Patents by Inventor James G. Nolz
James G. Nolz has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).
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Patent number: 7846015Abstract: A gaming device, wherein a player's skill at an action or event determines the player's success or failure in the round. The game is readily adaptable to becoming a pseudo-skill game that would be required in most gaming jurisdictions. In one pseudo-skill embodiment, the skill game is converted to a game employing skill, but which is controlled by a set number of successful outcomes. That is, the player keeps playing until the player's skill produces the set number of successful outcomes. In another pseudo-skill embodiment, the game only appears to the player as involving skill. Instead, the gaming device randomly determines when and how many times to produce a successful outcome and increase the player's award.Type: GrantFiled: February 12, 2007Date of Patent: December 7, 2010Assignee: IGTInventors: Mark W. Bansemer, James G. Nolz, Anthony J. Baerlocher, Andrea C. Hughs-Baird
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Patent number: 7789749Abstract: A gaming device wherein a player's skill at an action or event determines or appears to determine the player's success or failure. In reality, a database of information stores a number of successful results, and the game selects an award for each successful result. The action or event involves skill in real life, which requires the player to estimate the time an action will require and/or requires the player to aim at an object or estimate the direction necessary to successfully produce a result. The game can employ software adapted to determine if a player's aim or timing is successful. The game can alternatively randomly determine the player's success. The game displays the player's attempt or action on the screen depicting success or failure and awards gaming device credits or multipliers for successful results.Type: GrantFiled: May 25, 2006Date of Patent: September 7, 2010Assignee: IGTInventors: Mark W. Bansemer, James G. Nolz
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Patent number: 7175524Abstract: A gaming device, wherein a player's skill at an action or event determines the player's success or failure in the round. The game is readily adaptable to becoming a pseudo-skill game that would be required in most gaming jurisdictions. In one pseudo-skill embodiment, the skill game is converted to a game employing skill, but which is controlled by a set number of successful outcomes. That is, the player keeps playing until the player's skill produces the set number of successful outcomes. In another pseudo-skill embodiment, the game only appears to the player as involving skill. Instead, the gaming device randomly determines when and how many times to produce a successful outcome and increase the player's award.Type: GrantFiled: August 16, 2004Date of Patent: February 13, 2007Assignee: IGTInventors: Mark W. Bansemer, James G. Nolz, Anthony J. Baerlocher, Andrea C. Hughs-Baird
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Patent number: 7056210Abstract: A gaming device wherein a player's skill at an action or event determines or appears to determine the player's success or failure. In reality, a database of information stores a number of successful results, and the game selects an award for each successful result. The action or event involves skill in real life, which requires the player to estimate the time an action will require and/or requires the player to aim at an object or estimate the direction necessary to successfully produce a result. The game can employ software adapted to determine if a player's aim or timing is successful. The game can alternatively randomly determine the player's success. The game displays the player's attempt or action on the screen depicting success or failure and awards gaming device credits or multipliers for successful results.Type: GrantFiled: April 27, 2004Date of Patent: June 6, 2006Assignee: IGTInventors: Mark W. Bansemer, James G. Nolz
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Publication number: 20040198490Abstract: A gaming device wherein a player's skill at an action or event determines or appears to determine the player's success or failure. In reality, a database of information stores a number of successful results, and the game selects an award for each successful result. The action or event involves skill in real life, which requires the player to estimate the time an action will require and/or requires the player to aim at an object or estimate the direction necessary to successfully produce a result. The game can employ software adapted to determine if a player's aim or timing is successful. The game can alternatively randomly determine the player's success. The game displays the player's attempt or action on the screen depicting success or failure and awards gaming device credits or multipliers for successful results.Type: ApplicationFiled: April 27, 2004Publication date: October 7, 2004Inventors: Mark W. Bansemer, James G. Nolz
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Patent number: 6780103Abstract: The present provides a gaming device, wherein a player's skill at an action or event determines the player's success or failure in the round. The game is readily adaptable to becoming a pseudo-skill game that would be required in most gaming jurisdictions. In one pseudo-skill embodiment, the skill game is converted to a game employing skill, but which is controlled by a set number of successful outcomes. That is, the player keeps playing until the player's skill produces the set number of successful outcomes. In another pseudo-skill embodiment, the game only appears to the player as involving skill. Instead, the gaming device randomly determines when and how many times to produce a successful outcome and increase the player's award.Type: GrantFiled: August 30, 2001Date of Patent: August 24, 2004Assignee: IGTInventors: Mark W. Bansemer, James G. Nolz, Anthony J. Baerlocher, Andrea C. Hughs-Baird
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Patent number: 6761632Abstract: The present invention includes a gaming device wherein a player's skill at an action or event determines or appears to determine the player's success or failure. In reality, a database of information stores a number of successful results, and the game selects an award for each successful result. The action or event involves skill in real life, which requires the player to estimate the time an action will require and/or requires the player to aim at an object or estimate the direction necessary to successfully produce a result. The game can employ software adapted to determine if a player's aim or timing is successful. The game can alternatively randomly determine the player's success. The game displays the player's attempt or action on the screen depicting success or failure and awards gaming device credits or multipliers for successful results.Type: GrantFiled: August 30, 2001Date of Patent: July 13, 2004Assignee: IGTInventors: Mark W. Bansemer, James G. Nolz
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Publication number: 20020077165Abstract: The present provides a gaming device, wherein a player's skill at an action or event determines the player's success or failure in the round. The game is readily adaptable to becoming a pseudo-skill game that would be required in most gaming jurisdictions. In one pseudo-skill embodiment, the skill game is converted to a game employing skill, but which is controlled by a set number of successful outcomes. That is, the player keeps playing until the player's skill produces the set number of successful outcomes. In another pseudo-skill embodiment, the game only appears to the player as involving skill. Instead, the gaming device randomly determines when and how many times to produce a successful outcome and increase the player's award.Type: ApplicationFiled: August 30, 2001Publication date: June 20, 2002Inventors: Mark W. Bansemer, James G. Nolz, Anthony J. Baerlocher, Andrea C. Hughs-Baird
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Publication number: 20020049082Abstract: The present invention includes a gaming device wherein a player's skill at an action or event determines or appears to determine the player's success or failure. In reality, a database of information stores a number of successful results, and the game selects an award for each successful result. The action or event involves skill in real life, which requires the player to estimate the time an action will require and/or requires the player to aim at an object or estimate the direction necessary to successfully produce a result. The game can employ software adapted to determine if a player's aim or timing is successful. The game can alternatively randomly determine the player's success. The game displays the player's attempt or action on the screen depicting success or failure and awards gaming device credits or multipliers for successful results.Type: ApplicationFiled: August 30, 2001Publication date: April 25, 2002Inventors: Mark W. Bansemer, James G. Nolz