SKILL GAME PLAYABLE ON A CASINO TYPE DISPLAY WITH GAME ENDING FEATURES INCLUDING SPINNING REEL UP/DOWN CAPABILITY AND A BONUS GAME
A skill game is provided that can be played on a casino gaming display that employs methods to hold a player's interest after normal completion of the initial game. In a first embodiment, an up/down selection is provided to the player for one or more reels of the spinning reel game that have stopped spinning. The one up/down feature allows the player to move the reel one position up or down to increase the reward level. To assure skill is involved, the available up or down motion for the reel is displayed for a short time prior to when the wheel stops and the player must remember the available state correctly. If the player remembers correctly, the award for the game can be increased. In a second embodiment, a bonus game is provided with the frequency of offer of the bonus game randomly set to assure operator profit while maintaining player interest and enjoyment.
This application claims priority under 35 U.S.C. 119(e) to the following U.S. Provisional Patent Applications: (1) Provisional Application No. 60/994,110, entitled “Spinning Reel Skill Game,” by Richard M. Mathis, filed Sep. 17, 2007, which is incorporated by reference herein in its entirety; and (2) Provisional Application No. 60/994,406, entitled “Skill Game As A Bonus Game in a Game of Chance,” filed Sep. 19, 2007, which is incorporated by reference herein in its entirety.
CROSS REFERENCE TO RELATED APPLICATIONSThis application is related to U.S. patent application Ser. No. 11/247,092 entitled “Method and Apparatus For Skill Game Play and Awards” filed Oct. 11, 2005, which is hereby incorporated by reference herein in its entirety.
This application is further related to U.S. patent application Ser. No. 12/127,660, entitled “Skill Game That Can Be Played Upon a Casino Type Display Combining Determinative, Fixed and Random Processes,” filed May 27, 2008, which is hereby incorporated by reference herein in its entirety.
BACKGROUND1. Technical Field
The present invention relates to a method of operating a gaming device, particularly a spinning reel skill gaming device or representation thereof that can be used in casino gaming. The present invention further relates to features provided at the end of the skill game.
2. Related Art
Casino gaming has offered games of chance that can be played upon a machine for many years. Typically the gaming machines employ some method of randomly selecting a game result and presenting it to a player. The random selection can be made by a random number or character generator with the result displayed to a player. A pseudo-random, or fixed process, can likewise be made by stopping a spinning reel in a manner not reasonably controlled by an operator. In the U.S.A., a distinction has been by the Federal Government as to whether a gaming apparatus generates game outcomes based upon a random or pseudo-random selection or whether player skill can influence game outcome to some degree in a determinative or non-random process. The determinative process is also referred to herein as a skill game.
Games that depend solely upon random selection for generation of game outcomes are classified as Class III, but those in which player skill can influence game outcome may be placed in another class not being subject to regulation. The classification is a regulatory matter, but can have very significant economic ramifications. For example, Class III gaming may be relegated to casinos and Indian Tribes that have suitable compacts with state governments. Class III gaming is highly regulated and requires large economic resources in order to comply with regulations in operation and reporting. Games of skill, however, may be currently permitted on any Indian reservation whether or not an agreement exists with the state in which they are located and reporting and compliance with regulation is considerably simplified.
Skill games may be classified as non-regulated games, but award to a player must depend to some degree upon player skill. A significant risk to an operator exists if game outcome depends entirely upon player skill as a very skillful player can win every game with disastrous economic results for the operator. If game outcome is made to depend upon skill in such manner that skill level is beyond the bounds of normal human competence then the game outcome essentially becomes a process of random selection, the game is classified as Class III, and is not permitted to be legally operated in said venue. The classification assigned is important and has been the subject of many court actions.
Several gaming machines that allow skill games to be played currently exist. Most of said gaming machines depend upon a video representation of a spinning reel and require a player to stop certain symbols at a given position in order to accomplish a winning result. Stopping the spinning reel depends upon player skill to influence a game outcome, but in nearly all cases the number of symbols is huge and/or speed at which symbols are presented to a player is much greater than can be expected to be processed within even the boundaries of superhuman capabilities. If game outcome can be influenced by normal human capabilities the operator of said game is in danger of losing money. A system described in U.S. Pat. No. 7,192,342 describes a spinning reel gaming system as well as other systems with an outcome that can be influenced by normal human capabilities, while still enabling the operator to make a profit. U.S. patent application Ser. No. 12/127,660 discloses an additional system that has an outcome influenced by the player, while still maintaining operator profit. It would be desirable to provide additional game features to increase player entertainment and desire to play a skill game while still maintaining an operator profit.
SUMMARYEmbodiments of the present invention provide a method for implementing a skill game that employs methods to hold a player's interest after normal completion of the game. In some embodiments the procedures are provided after normal completion of a non-skill game allowing for player skill to complete the game, effectively creating a skill game. In other embodiments, the procedures are offered after a skill game to enhance player interest. In still other embodiments, the feature offered may enhance player interest in a game that is a complete non-skill game.
In a first embodiment, an up/down selection is provided to the player for one or more reels of the spinning reel game that have stopped spinning. The one up/down feature allows the player to move the reel one position up or down to increase the reward level. To provide a skill feature, in one embodiment the available up or down motion for the reel is displayed for a short time prior to when the wheel stops and the player must remember the available state correctly. If the player remembers correctly the award for the game can be increased, while if the player incorrectly remembers the available up/down state the award can be decreased.
This up/down selection embodiment is particularly valuable to the player when all reels stop in a position where no award is displayed. Without the up/down feature, the player would receive no award. However, with the up/down feature, the player is still offered the opportunity to receive an award after the normal non-skill game would otherwise be complete. The up/down feature can likewise be used after play of a skill game.
In a second embodiment, a bonus game is provided with the frequency of offer of the bonus game randomly set to assure operator profit. Reducing frequency of the bonus game award can further increase player excitement because the total value offered for the bonus game can build significantly over time. In some embodiments, the bonus game can be offered randomly as well as based on the player's skill measured by the number of games a player wins when the initial non-bonus game is a skill game. Because different player skills can require different frequencies of bonus offerings, in some embodiments the random frequency of offer of the bonus game can be controlled by monitoring the player's skill. The bonus game of the second embodiment can be a skill game or non-skill game. The bonus game can be awarded following either a non-skill game or a skill game.
Further details of the present invention are explained with the help of the attached drawings in which:
Embodiments of the present invention can be implemented in a system as illustrated in
Operation of the up/down decision process according to some embodiments of the present invention will be described below initially with respect to
The game of skill of a first embodiment of the present invention begins as follows, with reference to
As the reels rotate, a momentary display of icons that the player must choose to rotate a reel up 30 or down 32 to successfully complete a skill game is made to the player. The icons 30 and 32 may appear at a random position on the game presentation to the player and may be visible for a random period of time from game to game. Icons switches 22, 23 and 24 have markings that can correspond to momentarily displayed icons 30 and 32 that appear on the game presentation to the player. The switches 22, 23 and 24 may be static in position, or displayed only at certain times in a touch screen or actual push button available to the player. Additionally, a time allowed for a player to complete the skill game is shown at 38 and a choice of whether said player wishes to increase his buy-in. If the player is not already at maximum buy-in, the option to increase the buy-in can be shown on the game presentation to the player at 40 after reels 14a and 14b have stopped rotating. Reel 14c is still rotating at this point in the game cycle shown in
Referring to
The up/down selection process can serve to increase player interest in a situation where the award can be increased, as shown in
For the symbols displayed in
In
II. Bonus game
As indicated previously, the configuration displayed in
The procedure to determine if a bonus game will be awarded in steps 76-92 begins with step 76 where if a first bonus indicator light (Bonus Ind1) is off the random result (RR) is compared to a variable R1. If the random result is less than or equal to R1, a first bonus indicator light 55a at step 78 is turned on. The program then continues to 92 where a check is made if all four bonus indicator lights (Ind1-4) are on and, if not, continues back to 72 where another game of chance may be played by the player. If the random result is greater than variable R1, or the bonus light indicator Ind1 is already on the program continues to 80 where if the second indicator light (Ind2) 55b is off a comparison is made for the random result (RR) being less than or equal to variable R2. If the random result is less than or equal to said variable R2, a second bonus indicator 55b at step 82 is turned on and program continues to 92 where a check is made if all bonus indicators are on and, if not, continues back to 72 where another game of chance may be played by the player. If the random result is greater than variable R2 or the second indicator light 55b was already on, the program continues to 84 where if a third indicator light (Ind3) 55c is off a comparison is made for the random result (RR) being less than or equal to variable R3. If the random result is less than or equal to R3, a bonus indicator light (Ind3) 55c at step 86 is turned on and program continues to 92 where a check is made if all bonus indicators are on and, if not, continues back to 72 where another game of chance can be played by the player. If the random result is greater than variable R3 or the third indicator light 55c was already on, the program continues to 88 where if a fourth indicator light (Ind4) 55d is off a comparison is made for the random result (RR) being less than or equal to variable R4. If the random result is less than or equal to R4, a bonus indicator light 55d is turned on at step 90 and program continues to 92 where a check is made if all bonus indicators are on and, if not, control continues back to 72 where another game of chance may be played by the player. If the random result is greater than variable R4 or the indicator light (Ind4) 55d was on, the program continues to 92 where a check is made if all bonus indicators are on and if not continues back to 72 where another game of chance may be played by the player. If at any time in step 92 all bonus indicators are on, the program continues to 94 where a bonus game is presented to the player and the player can proceed to play at step 96. After the bonus game is complete, program continues to step 98 where all bonus indicators are turned off and control is returned to step 72 where additional games can be played and the process for a bonus game award is started over.
Those skilled in the art will see that the value of variables R1, R2, R3 and R4 may be increased or decreased to change the frequency of allowing a bonus game to be presented to a player. As one example the frequency at which the bonus game is awarded may be increased by moving the value of R1 closer to R2. In fact, if R1=R2=R3=R4 and RR is constrained to be less than R1, the bonus game will be presented to the player after every fourth game of chance win. To further enhance player excitement and enjoyment, the aforesaid variables R1, R2, R3, and R4 may be randomly adjusted, thus making an erratic presentation of turn on of the bonus lights before awarding the bonus game to the player. The variables R1, R2, R3 and R4 can further be changed to assure an operator is guaranteed a profit even with presentation of the bonus game with a substantial award for winning the bonus game. Further with values set so that R1<R2<R3<R4, the portion of steps 76, 78, 80 and 82 that checks the bonus indicator will be unnecessary since some random results RR can be generated that will satisfy each of step 76, 78, 80 and 82 to separately turn on indicator lights ind1-4. For the embodiments of
In the random process, a random result is drawn in step 112 for comparison to R1 and R2 in subsequent steps in
As with the process of
In some embodiments of the present invention further alternatives can be used, such as use of a no-win counter instead of the win counter referenced in
Other alternatives to the bonus award steps of
The process of
It should be noted that the preceding discussion discloses a method of implementing a game of skill upon any computer controlled gaming apparatus and may be adapted to devices including display types and actuation devices different than those described herein. A person skilled in the art will see many other games and implementations that employ the methods disclosed herein. For example the up/down selection procedure can be combined with the bonus game award in a single game. Further, the bonus game can be awarded only after the bonus pool has reached a predetermined value to guarantee operator profit, whether or not random results like R1-R4 are used, or a predetermined number of wins are counted.
Although the present invention has been described above with particularity, this was merely to teach one of ordinary skill in the art how to make and use the invention. Many additional modifications will fall within the scope of the invention, as that scope is defined by the following claims.
Claims
1. A skill game comprising a game controller configured to:
- provide a game to a player involving at least one spinning reel;
- display to the user an indication of up or down direction movement of the at least one spinning reel for a limited period of time; and
- provide a user key to allow the user to move the at least one spinning reel in the displayed up or down direction after the up or down direction indication has been displayed for the limited period of time and the at least one spinning reel has stopped spinning.
2. The skill game of claim 1, wherein the display to the use of the up or down direction of movement is provided to the user for the limited period of time prior to when the at least one spinning reel stops spinning.
3. The skill game of claim 1, wherein only one of the up or down direction of movement is displayed to the user and provided by the key to the user to move the at least one spinning reel.
4. The skill game of claim 1, wherein the at least one spinning reel moves more than one symbol in the up or down direction.
5. The skill game of claim 1, wherein the user key is active for a limited period of time to move the at least one spinning reel in the displayed up or down direction.
6. The skill game of claim 1, wherein the player can increase buy-in prior to selecting the user key to move the at least one spinning reel in the displayed up or down direction.
7. The skill game of claim 1, wherein display to the user of the up or down direction of movement includes given symbols that when partially covered prevent a player from distinguishing the given symbols from other symbols provided on the spinning reel display.
8. A game comprising a game controller configured to:
- provide at least one random result determination after a player successfully completes a game;
- compare the at least one random result determination with a first fixed variable; and
- provide a bonus game to the player based on the results of the comparison with the first fixed variable.
9. The game of claim 8, wherein the game controller is further configured to:
- count a number of times the player has successfully completed a non-bonus game, and perform the comparison step after the count has reached a predetermined value.
10. The game of claim 8, wherein the game controller is further configured to:
- compare the at least one random result determination with at least one additional fixed variable; and
- providing the bonus game to the player based on the results of the comparison with the at least one additional fixed variable as well as the first fixed variable.
11. The game of claim 10, wherein the game controller is further configured to:
- provide indicators when each of the comparison with the first fixed variable and the additional fixed variables indicates a bonus game can be awarded; and
- return to play of a non-skill game after each successful comparison if all indicators have not been enabled.
12. The game of claim 8 further comprising:
- providing a no-win counter that counts times a player does not successfully complete the skill game;
- changing the first fixed variable to increase the frequency of when the bonus game is awarded to the player when the no-win counter reaches a predetermined value
13. The game of claim 11, wherein the fixed variables are adjustable to change the frequency of when the bonus game is offered to the user.
14. The game of claim 8, wherein prior to award of the bonus game the game controller is further configured to:
- provide a game to a player involving at least one spinning reel;
- display to the user an indication of up or down direction movement of the at least one spinning reel for a limited period of time; and
- provide a user key to allow the user to move the at least one spinning reel in the displayed up or down direction after the up or down direction indication has been displayed for the limited period of time.
15. A game comprising a game controller configured to:
- determine if a successful play of an initial game has occurred;
- pay an award amount displayed to a player when the initial game is determined to be successfully completed; and
- sum a buy-in amount for the initial game to a bonus pool when the initial game is determined to be unsuccessfully completed and return to display a screen allowing a player to play a subsequent game.
16. A game of claim 15, wherein after payment of the award, the game controller is further configured to:
- determine when the bonus pool exceeds a predetermined value; and
- award a bonus game when the bonus pool exceeds the predetermined value.
Type: Application
Filed: Sep 17, 2008
Publication Date: Mar 19, 2009
Inventor: Richard M. Mathis (Las Vegas, NV)
Application Number: 12/212,343
International Classification: A63F 9/24 (20060101);