Gaming machine having multi-ended pointer for quasi-deterministic play (“pick-a-prize”)

When a special symbol appears during play of the gaming machine game, the secondary game is initiated. At initiation, a bonus prize is determined by the secondary game microcontroller by consulting a bonus game paytable stored therein where each bonus prize corresponds to a bonus spot on the secondary game. A multi-ended pointer of the secondary game spins around the field of bonus spots and the player is prompted to select which end of the pointer is active. Upon selection of the end—e.g. blue or green—a microcontroller operating the spinner calculates the point at which the spinner will cease to spin so that the selected pointed end is pointing toward the selected bonus prize. The player is given the illusion that he or she controls which bonus prize is won since the green side of the pointer will point to a different bonus prize than the blue side.

BACKGROUND OF THE INVENTION

This invention relates generally to electronic gaming machines and more particularly to a method and apparatus for integrating a primary and secondary game within a computer network.

Casinos typically include electronic gaming machines (EGMs) such as slot machines and video poker machines. Slot machines, for example, usually include three reels that each have a plurality of symbols printed thereon. After the player applies a wager to the machine, he or she starts play by triggering a switch that starts the reels spinning. Each reel stops at a random position and thereby presents three symbols—one from each reel. Some combinations of symbols do not pay any jackpot. Others pay varying amounts according to predetermined combinations that appear in a pay table displayed on the machine and stored in the gaming machine's programmable read-on memory (PROM).

Competition for players among electronic gaming machines is tight and the industry is developing different methods for attracting and keeping players at their machines. One method for attracting players is to create linked progressive jackpot systems in which multiple gaming machines have been linked together into groups of machines that share the same bonus pool. A simple example of such a system is progressive video poker in which players play the primary poker game on one of a plurality of gaming machines grouped together on the casino floor. A coin-in counter, linked to all machines sharing the progressive pool, counts the total amount of money played in the group of machines and advances the progressive bonus pool accordingly. For instance, the casino can choose to set aside 5% of all money played on the group of video poker machines to the bonus pool. The amount of the pool is displayed on a large LED display and is incremented as money is played. This amount is awarded automatically as a bonus should a player on one of the video poker machines receive a designated winning hand such as a royal flush. After the bonus is awarded, the bonus pool is seeded with a nominal amount that is further incremented as described above.

The advantage of the progressive system is that the bonus pools from individual machines can be pooled to form larger awards that in turn attract more players. When taken to the extreme, progressive bonuses can be pooled together not only from machines in different areas of the casino, but also from different casinos in different states. More complex examples for bonusing are implemented using bonus servers over a network, such as disclosed in co-owned U.S. Pat. No. 6,319,125 (the '125 patent), which is incorporated herein by reference for all purposes. Also incorporated herein by reference for all purposes is U.S. Pat. No. 5,655,961, assigned to the Assignee of the present application (the '961 patent), which also discloses bonuses that can be implemented by bonus servers over a network.

While these linked progressive systems have been effective at drawing additional players, there is a need for gaming machines that have additional attraction features and yet are not required to be linked to other machines.

SUMMARY OF THE INVENTION

The current invention is intended to provide a novel secondary game feature that can be played in addition to the base primary game. The preferred embodiment is described in association with a slot machine, although it is understood that any base game can be used.

The Acres Gaming Pick-A-Prize game includes an upright slot machine, which is the base game, with a top box that includes the bonus game components, including a spinner section and a pair of columns of light cans flanking the spinner. The spinner is preferably mechanical (although it is understood that the spinner can be implemented in lights or other selection means) and includes two pointer ends, a blue end and an opposing green end, that rotate and then stop at one of ten different locations, each having a different numerical value associated with it. The left side of the top box is the “blue” side and includes the blue light can column with multiple bonus prizes, one of which is automatically “selected” after the spinner stops rotating and is awarded as an enhancement to the spinner bonus prize. The right side of the top box is the “green” side and operates similarly to the blue side. The top two positions of each column are shared by both the green and blue side and result, if selected, in an additional bonus prize being awarded.

In operation, when a special symbol appears on one of the base-game reels, the secondary game is initiated. The mechanical spinner begins spinning and the player is prompted to hit either the blue or the green selection button. Pressing one of the color selection buttons causes one column of the light cans flanking the spinner to light up. The choice of colors also determines which end of the spinner is active to yield a particular bonus prize. The player is given the illusion that he or she controls which bonus prize is won since the green side of the pointer will point to a different bonus prize than the blue side. In fact, however, the prize won is determined immediately after the bonus period begins and before the color selection button is pressed based upon a weighted pay table. Only after the color button is pressed is the exact position of the spinner determined. This concept is referred to as quasi-deterministic play.

When the pointer has stopped spinning, the supplementary prize phase begins. Each space of the selected light can column is sequentially highlighted until one is randomly chosen and the appropriate prize (and spinner bonus prize) is awarded to the player. If one of the top two spaces on the column is lit, the bonus amounts from both the green and blue pointer are awarded to the player.

DETAILED DESCRIPTION

Although the gaming machine as described is coupled to a gaming machine network, it is understood that the gaming machine can stand alone whereby the top box secondary game is completely funded by coins or credits played within the primary game. For instance, the secondary game may be funded and thus active only when a maximum bet is made. Alternately, the secondary game may be funded in different amounts by each of the coins or credits played at the base game.

Turning now toFIG. 1, indicated generally at10is a schematic diagram illustrating electronic gaming machines (EGMs), like EGMs12,14, interconnected by a computer network. Included therein are three banks, indicated generally at16,18,20, of EGMs. Each EGM is connected via a network connection, like connection22, to a bank controller24. In the present embodiment of the invention, each bank controller comprises a processor that facilitates data communication between the EGMs in its associated bank and the other components on the network. The bank controller also includes a CD ROM drive for transmitting digitized sound effects, such as music and the like, to a speaker26responsive to commands issued over the network to bank controller24. The bank controller is also connected to an electronic sign28that displays information, such as jackpot amounts and the like, visible to players of machines on bank16. Such displays are generated and changed responsive to commands issued over the network to bank controller24. Each of the other banks18,20of EGMs include associated bank controllers, speakers, and signs as shown, which operate in substantially the same manner.

Ethernet hub30connects each of the bank controllers associated with banks16,18,20of EGMs to a concentrator32. Another Ethernet hub34connects similar bank controllers (not shown), each associated with an additional bank of EGMs (also not shown), to concentrator32. The concentrator functions as a data control switch to route data from each of the banks to a translator36. The translator comprises a compatibility buffer between the concentrator and a proprietary accounting system38. It functions to place all the data gathered from each of the bank controllers into a format compatible with accounting system38. The present embodiment of the invention, translator38comprises an Intel Pentium 200 MHz Processor operating Microsoft Windows NT 4.0.

Another Ethernet hub39is connected to a configuration workstation40, a player server42, and to bonus servers44,46. Hub39facilitates data flow to or from workstation40and servers42,44,46.

The configuration workstation40comprises a personal computer including a keyboard, Intel Pentium Processor, and Ethernet card. It is the primary user interface with the network.

The player server42comprises a microcomputer that is used to control messages that appear on displays associated with each EGM. Player server42includes an Intel Pentium Processor and an Ethernet card.

Bonus servers44,46each comprise a microcomputer used to control bonus applications on the network. Each bonus application comprises a set of rules for awarding jackpots in excess of those established by the pay tables on each EGM. For example, some bonus awards may be made randomly, while others may be made to linked groups of EGMs operating in a progressive jackpot mode. Examples of bonuses that can be implemented on the network are disclosed in co-owned U.S. Pat. No. 6,319,125 (the '125 patent), which is incorporated herein by reference for all purposes. The '125 patent also describes in more detail features of the network, like that shown inFIG. 1, that may be used to implement the present invention. The '961 patent also discloses bonuses that can be implemented by bonus servers44,46and a network that could be used to implement the present invention.

As used herein the term jackpot indicates an award made resulting from the pay table on one of the EGMs while the term bonus indicates an award that does not result from the machine's pay table. The '125 patent and '961 patent include many examples of bonuses. The term award is intended to encompass any payment given to a player of one of the EGM's and includes both jackpots and bonuses.

FIG. 2illustrates a gaming machine12constructed according to a preferred embodiment of the invention. Included is a highly schematic representation of an electronic slot machine—typical of each of the machines in the network—that incorporates network communications hardware as described hereinafter. This hardware is described in the '961 patent, and is referred to therein as a data communications node. Preferably the network communications hardware is like that disclosed in the '125 patent, namely a machine communication interface (MCI)50.

MCI50facilitates communication between the network, via connection22, and microprocessor52, which controls the operation of EGM12. This communication occurs via a serial port54on the microprocessor to which MCI50is connected.

Included in EGM12are three reels, indicated generally at48. Each reel includes a plurality of different symbols thereon. The reels spin in response to a pull on handle51or actuation of a spin button53after a wager is made. One or all of the reels48may include a special bonus initiator symbol which, when obtained on the gaming machine's payline, will cause the MCI50to initiate the secondary bonus game, which is operated according to methods discussed further below.

MCI50includes a random access memory (RAM), which can be used as later described herein. The MCI also facilitates communication between the network and a vacuum florescent display (VFD)58, a card reader60, a player-actuated push button62, and a speaker64.

Before describing play according to the invention, description will first be made of typical play on a slot machine, like EGM12. A player plays EGM12by placing a wager and then pulling handle51or depressing spin button53. The wager may be placed by inserting a bill into a bill acceptor68. A typical slot machine, like EGM12, includes a coin acceptor80(FIG. 3) that may also be used by the player to make a wager. A credit meter70is a numeric display that indicates the total number of credits available for the player to wager. The credits are in the base denomination of the machine. For example, in a nickel slot machine, when a five-dollar bill is inserted into bill acceptor68, a credit of 100 appears on credit meter70. To place a wager, the player depresses a coin-in button82(FIG. 3), which transfers a credit from the credit meter70to a coin-in meter72. Each time the button is depressed a single credit transfers to the coin-in meter up to a maximum bet that can be placed on a single play of the machine. In addition, a maximum-bet button84(FIG. 3) may be provided to immediately transfer the maximum number of credits that can be wagered on a single play from the credit meter70to the coin-in meter72.

When coin-in meter72reflects the number of credits that the player intends to wager, the player depresses spin button53thereby initiating the base game.

The player may choose to have any jackpot won applied to credit meter70. When the player wishes to cash out, the player depresses a cash-out button74, which causes the credits on meter70to be paid in coins to the player at a hopper78, which is part of machine12. The machine consequently pays to the player, via hopper78, the number of coins—in the base denomination of the machine—that appear on credit meter70.

Card reader60reads a player-tracking card66that is issued by the casino to individual players who choose to have such a card. Card reader60and player-tracking card66are known in the art, as are player-tracking systems, examples being disclosed in the '961 patent and '125 patent. Briefly summarizing such a system, a player registers with the casino prior to commencing gaming. The casino issues a unique player-tracking card to the player and opens a corresponding player account that is stored on accounting system38(inFIG. 1). Accounting system38is referred to herein as a host computer. It should be appreciated, however, that the host computer can be distributed on the network and could include multiple processors or memories. The account includes the player's name and mailing address and perhaps other information of interest to the casino in connection with marketing efforts. Prior to playing one of the EGMs inFIG. 1, the player inserts card66into reader60thus permitting accounting system38to track player activity, such as amounts wagered and won and rate of play.

To induce the player to use the card, the casino awards each player points proportional to the money wagered by the player. Players consequently accrue points at a rate related to the amount wagered. The points are displayed on display58. In prior art player tracking systems, the player may take his or her card to a special desk in the casino where a casino employee scans the card to determine how many accrued points are in the player's account. The player may then redeem points for selected merchandise, meals in casino restaurants, or the like, which each have assigned point values.

Referring also toFIG. 3, the electronic gaming machine12constructed according to a preferred embodiment of the invention includes a Bally S5500/S6000 upright slot machine, which is the base game, with the top box removed. The top box is replaced with a top box90customized to implement a secondary, bonus game according to the present invention. The top box90includes a display playing field92, a pair of buttons, including “blue” button94and “green” button96, and a VFD98intended to display the bonus credits accumulated by playing the secondary bonus game. The top box also includes a bonus and light controller100that interfaces with MCI50to drive the light display pattern of the top box90in attract mode and bonus play mode.

Display playing field92includes a spinner section93, and a pair of columns of light cans95,97flanking the spinner. In the preferred embodiment of the invention, the spinner section93includes a mechanical spinner99having two pointed ends101,103of blue and green colors that correspond to blue and green buttons94,96respectively. The pointer is produced from a fluoroplastic that glows from light passed through the white background against which the pointer spins.

In use, the mechanical spinner rotates on an axis in the middle of spinner section93and, under the control of MCI50, stops at one of ten different locations, such as bonus spots102,104, each having a different numerical value associated with it. As shown inFIG. 3, there are a total of ten possible bonus spots within the spinner section93, with bonus spot102corresponding to a bonus of 50 credits and bonus spot104corresponding to a bonus of 2000 credits. Other bonus spots vary in value between zero additional bonus credits and 250 but it is understood that the values chosen are typically selected mathematically so that the payback percentage is in the casino's favor. As there are two pointed ends to spinner99, the bonus spot selected is based upon whether the blue button94or the green96is selected by the player prior to when the spinner stops.

The left side of the top box90is the “blue” side and includes the blue light can column97with multiple bonus prizes, such as that shown in prize space105, one of which is automatically “selected” as described below after the spinner stops rotating and is awarded as an enhancement or supplemental bonus to the spinner bonus prize.

The right side of the top box90is the “green” side and operates with green light can column95having multiple supplemental bonus prizes, such as prize space106, one of which is automatically “selected” after the spinner stops rotating. The top two positions108of each column are shared by both the green and blue side and result, if selected, in the super bonus prize discussed below.

FIG. 4is a flow diagram showing the operation of the game practiced according to a preferred embodiment the invention. The primary concept behind the game is to give the player the opportunity to select one end (color) of a two-headed pointer to give the player at least the simulated feeling of control over the bonus prize amount awarded during the bonus game.

Play is commenced at the primary base game in block110. In the slots embodiment shown, a player inserts coins into coin slot80or plays accumulated credits from a player credit account and presses the spin button53or pulls the slot machine handle51to start the turn of the three reels48. If a bonus initiator symbol is obtained in block112, then the method proceeds to block114in which the bonus game is initiated. It is also contemplated that the player must qualify in order to be eligible to proceed to block114. Examples include: played max coin, is playing at a particular rate, the identity of the player, etc.

If no bonus initiator symbol is obtained, then the method proceeds to block116where any jackpot obtained by play of the base game three reels according to a pay table stored in the gaming machine is awarded to the player. Play of the primary game then commences in block110.

At initiation of the secondary game in block114, the MCI50instructs the spinner99in block118to begin spinning within spinner section93so that as the spinner moves around the circle it points to consecutively lit bonus spots102,104. Concurrent with this process, the MCI50determines a bonus prize from a pay table stored within MCI50that corresponds to one of the bonus spots102,104—either 0, 5, 10, 15, 30, 50, 75, 100, 250, or 2000 bonus credits. MCI also instructs light controller100to flash lights behind buttons94,96as a prompt to the player to hit either the green or blue button. Upon player selection of the blue button94or green button96in block query122, a respective column of light cans95,97is lit up by light controller100to indicate the color selected. The choice of color also determines which end101,103of spinner99is active to yield a particular bonus prize.

Since the bonus prize is selected by the MCI50(step120) from a bonus pay table stored in the MCI prior to the color selection (step122) by the player, an end position of the spinner99must be calculated after the player's color selection step. End positions of the spinner99is calculated in blocks124or126depending upon which color is selected. That is, if the MCI50determines that a 50 credit bonus prize is to be won in the bonus session, the correct spinner end101or103must point at the correct bonus spot. In the case where the pointer ends are opposite one another such as that shown inFIGS. 2 and 3, a calculation for an end position can be made for the blue pointer end101to point at the 50 credit bonus spot. If “blue” is selected by the player, then the spinner mechanism can operate according to the rotational characteristics calculated. If “green” is selected by the player instead, then the spinner mechanism rotates the end position by an additional 180 degrees so that the green pointer end103(and not blue pointer end101) points to the 50 credit bonus spot.

The player is given the illusion that he or she controls which bonus prize is won since the green side of the pointer will point to a different bonus prize than the blue side. In fact, however, the prize won is determined immediately after the bonus period begins and before the color selection button is pressed based upon a weighted pay table. Only after the color button is pressed is the exact position of the spinner determined.

For example, a player enters the bonus period and the game electronics determines that the bonus prize won is for 20 coins. This amount is not yet communicated to the player. Instead, the player is given an audible and visual prompt to press either the blue or green button as the pointer spins. The final position of the pointer cannot yet be determined by the machine since the correct side of the pointer must end up facing the “20 coin” win space. When the player chooses a color, the final position of the pointer is determined and the spinner slows down until the correct end of the pointer stops on that position. The amount shown on the bonus spot selected is added in block128to the accumulator shown in the VFD display98.

When the pointer has stopped spinning, the supplementary prize phase begins in block130. Each space of the selected light can column is sequentially highlighted until one is randomly chosen and the appropriate prize (and spinner bonus prize) is awarded to the player in blocks132,134depending upon which color the player had chosen at the onset of the bonus game in block122. If one of the top two spaces108on the column is lit in block136, the bonus amounts from both the green and blue pointer101,103are awarded to the player in block138. The bonus spot not added to the accumulator in block128is thus now added to the amount shown in VFD display98. If the supplemental prize space selected is not one of the special spaces108, the play proceeds to block140where the amount of the space—either 0 (“collect prize”), 5, 10, or 100 bonus credits, a “mystery prize”, or “spin again”—is accumulated in VFD display98and awarded to the players credit meter in block142. The bonus and any jackpot are awarded to the machine credit meter71(FIG. 3) and thence to the player credit meter70in block116. Regular play on the primary base game then commences in block110.

Having described and illustrated the principles of the invention in a preferred embodiment thereof, it should be apparent that the invention can be modified in arrangement and detail without departing from such principles. The inventive concept herein is intended to broadly encompass the implementation of a game having two or more prize selection means (e.g. each end of the double-ended pointer) where a player would then chose which selection means is operable to chose the bonus prize. We thus claim all modifications and variations coming within the spirit and scope of the following claims.