.g., and/or other types of hybrid arcade/wager-based game sessions).
  • Different EGDs may be physically located in one or more different casino venues, and may be connected via a communication network.
  • EGDs may be implemented as stationary machines.
  • at least some EGDs may be implemented using mobile devices (e.g., tablets, smartphones, laptops, PC's, and the like).
  • the Game History Server(s) may be configured or designed to track all (e.g., or selected) game types and game play history for all (e.g., or selected) hybrid arcade/wager-based games.
  • a Game History Server may also assist the casino manager in case of disputes between players and the casino by, for example, providing the ability to "replay" (e.g., by virtually recreating the game events) the game in dispute, step by step, based on previously stored game states. Such dispute resolution capability is a desirable feature in hybrid arcade/wager-based game environments.
  • Remote Database System which, for example, may be operable to store and provide access to various types of information and data described herein.
  • Remote System Server(s)/Service(s) which, for example, may include, but are not limited to, one or more of the following (e.g., or combinations thereof): Content provider servers/services
  • Mobile Game Device(s) 336, 346 may be operable to
  • a variety of different game states may be used to characterize the state of current and/or past events which are occurring (e.g., or have occurred) at a given EGD.
  • a valid current game state may be used to characterize the state of game play (e.g., and/or other related events, such as, for example, mode of operation of the EGD, etc.) at that particular time.
  • multiple different states may be used to characterize different states or events which occur at the EGD at any given time.
  • a single state embodiment forces a decision such that one valid current game state is chosen.
  • multiple possible game states may exist simultaneously at any given time in a game, and at the end of the game or at any point in the middle of the game, the EGD may analyze the different game states and select one of them based on certain criteria.
  • the multiple state embodiment(s) allow all potential game states to exist and move forward, thus deferring the decision of choosing one game state to a later point in the game.
  • the multiple game state embodiment(s) may also be more effective in handling ambiguous data or game state scenarios.
  • a variety of different entities may be used (e.g., either singly or in combination) to track the progress of game states which occur at a given gaming EGD.
  • entities may include, but are not limited to, one or more of the following (e.g., or combination thereof): master controller system, display system, gaining system, local game tracking component(s), remote game tracking component(s), etc.
  • game tracking components may include, but are not limited to: automated sensors, manually operated sensors, video cameras, intelligent playing card shoes, RFID readers/writers, RFID tagged chips, objects displaying machine readable code/patterns, etc.
  • local game tracking components at the EGD may be operable to automatically monitor game play activities at the EGD, and/or to automatically identify key events which may trigger a transition of game state from one state to another as a game progresses.
  • key events may include, but are not limited to, one or more of the following (e.g., or combination thereof):
  • FIGS 4, 5, 6, and 14 show block diagrams of different example embodiments of electronic gaming machines (e.g., EGMs) or electronic gaming devices ("EGDs) which may be used for facilitating, enabling, initiating, and/or implementing one or more of the hybrid arcade/wager-based gaming aspects described herein.
  • EGMs electronic gaming machines
  • EGDs electronic gaming devices
  • FIG. 4 shows a block diagram 400 of electronic gaming device 400, in accordance with a specific embodiment.
  • Electronic gaming device 400 may include a processor 402, a memory 404, a network interface 422, input devices 428, and a display 426.
  • Processor 402 may generate gaming options based on predetermined betting structures and/or outcome categories. Predetermined betting structures may utilize more than one outcome category to generate via processor 402 gaming options. Predetermined betting structures may combine any outcome category with any other outcome category to gaming options.
  • Processor 402 may offer a gaming option which is structured so that the gaming option relates to more than one EGD.
  • Processor 402 may generate contingent gaming options and/or predetermined gaming options.
  • Contingent gaming options 410 may be structures such that when a triggering event occurs over one or more than one gaming event, racing event, and/or sporting event, the wager is activated.
  • Network interface 422 may allow electronic gaming device 400 to communicate with remote devices/systems such as, for example, video/multimedia server(s), accounting/transaction server(s), gaming server(s), authentication server(s), player tracking server(s), voucher server(s), etc.
  • remote devices/systems such as, for example, video/multimedia server(s), accounting/transaction server(s), gaming server(s), authentication server(s), player tracking server(s), voucher server(s), etc.
  • Input devices 428 may be mechanical buttons, electronic buttons, a touchscreen, a microphone, cameras, an optical scanner, or any combination thereof. Input devices 428 may be utilized to make a wager, to make an offer to buy or sell a voucher, to determine a voucher's worth, to cash in a voucher, to modify (e.g., change sound level, configuration, font, language, etc.) electronic gaming device 400, to select a movie or music, to select type of content to be displayed on main and/or auxiliary screen(s) of EGD, or any combination thereof.
  • modify e.g., change sound level, configuration, font, language, etc.
  • Arcade-Style Game Engine 442 may be configured or designed to manage the arcade-style game play portion (or entertainment portion) of the hybrid arcade/wager-based game.
  • Wager-Based Game Engine 444 may be configured or designed to manage the wager-based game event portion(s) of the hybrid arcade/wager-based game.
  • Random Number Generator (RNG) Engine 446 may include software and/or hardware algorithm and/or processes which are used to generate random outcomes, and may be used by the Wager-Based Game Engine to generate wager-based game event outcomes, at least a portion of which may correspond to predetermined wager- based game event outcomes (as described in greater detail below).
  • Display 426 may show video streams from one or more gaming devices, gaming objects from one or more gaming devices, computer generated graphics, predetermined gaming options, and/or contingent gaming options.
  • Memory 404 may include various memory modules 440.
  • Memory 404 via various memory modules 440 may include a future betting module 406, a predetermined game options module 408, a contingent game options module 410, a confirmation module 412, a validation module 414, a voucher module 416, a reporting module 418, a maintenance module 420, a player tracking preferences module 424, a searching module 430, and an account module 432.
  • Future betting module 406 may store data relating to the predetermined betting structure.
  • Processor 402 may utilize data in future betting module 406 to generate predetermined gaming options and/or contingent gaming options.
  • Any other processor e.g., gaming server 225, any virtualized gaming server, etc. may implement these functions of processor 402.
  • Predetermined game options module 408 may store data relating to predetermined gaming options, which may be offered to a player.
  • Contingent game options module 410 may store data relating to contingent gaming options, which may be offered to a player.
  • Confirmation module 412 may utilize data received from a voucher, the transaction history of the voucher (e.g., the voucher changed hands in a secondary market), and/or the identity of the player to confirm the value of the voucher.
  • confirmation module 412 may utilize game event data, along with voucher data to confirm the value of the voucher.
  • Validation module 414 may utilize data received from a voucher to confirm the validity of the voucher.
  • Voucher module 416 may store data relating to generated vouchers, redeemed vouchers, bought vouchers, and/or sold vouchers.
  • Reporting module 418 may generate reports related to a performance of electronic gaming device 400, electronic gaming system(s), hybrid arcade/wager-based game(s), video streams, gaming objects, credit device(s), identification device(s), etc.
  • reporting module 418 may reside on a central server and can aggregate and generate real time statistics on betting activities at one or more hybrid arcade/wager-based games at one or more participating casino's.
  • the aggregate betting statistics may include trends (e.g., aggregate daily wager volume and wager amount by game types, by casinos, and the like), top games with the most payouts, top tables with the most payouts, top search structures used by players, most popular hybrid arcade/wager-based game(s) by wager volume, most searched for game, hybrid arcade/wager-based game(s) with least payouts, weekly trends, monthly trends, and other statistics related to game plays, wagers, people, location, and searches.
  • trends e.g., aggregate daily wager volume and wager amount by game types, by casinos, and the like
  • top games with the most payouts top tables with the most payouts
  • top search structures used by players most popular hybrid arcade/wager-based game(s) by wager volume, most searched for game, hybrid arcade/wager-based game(s) with least payouts, weekly trends, monthly trends
  • the information and statistics generated by the server-based reporting module 418 can be displayed publicly or privately.
  • popular trending and statistical information on wager volume and wager amount for the top ten hybrid arcade/wager-based games can be publicly displayed in a casino display system so that players can study and decide what game to play, where, when, etc.
  • Such a public display of general statistics can also be posted on the Internet, sent out as a text, an email, or multimedia message to the player's smart phones, tablets, desktop computer, etc.
  • the trending and statistical information can also be distributed privately to privileged players such as casino club members.
  • Maintenance module 420 may track any maintenance that is implemented on electronic gaming device 400 and/or electronic gaming system 200. Maintenance module 420 may schedule preventative maintenance and/or request a service call based on a device error. Player tracking preferences module 424 may compile and track data associated with a players preferences.
  • Searching module 430 may include one or more searching structures, one or more searching algorithms, and/or any other searching mechanisms.
  • the searching structures may be predetermined searching structures. For example, the method may start searching a first device, then a second device, then a third device, up to an N th device based on one or more searching parameters (e.g., triggering event).
  • the search may end once one or more triggering events are determined.
  • the search may end once data has been received from a predetermined number (e.g., one, two, ten, one hundred, all) of the devices.
  • the search may be based on a predetermined number of devices to be searched in combination with a predetermined number of search results to be obtained.
  • the search structure may be a minimum of ten devices to be searched, along with a minimum of five gaming options to be determined.
  • the searching structures may be based on one or more specific games (e.g., baccarat tables, roulette tables, blackjack tables, poker tables, craps tables, Sic Bo tables, etc.). Searching structure may search one or more of these games.
  • games e.g., baccarat tables, roulette tables, blackjack tables, poker tables, craps tables, Sic Bo tables, etc.
  • the searching structure may be based on a player's preferences, past transactional history, player input, a particular hybrid arcade/wager-based game or game type, a particular EGD, a particular casino, a particular location within a casino, game outcomes over a time period, payout over a time period, and/or any other criteria.
  • Searching algorithms may be dynamic searching programs, which may be modified based on one or more past results, as described previously.
  • the search algorithm may generate a search priority based on the probability of success various events and/or conditions, as described previously.
  • the search algorithm may utilize any dynamic feedback procedure to enhance current and/or future searching results.
  • Account module 432 may include data relating to an account balance, a wager limit, a number of wagers placed, credit limits, any other player information, and/or any other account information.
  • Data from account module 432 may be utilized to determine whether a wager may be accepted. For example, when a search has determined a triggering event, the device and/or system may determine whether to allow this wager based on one or more of a wager amount, a number of wagers, a wager limit, an account balance, and/or any other criteria.
  • modules discussed in block diagram 400 may reside locally in gaming terminal 400.
  • the functions performed by these modules may be implemented in one or more remote servers.
  • modules 406-420 and 424 may each be on a remote server, communicating with gaming terminal 400 via a network interface such as Ethernet in a local or a wide area network topology.
  • these servers may be physical servers in a data center.
  • these servers may be virtualized.
  • the functions performed by these modules may be implemented as web services.
  • the predetermined game options module 408 may be implemented in software as a web service provider. Gaming terminal 400 would make service requests over the web for the available predetermined wager options to be displayed. Regardless of how the modules and their respective functions are implemented, the interoperability with the gaming terminal 400 is seamless.
  • reporting module 418 may reside on a central server and can aggregate and generate real time statistics on betting activities at one or more hybrid arcade/wager-based games at one or more participating casino's.
  • the aggregate betting statistics may include trends (e.g., aggregate daily wager volume and wager amount by game types, by casinos, and the like), top games with the most payouts, top EGDs with the most payouts, top search structures used by players, most popular hybrid arcade/wager-based game(s) by wager volume, most searched for game(s), EGDs with least payouts, weekly trends, monthly trends, and other statistics related to game plays, wagers, people, location, and searches.
  • the information and statistics generated by the server-based reporting module 418 can be displayed publicly or privately.
  • popular trending and statistical information on wager volume and wager amount for the top ten hybrid arcade/wager-based games can be publicly displayed in a casino display system so that players can study and decide what game to play, where, when, etc.
  • Such a public display of general statistics can also be posted on the Internet, sent out as a text, an email, or multimedia message to the player's smart phones, tablets, desktop computer, etc.
  • the trending and statistical information can also be distributed privately to privileged players such as casino club members.
  • FIG. 5 is a simplified block diagram of an exemplary intelligent multi-player electronic gaming system 500 in accordance with a specific embodiment.
  • gaming system 500 may be implemented as a gaming server.
  • gaming system 500 may be implemented as an electronic gaming machine (e.g., EGM) or electronic gaming device (e.g., EGD).
  • EGM electronic gaming machine
  • EGD electronic gaming device
  • gaming system 500 includes at least one processor 510, at least one interface 506, and memory 516. Additionally, as illustrated in the example embodiment of Figure 5, gaming system 500 includes at least one master gaming controller 512, a multi-touch sensor and display system 590, a plurality of peripheral device components 550, and various other components, devices, systems such as, for example, one or more of the following (e.g., or combinations thereof):
  • Candle control system which, for example, may include functionality for determining and/or controlling the appearances of one or more candles, etc.;
  • Gaming chip/wager token tracking components 570 • Gaming chip/wager token tracking components 570;
  • Audio/video processors 583 which, for example, may include functionality for detecting, analyzing and/or managing various types of audio and/or video information relating to various activities at the gaming system.
  • Various interfaces 506b (e.g., for communicating with other devices, components, systems, etc.);
  • One or more cameras 562 are One or more cameras 562;
  • One or more microphones 563 are One or more microphones 563;
  • Input devices 530a
  • Peripheral Devices 550; Arcade-Style Game Engine(s) 541 may be configured or designed to manage the arcade-style game play portion (or entertainment portion) of the hybrid arcade/wager-based game.
  • Wager-Based Game Engine(s) 543 may be configured or designed to manage the wager-based game event portion(s) of the hybrid arcade/wager-based game.
  • Random Number Generator (RNG) Engine(s) 545 may include software and/or hardware algorithm and/or processes which are used to generate random outcomes, and may be used by the Wager-Based Game Engine to generate wager-based game event outcomes, at least a portion of which may correspond to predetermined wager- based game event outcomes (as described in greater detail below).
  • Monetary Payout Manager 522 may be configured or designed to include functionality for determining the appropriate monetary payout(s) (if any) to be distributed to player(s) based on the outcomes of the wager-based game events which are initiated during play of one or more hybrid arcade/wager-based games.
  • Non-Monetary Payout Manager 524 may be configured or designed to include functionality for determining the appropriate non-monetary payout(s) (if any) to be awarded or distributed to player(s) based on the outcomes of the wager-based game events which are initiated during play of one or more hybrid arcade/wager-based games.
  • One or more cameras may be used to monitor, stream and/or record image content and/or video content relating to persons or objects within each camera's view.
  • camera 562 may be used to generate a live, real-time video feed of a player (e.g., or other person) who is currently interacting with the EGD.
  • camera 562 may be used to verify a user's identity (e.g., by authenticating detected facial features), and/or may be used to monitor or tract facial expressions and/or eye movements of a user or player who is interacting with the gaming system.
  • display system 590 may include one or more of the following (e.g., or combinations thereof):
  • Multipoint sensing device(s) 592 e.g., multi-touch surface sensors/components
  • display surface(s) 595 may include one or more display screens utilizing various types of display technologies such as, for example, one or more of the following (e.g., or combinations thereof): LCDs (e.g., Liquid Crystal Display), Plasma, OLEDs (e.g., Organic Light Emitting Display), TOLED (e.g., Transparent Organic Light Emitting Display), Flexible (e.g., F)OLEDs, Active matrix (e.g., AM) OLED, Passive matrix (e.g., PM) OLED, Phosphorescent (e.g., PH) OLEDs, SEDs (e.g., surface-conduction electron-emitter display), EPD (e.g., ElectroPhoretic display), FEDs (e.g., Field Emission Displays) and/or other suitable display technology.
  • EPD displays may be provided by E-ink of Cambridge, MA.
  • OLED displays of the type list above may be provided by Universal Display Corporation, Ewing, NJ.
  • master gaming controller 512 may include one or more of the following (e.g., or combinations thereof):
  • ⁇ Logic devices 513 which may include one or more processors 510; • Memory 516, which may include one or more of the following (e.g., or combinations thereof):
  • configuration software 514 non-volatile memory 519, EPROMS 508, RAM 509, associations 518 between indicia and configuration software, etc.;
  • Peripheral Devices 550 may include one or more of the following (e.g., or combinations thereof):
  • Non-volatile memory 519a e.g., and/or other types of memory
  • Meters 559 e.g., hard and/or soft meters
  • processor 510 and master gaming controller 512 are included in a logic device 513 enclosed in a logic device housing.
  • the processor 510 may include any conventional processor or logic device configured to execute software allowing various configuration and reconfiguration tasks such as, for example: a) communicating with a remote source via communication interface 506, such as a server that stores authentication information or games; b) converting signals read by an interface to a format corresponding to that used by software or memory in the gaming system; c) accessing memory to configure or reconfigure game parameters in the memory according to indicia read from the device; d) communicating with interfaces, various peripheral devices and/or I/O devices; e) operating peripheral devices such as, for example, card readers, paper ticket readers, etc.; f) operating various I/O devices such as, for example, displays 535, input devices 530; etc.
  • the processor 510 may send messages including game play information to the displays 535 to inform players of game play/event information, wagering information, and/or other desired information.
  • the gaming system may include card readers such as used with credit cards, or other identification code reading devices to allow or require player identification in connection with play of the card game and associated recording of game action.
  • card readers such as used with credit cards, or other identification code reading devices to allow or require player identification in connection with play of the card game and associated recording of game action.
  • a player identification interface can be implemented in the form of a variety of magnetic card readers commercially available for reading a player-specific identification information.
  • the player-specific information can be provided on specially constructed magnetic cards issued by a casino, or magnetically coded credit cards or debit cards frequently used with national credit organizations such as Visa, Mastercard, American Express, or banks and other institutions.
  • the gaming system may include other types of participant identification mechanisms which may use a fingerprint image, eye blood vessel image reader, or other suitable biological information to confirm identity of the player.
  • Such personalized identification information could also be used to confirm credit use of a smart card, transponder, and/or player's personal player input device (e.g., UID).
  • the gaming system 500 also includes memory 516 which may include, for example, volatile memory (e.g., RAM 509), non-volatile memory 519 (e.g., disk memory, FLASH memory, EPROMs, etc.), unalterable memory (e.g., EPROMs 508), etc.
  • volatile memory e.g., RAM 509
  • non-volatile memory 519 e.g., disk memory, FLASH memory, EPROMs, etc.
  • unalterable memory e.g., EPROMs 508
  • the memory may be configured or designed to store, for example: 1) configuration software 514 such as all the parameters and settings for a game playable on the gaming system; 2) associations 518 between configuration indicia read from a device with one or more parameters and settings; 3) communication protocols allowing the processor 510 to communicate with peripheral devices and I/O devices 4) a secondary memory storage device 515 such as a non-volatile memory device, configured to store gaming software related information (e.g., the gaming software related information and memory may be used to store various audio files and games not currently being used and invoked in a configuration or reconfiguration); 5) communication transport protocols (e.g., such as, for example, TCP/IP, USB, Firewire, IEEE1394, Bluetooth, IEEE 802.
  • configuration software 514 such as all the parameters and settings for a game playable on the gaming system
  • communication protocols allowing the processor 510 to communicate with peripheral devices and I/O devices
  • the master gaming controller 512 communicates using a serial communication protocol.
  • serial communication protocols include but are not limited to USB, RS-232 and Netplex (e.g., a proprietary protocol developed by IGT, Reno, NV).
  • a plurality of device drivers 552 may be stored in memory 516.
  • Example of different types of device drivers may include device drivers for gaming system components, device drivers for gaming system components, etc.
  • the device drivers 552 utilize a communication protocol of some type that enables communication with a particular physical device.
  • the device driver abstracts the hardware implementation of a device. For example, a device drive may be written for each type of card reader that may be potentially connected to the gaming system.
  • Examples of communication protocols used to implement the device drivers include Netplex , USB, Serial, Ethernet, Firewire, 1/0 debouncer, direct memory map, serial, PCI, parallel, RF, BluetoothTM, near-field communications (e.g., using near-field magnetics), 802.11 (e.g., WiFi), etc.
  • Netplex is a proprietary IGT standard while the others are open standards.
  • a new device driver may be loaded from the memory 516 by the processor 510 to allow communication with the device.
  • one type of card reader in gaming system 500 may be replaced with a second type of card reader where device drivers for both card readers are stored in the memory 516.
  • the software units stored in the memory 516 may be upgraded as needed. For instance, when the memory 516 is a hard drive, new games, game options, various new parameters, new settings for existing parameters, new settings for new parameters, device drivers, and new communication protocols may be uploaded to the memory from the master gaming controller 512 or from some other external device. As another example, when the memory 516 includes a CD/DVD drive including a CD/DVD designed or configured to store game options, parameters, and settings, the software stored in the memory may be upgraded by replacing a first CD/DVD with a second CD/DVD.
  • the software stored in the flash and/or EPROM memory units may be upgraded by replacing one or more memory units with new memory units which include the upgraded software.
  • one or more of the memory devices, such as the hard-drive may be employed in a game software download process from a remote software server.
  • the gaming system 500 may also include various authentication and/or validation components 544 which may be used for authenticating/validating specified gaming system components such as, for example, hardware components, software components, firmware components, information stored in the gaming system memory 516, etc.
  • various authentication and/or validation components are described in U.S. Patent No. 6,620,047, entitled, "ELECTRONIC GAMING APPARATUS HAVING AUTHENTICATION DATA SETS,” incorporated herein by reference in its entirety for all purposes.
  • Sensors 560 may include, for example, optical sensors, pressure sensors, RF sensors, Infrared sensors, motion sensors, audio sensors, image sensors, thermal sensors, biometric sensors, etc. As mentioned previously, such sensors may be used for a variety of functions such as, for example: detecting the presence and/or monetary amount of gaming chips which have been placed within a player's wagering zone; detecting (e.g., in real time) the presence and/or monetary amount of gaming chips which are within the player's personal space; etc.
  • the sensors 560 and/or input devices 530 may be implemented in the form of touch keys selected from a wide variety of commercially available touch keys used to provide electrical control signals. Alternatively, some of the touch keys may be implemented in another form which are touch sensors such as those provided by a touchscreen display.
  • the gaming system player may include input functionality for enabling players to provide their game play decisions/instructions (e.g., and/or other input) to the EGD using the touch keys and/or other player control sensors/buttons. Additionally, such input functionality may also be used for allowing players to provide input to other devices in the casino gaming network (e.g., such as, for example, player tracking systems, side wagering systems, etc.)
  • Wireless communication components 556 may include one or more communication interfaces having different architectures and utilizing a variety of protocols such as, for example, 802.11 (e.g., WiFi), 802.15 (e.g., including BluetoothTM), 802.16 (e.g., WiMax), 802.22, Cellular standards such as CDMA, CDMA2000, WCDMA, Radio Frequency (e.g., RFID), Infrared, Near Field Magnetic communication protocols, etc.
  • the communication links may transmit electrical, electromagnetic or optical signals which carry digital data streams or analog signals representing various types of information.
  • a near-field communication protocol is the ECMA-340 "Near Field Communication -
  • NFCIP-1 NFCIP-1
  • ECMA International e.g., www.ecma-international.org
  • other types of Near Field Communication protocols may be used including, for example, near field magnetic communication protocols, near field RF communication protocols, and/or other wireless protocols which provide the ability to control with relative precision (e.g., on the order of centimeters, inches, feet, meters, etc.) the allowable radius of communication between at least 5 devices using such wireless communication protocols.
  • Power distribution components 558 may include, for example, components or devices which are operable for providing wireless power to other devices.
  • the power distribution components 558 may include a magnetic induction system which is adapted to provide wireless power to one or more portable UIDs at the gaming system.
  • a UID docking region may include a power distribution component which is able to recharge a UID placed within the UID docking region without requiring metal-to-metal contact.
  • motion/gesture detection component(s) 551 may be configured or designed to detect player movements and/or gestures and/or other input data from the player.
  • each gaming system may have its own respective motion/gesture detection component(s).
  • motion/gesture detection component(s) 551 may be implemented as a separate sub-system of the gaming system which is not associated with any one specific gaming system or device.
  • Figure 14 shows an example block diagram of an alternate embodiment of an electronic gaming machine which may be configured or designed to implement one or more of the hybrid arcade/wager-based gaming aspects described herein. As illustrated in the example embodiment of Figure 14, the electronic gaming machine 1400 may include, but are not limited to, one or more of the following component(s) (or combinations thereof):
  • One or more display(s) (1404, 1406).
  • GPU Graphics Processor
  • FIG 6 is a simplified block diagram of an exemplary mobile gaming device 600 in accordance with a specific embodiment.
  • one or more players may participate in a wager-based, arcade- style video game session using mobile gaming devices.
  • the mobile gaming device may be configured or designed to include or provide functionality which is similar to that of an electronic gaming device (e.g., EGD) such as that described, for example, in Figure 4.
  • EGD electronic gaming device
  • mobile gaming device 600 may include a variety of components, modules and/or systems for providing various functionality.
  • mobile gaming device 600 may include Mobile Device Application components (e.g., 660), which, for example, may include, but are not limited to, one or more of the following (e.g., or combinations thereof):
  • Database Components 664 such as those illustrated, described, and/or referenced herein.
  • Processing Components 666 such as those illustrated, described, and/or referenced herein.
  • Components 668 which, for example, may include components for facilitating and/or enabling the mobile gaming device to perform and/or initiate various types of operations, activities, functions such as those described herein.
  • the mobile gaming device may include Mobile Device App Component(s) which have been configured or designed to provide functionality for enabling or implementing at least a portion of the various hybrid arcade/wager-based game techniques at the mobile gaming device.
  • various aspects, features, and/or functionalities of the mobile gaming device may be performed, implemented and/or initiated by one or more of the following types of systems, components, systems, devices, procedures, processes, etc. (e.g., or combinations thereof):
  • Geolocation module 646 Display (s) 635
  • Figure 7 illustrates an example embodiment of a system server 780 which may be used for implementing various aspects/features described herein.
  • the system server 780 includes at least one network device 760, and at least one storage device 770 (e.g., such as, for example, a direct attached storage device).
  • system server 780 may be suitable for implementing at least some of the hybrid arcade/wager- based game techniques described herein.
  • network device 760 may include a master central processing unit (e.g.,
  • the CPU 762 may be responsible for implementing specific functions associated with the functions of a desired network device. For example, when configured as a server, the CPU 762 may be responsible for analyzing packets; encapsulating packets; forwarding packets to appropriate network devices; instantiating various types of virtual machines, virtual interfaces, virtual storage volumes, virtual appliances; etc.
  • the CPU 762 preferably accomplishes at least a portion of these functions under the control of software including an operating system (e.g., Linux), and any appropriate system software (e.g., such as, for example, AppLogic(e.g., TM) software).
  • CPU 762 may include one or more processors 763 such as, for example, one or more processors from the AMD, Motorola, Intel and/or MIPS families of microprocessors. In an alternative embodiment, processor 763 may be specially designed hardware for controlling the operations of system server 780. In a specific embodiment, a memory 761 (e.g., such as non-volatile RAM and/or ROM) also forms part of CPU 762. However, there may be many different ways in which memory could be coupled to the system. Memory block 761 may be used for a variety of purposes such as, for example, caching and/or storing data, programming instructions, etc.
  • processors 763 such as, for example, one or more processors from the AMD, Motorola, Intel and/or MIPS families of microprocessors.
  • processor 763 may be specially designed hardware for controlling the operations of system server 780.
  • a memory 761 e.g., such as non-volatile RAM and/or ROM
  • Memory block 761 may be used for a variety of purposes such as
  • the interfaces 768 may be typically provided as interface cards (e.g., sometimes referred to as "line cards"). Alternatively, one or more of the interfaces 768 may be provided as on-board interface controllers built into the system motherboard. Generally, they control the sending and receiving of data packets over the network and sometimes support other peripherals used with the system server 780. Among the interfaces that may be provided may be FC interfaces, Ethernet interfaces, frame relay interfaces, cable interfaces, DSL interfaces, token ring interfaces, Infiniband interfaces, and the like.
  • various very high-speed interfaces may be provided, such as fast Ethernet interfaces, Gigabit Ethernet interfaces, ATM interfaces, HSSI interfaces, POS interfaces, FDDI interfaces, ASI interfaces, DHEI interfaces and the like.
  • Other interfaces may include one or more wireless interfaces such as, for example, 802.11 (e.g., WiFi) interfaces, 802.15 interfaces (e.g., including BluetoothTM), 802.16 (e.g., WiMax) interfaces, 802.22 interfaces, Cellular standards such as CDMA interfaces, CDMA2000 interfaces, WCDMA interfaces, TDMA interfaces, Cellular 3G interfaces, etc.
  • one or more interfaces may include ports appropriate for communication with the appropriate media. In some cases, they may also include an independent processor and, in some instances, volatile RAM. The independent processors may control such communications intensive tasks as packet switching, media control and management. By providing separate processors for the communications intensive tasks, these interfaces allow the master microprocessor 762 to efficiently perform routing computations, network diagnostics, security functions, etc.
  • some interfaces may be configured or designed to allow the system server 780 to communicate with other network devices associated with various local area network (e.g., LANs) and/or wide area networks (e.g., WANs).
  • Other interfaces may be configured or designed to allow network device 760 to communicate with one or more direct attached storage device(s) 770.
  • FIGURE 7 illustrates one specific network device described herein, it is by no means the only network device architecture on which one or more embodiments can be implemented.
  • an architecture having a single processor that handles communications as well as routing computations, etc. may be used.
  • other types of interfaces and media could also be used with the network device.
  • network device may employ one or more memories or memory modules (e.g., such as, for example, memory block 765, which, for example, may include random access memory (e.g., RAM)) configured to store data, program instructions for the general-purpose network operations and/or other information relating to the functionality of the various hybrid arcade/wager-based game techniques described herein.
  • the program instructions may control the operation of an operating system and/or one or more applications, for example.
  • the memory or memories may also be configured to store data structures, and/or other specific non- program information described herein.
  • machine-readable media that include program instructions, state information, etc. for performing various operations described herein.
  • machine-readable storage media include, but are not limited to, magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks; magneto -optical media such as floptical disks; and hardware devices that may be specially configured to store and perform program instructions, such as read-only memory devices (e.g., ROM) and random access memory (e.g., RAM).
  • Some embodiments may also be embodied in transmission media such as, for example, a carrier wave travelling over an appropriate medium such as airwaves, optical lines, electric lines, etc.
  • transmission media such as, for example, a carrier wave travelling over an appropriate medium such as airwaves, optical lines, electric lines, etc.
  • program instructions include both machine code, such as produced by a compiler, and files containing higher level code that may be executed by the computer using an interpreter.
  • FIG. 8 illustrates an example of a functional block diagram of a Gaming System Server in accordance with a specific embodiment.
  • the Virtual Live electronic gaming device System Server may be operable to perform and/or implement various types of functions, operations, actions, and/or other features, such as, for example, one or more of those described and/or referenced herein.
  • the Gaming System Server may include a plurality of components operable to perform and/or implement various types of functions, operations, actions, and/or other features such as, for example, one or more of the following (e.g., or combinations thereof):
  • Context Interpreter e.g., 802 which, for example, may be operable to automatically and/or dynamically analyze contextual criteria relating to a detected set of event(s) and/or condition(s), and automatically determine or identify one or more contextually appropriate response(s) based on the contextual interpretation of the detected event(s)/condition(s).
  • contextual criteria which may be analyzed may include, but are not limited to, one or more of the following (e.g., or combinations thereof): o location-based criteria (e.g., geolocation of mobile gaming device, geolocation of EGD, etc.)
  • Time Synchronization Engine (e.g., 804) which, for example, may be operable to manage universal time
  • Search Engine e.g., 828, which, for example, may be operable to search for transactions, logs, game history information, player information, hybrid arcade/wager-based game information, etc., which may be accessed from one or more local and/or remote databases.
  • Configuration Engine e.g., 832 which, for example, may be operable to determine and handle configuration of various customized configuration parameters for one or more devices, component(s), system(s), process(es), etc.
  • Time Interpreter e.g., 8128 which, for example, may be operable to automatically and/or dynamically modify or change identifier activation and expiration time(s) based on various criteria such as, for example, time, location, transaction status, etc.
  • Authentication Validation Component(s) e.g., 847) (e.g., password, software/hardware info, SSL certificates) which, for example, may be operable to perform various types of authentication/validation tasks such as one or more of those described and/or referenced herein.
  • Transaction Processing Engine e.g., 822 which, for example, may be operable to handle various types of transaction processing tasks such as, for example, one or more of those described and/or referenced herein.
  • OCR Processing Engine e.g., 834 which, for example, may be operable to perform image processing and optical character recognition of images such as those captured by a gaming device camera, for example.
  • Database Manager e.g., 8266 which, for example, may be operable to handle various types of tasks relating to database updating, database management, database access, etc.
  • the Database Manager may be operable to manage game history databases, player tracking databases, etc.
  • Log Component(s) e.g., 809 which, for example, may be operable to generate and manage transactions history logs, system errors, connections from APIs, etc.
  • Status Tracking Component(s) e.g., 812 which, for example, may be operable to automatically and/or
  • Gateway Component(s) which, for example, may be operable to facilitate and manage communications and transactions with external Payment Gateways.
  • Web Interface Component(s) e.g., 808, which, for example, may be operable to facilitate and manage communications and transactions with virtual live electronic gaming device web portal(s).
  • API Interface(s) to Gaming System Server(s) which, for example, may be operable to facilitate and manage communications and transactions with API Interface(s) to Gaming System Server(s)
  • API Interface(s) to 3rd Party System Server(s) which, for example, may be operable to facilitate and manage communications and transactions with API Interface(s) to 3rd Party System Server(s)
  • processors 810 may include one or more
  • CPUs which are deployed in many of today's consumer electronic devices, such as, for example, CPUs or processors from the Motorola or Intel family of microprocessors, etc.
  • at least one processor may be specially designed hardware for controlling the operations of a gaming system.
  • a memory e.g., such as non-volatile RAM and/or ROM
  • the CPU may be responsible for implementing specific functions associated with the functions of a desired network device. The CPU preferably accomplishes all these functions under the control of software including an operating system, and any appropriate applications software.
  • Memory 816 which, for example, may include volatile memory (e.g., RAM), non-volatile memory (e.g., disk memory, FLASH memory, EPROMs, etc.), unalterable memory, and/or other types of memory.
  • the memory 816 may include functionality similar to at least a portion of functionality implemented by one or more commonly known memory devices such as those described herein and/or generally known to one having ordinary skill in the art.
  • one or more memories or memory modules e.g., memory blocks
  • the program instructions may control the operation of an operating system and/or one or more applications, for example.
  • the memory or memories may also be configured to store data structures, metadata, identifier information/images, and/or information/data relating to other features/functions described herein.
  • Interface(s) 806 which, for example, may include wired interfaces and/or wireless interfaces.
  • the interface(s) 806 may include functionality similar to at least a portion of functionality implemented by one or more computer system interfaces such as those described herein and/or generally known to one having ordinary skill in the art.
  • Device driver(s) 842 may include functionality similar to at least a portion of functionality implemented by one or more computer system driver devices such as those described herein and/or generally known to one having ordinary skill in the art.
  • ⁇ Messaging Server Component(s) 836 which, for example, may be configured or designed to provide various functions and operations relating to messaging activities and communications.
  • Network Server Component(s) 837 which, for example, may be configured or designed to provide various functions and operations relating to network server activities and communications.
  • FIG. 9 shows a block diagram illustrating components of a gaming system 900 which may be used for implementing various aspects of example embodiments.
  • the components of a gaming system 900 for providing game software licensing and downloads are described functionally.
  • the described functions may be instantiated in hardware, firmware and/or software and executed on a suitable device.
  • the functions of the components may be combined.
  • a single device may comprise the game play interface 911 and include trusted memory devices or sources 909.
  • the gaming system 900 may receive inputs from different groups/entities and output various services and or information to these groups/entities.
  • game players 925 primarily input cash or indicia of credit into the system, make game selections that trigger software downloads, and receive entertainment in exchange for their inputs.
  • Game software content providers provide game software for the system and may receive compensation for the content they provide based on licensing agreements with the gaming machine operators.
  • Gaming machine operators select game software for distribution, distribute the game software on the gaming devices in the system 900, receive revenue for the use of their software and compensate the gaming machine operators.
  • the gaming regulators 930 may provide rules and regulations that must be applied to the gaming system and may receive reports and other information confirming that rules are being obeyed.
  • the game software license host 901 may be a server connected to a number of remote gaming devices that provides licensing services to the remote gaming devices.
  • the license host 901 may 1) receive token requests for tokens used to activate software executed on the remote gaming devices, 9) send tokens to the remote gaming devices, 3) track token usage and 4) grant and/or renew software licenses for software executed on the remote gaming devices.
  • the token usage may be used in utility based licensing schemes, such as a pay-per-use scheme.
  • a game usage-tracking host 922 may track the usage of game software on a plurality of devices in communication with the host.
  • the game usage-tracking host 922 may be in communication with a plurality of game play hosts and gaming machines. From the game play hosts and gaming machines, the game usage tracking host 922 may receive updates of an amount that each game available for play on the devices may be played and on amount that may be wagered per game. This information may be stored in a database and used for billing according to methods described in a utility based licensing agreement.
  • the game software host 902 may provide game software downloads, such as downloads of game software or game firmware, to various devious in the game system 900. For example, when the software to generate the game is not available on the game play interface 911, the game software host 902 may download software to generate a selected game of chance played on the game play interface. Further, the game software host 902 may download new game content to a plurality of gaming machines via a request from a gaming machine operator.
  • game software downloads such as downloads of game software or game firmware
  • the game software host 902 may also be a game software configuration-tracking host 913.
  • the function of the game software configuration-tracking host is to keep records of software configurations and/or hardware configurations for a plurality of devices in communication with the host (e.g., denominations, number of paylines, paytables, max/min wagers). Details of a game software host and a game software configuration host that may be used with example embodiments are described in co-pending U.S. patent no. 6,645,077, by Rowe, titled, "Gaming Terminal Data Repository and Information System," filed December 91, 9000, which is incorporated herein in its entirety and for all purposes.
  • a game play host device 903 may be a host server connected to a plurality of remote clients that generates games of chance that are displayed on a plurality of remote game play interfaces 911.
  • the game play host device 903 may be a server that provides central determination for a bingo game play played on a plurality of connected game play interfaces 911.
  • the game play host device 903 may generate games of chance, such as slot games or video card games, for display on a remote client.
  • a game player using the remote client may be able to select from a number of games that are provided on the client by the host device 903.
  • the game play host device 903 may receive game software management services, such as receiving downloads of new game software, from the game software host 902 and may receive game software licensing services, such as the granting or renewing of software licenses for software executed on the device 903, from the game license host 901.
  • game software management services such as receiving downloads of new game software
  • game software licensing services such as the granting or renewing of software licenses for software executed on the device 903, from the game license host 901.
  • the game play interfaces or other gaming devices in the gaming system 900 may be portable devices, such as electronic tokens, cell phones, smart cards, tablet PC's and PDA's.
  • the portable devices may support wireless communications and thus, may be referred to as wireless mobile devices.
  • the network hardware architecture 916 may be enabled to support communications between wireless mobile devices and other gaming devices in gaming system.
  • the wireless mobile devices may be used to play games of chance.
  • the gaming system 900 may use a number of trusted information sources.
  • Trusted information sources 904 may be devices, such as servers, that provide information used to authenticate/activate other pieces of information.
  • CRC values used to authenticate software, license tokens used to allow the use of software or product activation codes used to activate software are examples of trusted information that might be provided from a trusted information source 904.
  • Trusted information sources may be a memory device, such as an EPROM, that includes trusted information used to authenticate other information.
  • a game play interface 911 may store a private encryption key in a trusted memory device that is used in a private key-public key encryption scheme to authenticate information from another gaming device.
  • a trusted information source 904 When a trusted information source 904 is in communication with a remote device via a network, the remote device will employ a verification scheme to verify the identity of the trusted information source. For example, the trusted information source and the remote device may exchange information using public and private encryption keys to verify each other's identities. In another example of an embodiment, the remote device and the trusted information source may engage in methods using zero knowledge proofs to authenticate each of their respective identities. Details of zero knowledge proofs that may be used with example embodiments are described in US publication no. 9003/0203756, by Jackson, filed on April 95, 9002 and titled, "Authentication in a Secure Computerized Gaming System, which is incorporated herein in its entirety and for all purposes.
  • Gaming devices storing trusted information might utilize apparatus or methods to detect and prevent tampering.
  • trusted information stored in a trusted memory device may be encrypted to prevent its misuse.
  • the trusted memory device may be secured behind a locked door.
  • one or more sensors may be coupled to the memory device to detect tampering with the memory device and provide some record of the tampering.
  • the memory device storing trusted information might be designed to detect tampering attempts and clear or erase itself when an attempt at tampering may be detected.
  • the gaming system 900 of example embodiments may include devices 906 that provide authorization to download software from a first device to a second device and devices 907 that provide activation codes or information that allow downloaded software to be activated.
  • the devices, 906 and 907 may be remote servers and may also be trusted information sources.
  • One example of a method of providing product activation codes that may be used with example embodiments is describes in previously incorporated U.S. patent no. 6,264,561.
  • a device 906 that monitors a plurality of gaming devices to determine adherence of the devices to gaming jurisdictional rules 908 may be included in the system 900.
  • a gaming jurisdictional rule server may scan software and the configurations of the software on a number of gaming devices in communication with the gaming rule server to determine whether the software on the gaming devices is valid for use in the gaming jurisdiction where the gaming device is located.
  • the gaming rule server may request a digital signature, such as CRC's, of particular software components and compare them with an approved digital signature value stored on the gaming jurisdictional rule server.
  • the gaming jurisdictional rule server may scan the remote gaming device to determine whether the software is configured in a manner that is acceptable to the gaming jurisdiction where the gaming device is located. For example, a maximum wager limit may vary from jurisdiction to jurisdiction and the rule enforcement server may scan a gaming device to determine its current software configuration and its location and then compare the configuration on the gaming device with approved parameters for its location.
  • a gaming jurisdiction may include rules that describe how game software may be downloaded and licensed.
  • the gaming jurisdictional rule server may scan download transaction records and licensing records on a gaming device to determine whether the download and licensing was carried out in a manner that is acceptable to the gaming jurisdiction in which the gaming device is located.
  • the game jurisdictional rule server may be utilized to confirm compliance to any gaming rules passed by a gaming jurisdiction when the information needed to determine rule compliance is remotely accessible to the server.
  • Game software, firmware or hardware residing a particular gaming device may also be used to check for compliance with local gaming jurisdictional rules.
  • a software program including jurisdiction rule information may be downloaded to a secure memory location on a gaming machine or the jurisdiction rule information may be downloaded as data and utilized by a program on the gaming machine.
  • the software program and/or jurisdiction rule information may check the gaming device software and software configurations for compliance with local gaming jurisdictional rules.
  • the software program for ensuring compliance and jurisdictional information may be installed in the gaming machine prior to its shipping, such as at the factory where the gaming machine is manufactured.
  • the gaming devices in game system 900 may utilize trusted software and/or trusted firmware.
  • Trusted firmware/software is trusted in the sense that is used with the assumption that it has not been tampered with.
  • trusted software/firmware may be used to authenticate other game software or processes executing on a gaming device.
  • trusted encryption programs and authentication programs may be stored on an EPROM on the gaming machine or encoded into a specialized encryption chip.
  • trusted game software e.g., game software approved for use on gaming devices by a local gaming jurisdiction may be required on gaming devices on the gaming machine.
  • the devices may be connected by a network 916 with different types of hardware using different hardware architectures.
  • Game software can be quite large and frequent downloads can place a significant burden on a network, which may slow information transfer speeds on the network.
  • efficient downloading is essential for the service to viable.
  • network efficient devices 910 may be used to actively monitor and maintain network efficiency.
  • software locators may be used to locate nearby locations of game software for peer-to-peer transfers of game software.
  • network traffic may be monitored and downloads may be actively rerouted to maintain network efficiency.
  • One or more devices in example embodiments may provide game software and game licensing related auditing, billing and reconciliation reports to server 912.
  • a software licensing billing server may generate a bill for a gaming device operator based upon a usage of games over a time period on the gaming devices owned by the operator.
  • a software auditing server may provide reports on game software downloads to various gaming devices in the gaming system 900 and current configurations of the game software on these gaming devices.
  • the software auditing server 912 may also request software configurations from a number of gaming devices in the gaming system. The server may then reconcile the software configuration on each gaming device.
  • the software auditing server 912 may store a record of software configurations on each gaming device at particular times and a record of software download transactions that have occurred on the device. By applying each of the recorded game software download transactions since a selected time to the software configuration recorded at the selected time, a software configuration is obtained.
  • the software auditing server may compare the software configuration derived from applying these transactions on a gaming device with a current software configuration obtained from the gaming device. After the comparison, the software-auditing server may generate a reconciliation report that confirms that the download transaction records are consistent with the current software configuration on the device. The report may also identify any inconsistencies.
  • both the gaming device and the software auditing server may store a record of the download transactions that have occurred on the gaming device and the software auditing server may reconcile these records.
  • RNG I/O component(s) may include Class 3-type RNG I/O component(s) and/or Class 2-type RNG I/O component(s).
  • a series of calls/checks may be automatically performed by the EGM to access at least one local and/or remote RNG server/service, such as, for example, one or more of the following (or combinations thereof):
  • Remote Class 2 RNG System(s)/Service(s) e.g., 194, Figure 1
  • Remote Class 3 RNG System(s)/Service(s) e.g., 196, Figure 1
  • individual NPC spawning events may each trigger a respective predetermined RNG outcome retrieval event, and each retrieved predetermined RNG outcome value may be stored (e.g., in encrypted form) in EGM memory and associated with its respective, spawned NPC.
  • a HAWG-based EGM may be configured or designed to automatically and/or dynamically access or retrieve one or more "batches” or “pools” of predetermined RNG outcomes from one or more local and/or remote RNG server(s)/service(s), which, in turn, enables more intense gambling intervals to occur at the hybrid arcade/wager-based game without “stressing” the system and/or without causing the occurrence of "lag” (e.g., delay and/or a drop in frames per second) in game play and/or wager-based gaming events.
  • lag e.g., delay and/or a drop in frames per second
  • RNG wager-based games e.g., such as video slot games, etc.
  • RNG wager-based games e.g., such as video slot games, etc.
  • Such traditional wager-based game design techniques have, in the past, proved to be sufficiently adequate with respect to minimizing the occurrence of lag in electronic wager-based games (such as, for example, video slot games, video poker games, etc.).
  • next-generation wager-based games such as, for example, the various hybrid arcade/wager-based game types described herein
  • Occurrences of such lag may be attributable to a number of different factors, including, for example, the "stressing" of local system resources, communication latency, etc.
  • stressing the "stressing" of local system resources, communication latency, etc.
  • multiple calls, checks, interactions, NPC spawning, and/or other activities may all occur within the same few milliseconds, causing the gaming system resources to be "stressed", and resulting in lag.
  • lag may occur as a result of the RNG Engine being unable to generate real-time RNG outcomes fast enough.
  • communication latency Another factor which may also contribute to lag is communication latency, which, for example, may be caused by delays in communicating with remote devices/servers.
  • One such design technique is to configure or design a hybrid arcade/wager- based game to automatically and/or dynamically access or retrieve, before the triggering of one or more future wager-based game events, one or more "batches” or “pools" of predetermined RNG outcomes from local and/or remote RNG server(s)/service(s).
  • Such a technique enables more intense gambling intervals to occur at the hybrid arcade/wager-based game without “stressing” the system and/or without causing the occurrence of "lag” (e.g., delay and/or a drop in frames per second) in game play and/or wager-based gaming events.
  • lag e.g., delay and/or a drop in frames per second
  • a HAWG-based EGM may be configured or designed to automatically and/or dynamically access or retrieve one or more "batches” or “pools” of predetermined RNG outcomes from one or more local and/or remote RNG server(s)/service(s), which, in turn, enables more intense gambling intervals to occur at the hybrid arcade/wager-based game without “stressing” the system and/or without causing the occurrence of "lag” (e.g., delay and/or a drop in frames per second) in game play and/or wager-based gaming events.
  • lag e.g., delay and/or a drop in frames per second
  • a hybrid arcade/wager-based game (and/or EGM on which the HAWG game is hosted) may be configured or designed to automatically and/or dynamically retrieve or "grab" predetermined RNG outcomes (and/or other data) from remote RNG server(s)/service(s) (and/or other remote systems/services) prior to extreme HAWG gameplay intervals, which may then allow the system to handle all current and future operations (e.g., including during extreme HAWG gameplay intervals) while avoiding the possibility of lag interfering with real-time gameplay and/or real-time wager-based events.
  • at least a portion of the retrieved data may be encrypted (e.g., during communication and/or while stored in memory) in a manner which conforms with desired or imposed security regulations/standards.
  • the portions of gameplay which correspond to automated rail movement of the player's character may be identified as preferable times (e.g., of non-extreme game play) for automatically and/or dynamically initiating the retrieving of one or more "batches" or "pools" of predetermined RNG outcomes.
  • a specific game-level area may include a total of 20 newly spawned NPCs.
  • the hybrid arcade/wager-based game may cause the EGM to automatically and/or dynamically retrieve one or more "batches” or “pools" of predetermined RNG outcomes (e.g., totaling 20 predetermined RNG outcomes) from one or more local and/or remote RNG server(s)/service(s).
  • predetermined RNG outcomes e.g., totaling 20 predetermined RNG outcomes
  • At least one "batch retrieval" of predetermined RNG outcomes may be called before
  • At least one "batch retrieval" of predetermined RNG outcomes may be called after gameplay
  • At least one "batch retrieval" of predetermined RNG outcomes may be called before wager
  • At least one "batch retrieval" of predetermined RNG outcomes may be called after wager
  • At least one "batch retrieval" of predetermined RNG outcomes may be called before the
  • At least one "batch retrieval" of predetermined RNG outcomes may be called after the
  • the 20 retrieved predetermined RNG outcomes may be stored in encrypted form in local EGM memory.
  • each (or selected ones) of the retrieved predetermined RNG outcomes may be randomly assigned to (or randomly associated with) a respectively different NPC (thereby effecting double randomization).
  • each (or selected ones) of the retrieved predetermined RNG outcomes may be sequentially assigned to (or associated with) a respectively different NPC.
  • the "batch retrieval" of predetermined RNG outcomes may apply to both Class 2 type hybrid arcade/wager-based games and/or Class 3 type hybrid arcade/wager-based games.
  • the RNG server(s)/service(s) may be configured or designed to record or log the predetermined RNG outcomes which are retrieved by each requesting entity. Such records may subsequently be used for auditing purposes (e.g., to ensure that the wager-based game event outcomes at the EGM match the predetermined RNG outcomes provided by the RNG server(s)/service(s)) and for detecting and preventing cheating/fraud.
  • different techniques may be employed for handling "unused" predetermined RNG outcomes which may occur, for example, when a player stops playing (or stops participating in) a hybrid arcade/wager-based game. For example, in one embodiment, when a player chooses to disengage from participating in the Zombie shooter HAWG game, any "unused" predetermined RNG outcomes (e.g., associated with
  • NPCs which have not yet been destroyed may be automatically and dynamically discarded/deleted.
  • "unused" predetermined RNG outcomes may also occur during gameplay, such as, for example, when a player finishes a level of a Zombie shooter HAWG game without destroying all Zombies on that particular level.
  • the EGM may be configured or designed to periodically and automatically identify and delete selected "unused" predetermined RNG outcomes which are associated with "obsolete" wager-based triggering events (e.g., wager-based triggering events which no longer have any possibility of being initiated in the currently active gaming session).
  • the EGM may be configured or designed to automatically identify and discard the "unused" predetermined RNG outcomes which are associated with the 3 spawned, non-destroyed Zombies.
  • security measures should preferably be employed with respect to the generation, transmission and storage of the predetermined RNG outcome data.
  • security measures may include, but are not limited to, one or more of the following (or combinations thereof):
  • an expiration time limit of a given predetermined RNG outcome may be exceeded (e.g., time limit expired)
  • that specific predetermined RNG outcome may be exceeded
  • expiration time limits may range from about 30 seconds to 60 minutes. In one preferred embodiment, an expiration time limit may be set to about 3 minutes.
  • the relatively high level of security measures implemented with respect to the generation, acquisition and storage of predetermined RNG outcomes may provide an added benefit of enabling at least a portion of the predetermined RNG outcomes to be retrieved (e.g., individually and/or in batches) from one or more remote RNG server(s)/service(s) (e.g.,. Class 2 RNG System(s)/Service(s) 194 and/or Class 3 RNG System(s)/Service(s) 196, Figure 1).
  • This may help facilitate and/or enable online wager-based gaming using pre-determined RNG outcomes.
  • the various predetermined RNG outcome techniques described herein may also be utilized in larger, more well-known online games for enabling wager-based triggering event functionality, and for enabling wager-based events to occur concurrently during standard (e.g., at home/mobile, non-wager based) gameplay.
  • wager-based video games such as, poker, bingo, keno, pachinko, dice, cards, wheel games, etc.
  • Wager-based games implemented on mobile devices Wager-based games implemented on mobile devices.
  • Wager-based games implemented via the Internet or other gaming networks.
  • MMO games implemented via the Internet or other gaming networks.
  • Video console games such as, for example XBOXTM, PlayStationTM, NintendoTM, etc.
  • an online video slot game (or other styled game) may be configured or designed to include predetermined RNG outcome batch retrieval functionality.
  • a player may access the online video slot game via the Internet, and fund the game in a manner similar to that of standard wager-based play (e.g., as implemented at casino EGMs). Thereafter, the predetermined RNG outcome batch retrieval process(es) may be called.
  • a wager-based video slot game which may be configured or designed to include predetermined RNG outcome batch retrieval functionality may perform one or more of the following activities (or combinations thereof):
  • slot game may vary greatly. Based on jurisdiction/regulations, one or more predetermined RNG outcome batch retrieval process(es) may be automatically initiated. In one embodiment, implementation of a predetermined RNG outcome batch retrieval call may result in the
  • At least one "batch retrieval" of predetermined RNG outcomes may be called before gameplay setup.
  • At least one "batch retrieval" of predetermined RNG outcomes may be called after
  • At least one "batch retrieval" of predetermined RNG outcomes may be called before wager placement.
  • At least one "batch retrieval" of predetermined RNG outcomes may be called after wager
  • At least one "batch retrieval" of predetermined RNG outcomes may be called before the spawning of the NPCs.
  • At least one "batch retrieval" of predetermined RNG outcomes may be called after the spawning of the NPCs, but before enabling the player to proceed with gameplay at the specific game-level area.
  • outcomes may be stored in encrypted form in local memory. • According to different embodiments, each (or selected ones) of the retrieved predetermined
  • RNG outcomes may be randomly assigned to (or randomly associated with) a respectively different NPC (thereby effecting double randomization).
  • each (or selected ones) of the retrieved data is retrieved.
  • predetermined RNG outcomes may be sequentially assigned to (or associated with) a

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Abstract

L'invention concerne divers aspects décrits pour la mise en œuvre de techniques de jeux d'arcade/à base de paris hybrides par l'intermédiaire de réseaux informatiques, comprenant un ou plusieurs réseaux de jeu de casino. Le jeu d'arcade/à base de paris hybride peut comprendre une portion de jeu sans pari et une partie de jeu avec paris. Un ou plusieurs joueurs peuvent se lancer simultanément dans une portion de jeu continue de la partie de jeu sans pari pendant l'exécution d'événements de jeu avec paris qui sont automatiquement déclenchés en fonction d'événements qui se produisent pendant la partie de jeu sans pari. Les gains pour un résultat d'événement de jeu à base de paris peut comprendre des paiements monétaires et des paiements non monétaires.
PCT/US2016/060732 2015-11-04 2016-11-04 Aspects de jeux d'arcade/à base de paris hybrides se rapportant à des activités de jeu de divertissement et de paris WO2017079701A1 (fr)

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JP2018543072A JP6847969B2 (ja) 2015-11-04 2016-11-04 娯楽および賭けゲーム活動に関連するハイブリッド型アーケード/賭けベースのゲーム態様
SG11201803973QA SG11201803973QA (en) 2015-11-04 2016-11-04 Hybrid arcade/wager-based gaming aspects relating to entertainment and wagering gaming activities
CA3004484A CA3004484A1 (fr) 2015-11-04 2016-11-04 Aspects de jeux d'arcade/a base de paris hybrides se rapportant a des activites de jeu de divertissement et de paris
AU2016349517A AU2016349517A1 (en) 2015-11-04 2016-11-04 Hybrid arcade/wager-based gaming aspects relating to entertainment and wagering gaming activities
CN201680077767.1A CN111032168A (zh) 2015-11-04 2016-11-04 与娱乐和筹码游戏活动有关的合成通道式/基于筹码的游戏方面
PH12018501051A PH12018501051A1 (en) 2015-11-04 2018-05-16 Hybrid arcade/wager-based gaming aspects relating to entertainment and wagering gaming activities

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US62/250,946 2015-11-04

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US10950092B2 (en) 2018-10-07 2021-03-16 Synergy Blue Llc Skillful multi-level games and gaming machines in which players are granted free play sessions
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US10789815B2 (en) 2018-10-08 2020-09-29 Synergy Blue Llc Skillful regulated casino games and gaming machines configured to enable the player to select from among equally probable outcomes to win
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