APPARATUS AND METHOD FOR PLAYING AN AUXILIARY GAME WITH PRIZE REWARDING SYSTEM

Abstract: A method for playing an auxiliary game depending on the results or events of a primary game is provided. The events of the primary game are divided in three classes: credit event, no-credit event and non-event hold, and those events have different influences on the auxiliary game. The method for playing the auxiliary game comprises keeping information coming from the primary game and awarding the player of the primary game when a certain criteria is achieved on the auxiliary game. The method also comprises a visual display of the information recorded by the auxiliary game to improve the pleasure and to maintain the interest of the player who plays the primary game. A loss is defined as a no-credit event in the auxiliary game, a win with 21 is a credit event and other games are non-event holds.

Description: APPARATUS AND METHOD FOR PLAYING AN AUXILIARY GAME WITH PRIZE REWARDING SYSTEM FIELD OF THE INVENTION The present invention relates to an apparatus and a method for playing an auxiliary game along with a primary game, such as those played on casino tables or on electronic gaming devices. BACKGROUND OF THE INVENTION In recent years, on numerous electronic gaming apparatus, numerous auxiliary games have been developed and added to primary games. The goal of these auxiliary games is 1 ) to maintain the interest of the player on the game and 2) to create a need for the player to keep playing the game so that the apparatus used generates more revenues for its owner. One strategy used to maintain the interest of players is a jackpot or a progressive jackpot with a potential prize much more interesting than the one that can be won on the primary game. Therefore, when players play a game, their interest is increased by the possibility of winning this jackpot. However, the players do not feel a need to stay on the apparatus. They can see that the jackpot will also be available if they use another apparatus. Another strategy used for electronic gaming apparatus is the addition of a secondary game that players can access when particular events occur during the primary game. These secondary games allows players to increase the amount won on the primary game or provides players with the chance to win a special prize that can only be won in this secondary game. The excitement created does not last for a number of consecutive games because the player does not know when the event will occur. The jackpot or the access to the secondary game is usually awarded one game at a time. Nothing suggests that the next game could let a player win the jackpot more than the one that was played before. These games do not give prolonged thrills, only a fixed number of short thrills. A third strategy used to maintain the interest of the player is the one described in U.S. Pat. No. 5,393,057. In this example, a bingo matrix display (the secondary game) is coupled to a poker game (the primary game). The occurrence of different events in the poker game can produce a modification of the bingo matrix display. According to the rules of standard bingo, the player can win a prize in the auxiliary game. This game requires winning with certain hands at the game of poker to complete the bingo matrix display of the auxiliary game and to win the prize associated with the auxiliary game. Players do not feel that all games are important. They do, however, feel that they could skip over the winning game if they quit the game for a few moments. Another strategy available is a progressive jackpot used with live casino tables or a network of electronic gaming apparatus. This game has the disadvantages of the above-mentioned strategies. Yet another strategy used is to gather a number of events of the primary game and, when a predetermined number of these events is gathered, players access an auxiliary game, usually a prize multiplier. Most of the time, the calculation of these events is not displayed to players so they do not know when they will access the auxiliary game. Often, they are not aware of what controls the access to the auxiliary game. Another strategy is to give access to an auxiliary game wherein players gather points or the like and are rewarded according to the number of points gathered. The points are attributed and accumulated in the auxiliary game and are not a function of the primary game. The only relationship between the auxiliary game and the primary game is that events in the primary game control the access to the auxiliary game. There have been no successful strategies that maintain the interest of players throughout their participation in primary games and that give them a feeling that each game played is important, without exception. -SUMMARY OF THE INVENTION Accordingly, it is an object of the present invention to provide an apparatus on which playing an auxiliary game maintains the interest of players and increases the pleasure of playing the game. A second object of the invention is to make each game played in the primary game of the gaming apparatus an important one. A third object of the invention is to provide a gaming apparatus that causes players to think they need to stay on the same gaming apparatus so that they will continue to play and generate profits for the owner of the apparatus. It is also an object of the present invention to provide a progressive payoff to maintain the interest of the player. Another object is to display information regarding credits obtained in a predetermined number of events to sustain the thrill. A further object of the invention is to maintain players' excitement by allowing them to gather the number of credits needed to win prizes in the auxiliary game in a greater number of games than in the auxiliary game. A player's chances of winning an auxiliary game prize are therefore increased. According to the objects of the invention, a gaming apparatus that supplies prizes in an auxiliary game played along with a primary game is provided. The game played on the gaming apparatus follows a method that comprises the following steps: 1 ) establishing a first class of outcomes in the primary game associated with a credit event in the auxiliary game, 2) establishing a second class of outcomes in the primary game associated with a no-credit event in the auxiliary game, 3) establishing a third class of outcomes in the primary game associated with a non-event hold in the auxiliary game, 4) monitoring credits in the auxiliary game distributed over a predetermined number of events and 5) awarding a prize when a number of credit events corresponding to a predetermined criterion is accumulated by the auxiliary game. The above-mentioned method gives the advantage to players of avoiding no-credit events within a series of non-event holds and credit events, and consequently increasing players' chances of winning an auxiliary game prize. A preferred embodiment of this invention comprises an electronic gaming apparatus in which a game composed of a primary game linked to an auxiliary game works according to the method defined above. A display of the information monitored by the auxiliary game should be placed above the display of the primary game and should be easy to understand by a novice player. In the preferred embodiment, the primary game comprises a Blackjack game wherein a win with a card sum of 21 produces a credit event in the auxiliary game, a loss produces a no-credit event and a win with a card sum of 20 or below produces a non-event hold in the auxiliary game. A gaming matrix display showing a trace of credit and no-credit events is displayed above the primary game. A number of progressive prizes associated with the gaming matrix display can be awarded according to criteria based on the number of credit events accumulated and displayed in the gaming matrix display. A second embodiment is provided in which the auxiliary game is played in association with another primary game, such as Poker. In this embodiment, the definition of the three classes of outcomes are therefore different from the definition used with Blackjack and are based on the rules of Poker. Also, the prizes associated with the auxiliary game are preferably different along with the criteria used to award these prizes. A further embodiment of the present invention is an electronic apparatus that uses the same method of playing an auxiliary game linked to a live primary game such as Blackjack or Poker. This embodiment is especially dedicated to be used in association with live casino tables. The term "non-event hold" is intended to mean the type of outcome that does not generate an output in the auxiliary game. BRIEF DESCRIPTION OF THE DRAWINGS These and other features, aspects and advantages of the present invention will become better understood with regard to the following description and accompanying drawings, wherein: FIG. 1 is a frontal view of a schematic representation of an electronic gaming apparatus built in accordance with the present invention ; FIG. 2 is a schematic representation of the playing screen of the electronic gaming apparatus of FIG. 1; FIG. 3 is a schematic representation of the matrix display of the auxiliary game of FIG. 2; FIG. 4 is a schematic representation of the matrix display of the auxiliary game of FIG. 3, steps further in the game; FIG. 5 is a schematic representation of the matrix display of the auxiliary game of FIG. 4, steps further in the game; FIG. 6 is a schematic representation of the matrix display of the auxiliary game of FIG. 5, steps further in the game; FIG. 7 is a schematic representation of the matrix display of the auxiliary game of FIG. 6, steps further in the game; FIG. 8 is a schematic representation of the matrix display of the auxiliary game of FIG. 7, steps further in the game; FIG. 9 is a schematic representation of an alternative to the playing screen of FIG. 2; FIG. 10 is a schematic representation of an alternative to the display shown in FIG. 3; FIG. 11 is a schematic representation of an alternative to the display shown in FIG. 3; FIG. 12 is a frontal view of a schematic representation of a table auxiliary electronic apparatus built in accordance with the present invention; FIG. 13 is a block diagram of a preferred embodiment; and FIG. 14 is a flow chart of the steps of playing the auxiliary game according to a preferred embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS As can be seen in FIG. 1 , the electronic gaming apparatus 101 built in accordance with the present invention includes a primary game, such as an electronic Blackjack game 102, that is electronically coupled to the auxiliary game 103. In the preferred embodiment of the present invention, the primary game is an electronic Blackjack game 102, but other electronic games can be used. The electronic gaming apparatus 101 particularly includes a playing screen 105, some buttons 106 enabling players to input information in order to play the primary game and an auxiliary button 107 available to input a command directly to the auxiliary game 103. The electronic gaming apparatus 101 also supplies a credit acceptor 104 and a prize certificate printer 108. Depending on casino policy, the credit acceptor 104 takes the form of, as an example, a card reader of a coin acceptor. For the distribution of prizes, other systems such as coin dispensers with receiving baskets are used too. Referring now to FIG. 2, when a player begins playing on the electronic gaming apparatus 101, the gaming matrix display 110 of the auxiliary game 103 is empty. If it is not empty, the player can choose to press on the auxiliary button 107 which erases all the entries in the gaming matrix display 110. The player then puts some credits in the electronic gaming apparatus 101 to play a primary game following the usual rules associated with games such as Blackjack or Poker. EXAMPLE 1 The present invention will be more readily understood with particular reference to the following example which is given to illustrate the invention rather than to limit its scope. A hypothetical game would be played as follows: the player puts enough monetary credits in the electronic gaming apparatus 101 to play a sequence of primary games and an auxiliary game 103. For the purpose of demonstration, the player chooses to empty the gaming matrix display 110 by activating the auxiliary button 107. The primary game played is a standard Blackjack game. As in usual electronic Blackjack games, the player places a wager. Then, on the playing screen 105, a virtual dealer gives cards 130, 131 , 132 to the player and the dealer: two cards facing up 130 for the player and one card face up 131 and one face down 132 for the dealer. The player chooses to hold his or her cards or take new cards to complete his or her hand 130 (a hit or stay choice) . If the player has a card sum higher than 21 , the player automatically looses. If the player stays, the dealer turns his second card 132 face up and chooses to stay or hit new cards. If the dealer has a card sum greater than 21 , the player automatically wins. Additionally, the player wins if the sum of his or her cards 130 does not overshoot 21 but is closer to it than the dealer's sum. For clarity purposes, let us assume a series of "player's outcomes" in the Blackjack game 102 occurring as shown in TABLE 1. Also assumed are the "dealer's outcomes". TABLE 1 shows the effect of the outcomes on the Blackjack game ("Primary game") and the corresponding entries in the "Auxiliary game": TABLE 1. Hypothetical Blackjack game with auxiliary game. In the first game, the player has a card sum of 21 and the dealer's cards 131 , 132 add up to 17. This type of outcome in the electronic Blackjack game 102 generates an entry in the gaming matrix display 110. The outcomes are evaluated to generate a credit event in the auxiliary game. The first column 141 of the display of the auxiliary game 103 is therefore filled in with winning symbols 160, as represented in FIG. 3. In the second game, the player wins with a card sum of 19. Consequently of being the kind of outcome that does not generate an output in the auxiliary game 103 (non-event holds), nothing changes on the gaming matrix display 110. The next game, the player loses. This outcome is assessed as a no-credit event. The winning symbols 160 of the first column 141 are transferred onto the second column 142 and all the spaces on the first column 141 are filled with losing symbols 161 as seen on FIG. 4. A new winning game occurs with a player's card sum of 21 resulting in the gaming matrix display of FIG. 5. Therefore, the symbols 160 and 161 in the columns 141 , 142 are respectively transferred to the neighboring . columns 142, 143 and the first column 141 is filled with new winning symbols 160. As can be seen in FIG. 5, two winning symbols 160 are in the first line 151 of the gaming matrix display 110. According to the auxiliary pay table seen below for in TABLE 2 and also displayed as the information display outputs 115, 120 of FIG. 2, the player wins a prize of 2 credits. The amount is credited to the player and the winning symbols 160 of the bottom line 151 are replaced by payment symbols 162 as shown in FIG. 6. TABLE 2. Hypothetical auxiliary game pay table. For the purpose of this example, the symbols have been chosen to be "*", "- " and "| * |." It will be understood that any symbol could be used to illustrate the possibilities. After a number of winning games without a sum of 21 (non-event holds), a new player's card sum of 21 occurs. The symbols 160, 161 and 162 are moved in the gaming matrix display 110 and new winning symbols 160 fill the column 141. Three winning symbols 160 are now on the second line 152 of the gaming matrix display 110. Referring to TABLE 2 and the information display outputs 116 and 121 , the information shows that the electronic gaming apparatus 101 awards a new prize of 75 credits. The winning symbols 160 of the second line 152 are replaced by payment symbols 162, yielding a gaming matrix display 110 as shown in FIG. 7. The player then loses a game and wins another one with a card sum of 21. In regards to these two outcomes, two new columns of symbols are inserted in the gaming matrix display 110. The gaming matrix display 110 at that time comprises two winning symbols 160 on the first line 151 and four on the third line 153. Therefore, the electronic gaming apparatus awards a prize of 17 credits (2 credits + 15 credits) according to TABLE 2 and the information display outputs 115, 120, 117 and 122. The remaining winning symbols 160 of the first line 151 and of the third line 153 are replaced by payment symbols 162, yielding a gaming matrix display 110 as shown in FIG. 8. The auxiliary game 103 continues until someone activates the auxiliary button 107. When the gaming matrix display 110 is full, the symbols of the oldest column 148 are erased and a new symbols corresponding to a new event is introduced in column 141 of the gaming matrix display 110. At any time, prizes are awarded as soon as the required number of winning symbols 160 is obtained, regardless of the position of the symbols on the line. To obtain multiple winning symbols 160, players can play numerous games in the primary game 102 without influencing the auxiliary game 103 as long as the outcomes of those games produce non-event holds. Players can therefore play on the primary game 102 without decreasing their chances of winning auxiliary prizes as long as they do not gather no-credit events. A different embodiment includes the use of this auxiliary game within an electronic Poker game, as represented in FIG. 9. In this embodiment, the outcomes producing credit events are defined following the rules of Poker as hands classified as «three of a kind» or better. To generate no-credit events, outcomes not defined by the rules of Poker are needed, (see TABLE 3 for further details). TABLE 3. Table of results in the auxiliary game regarding the outcomes of the Poker game. The prizes and the criteria to win the prizes in the auxiliary game are modified according to the difficulty in achieving the criteria. However, to avoid overloading, the same pay table as detailed in TABLE 2 is used in this example for an auxiliary game played with a Poker game as primary game. This embodiment will be more readily understood with reference to the following example. EXAMPLE 2 A new hypothetical game would be played as follows. Assume a player begins with an empty auxiliary game matrix display 110. Furthermore, assume that a sequence of outcomes in the Poker game 104 occurred as shown in TABLE 4. Also shown is the result of the outcomes in the Poker game and the corresponding events generated in the auxiliary game 103: TABLE 4. Hypothetical Poker game with auxiliary game. The result yielded by this sequence of outcomes in the gaming matrix display 110 is the same as the one shown in FIG. 6. As can be seen from TABLE 4, the outcomes are three losses and four wins. Nevertheless, the events generated by these outcomes shown in the gaming matrix display 110 suggest that players might prefer to change their Poker game strategy in order to win or get non-event holds in the auxiliary game. The classes of outcomes defined above give additional criteria influencing the strategy to play a Poker game, such as choosing voluntarily to loose in the primary game 104 to prevent an addition of a no-credit event in the auxiliary game 103. Depending on the probabilities of winning a prize in the auxiliary game 103 with the above defined classes of events, the prizes and criteria to win prizes in the auxiliary game 103 could differ from the ones used when the primary game is Blackjack. Some variants could be implemented in the auxiliary game when Poker is the primary game in part because of the number of different outcomes and in part because of the different probabilities associated with each of these outcomes. For example, a straight flush or better could erase a no-credit event and add a new credit event in the auxiliary game. Another example of a variant could be that two credit events are only paid when they are entered sequentially in the auxiliary game. Different displays can be used in conjunction with the invention. In the gaming matrix display 110, the columns and rows could be interchanged to yield a different embodiment of the display 110. An alternative display could be to have the number of columns 141-148 and rows 155-151 modified to allow additional type of prize payouts. The information display outputs 115-124 could be modified accordingly. FIG. 10 illustrates an alternative display wherein the winning symbols 160 and losing symbols 161 are displayed on a single line and payment symbols 162 are not needed. The prize paid indicators 175 move along the symbols 160 and 161 in the auxiliary game display when new prizes are paid according to winning symbols 160. The prize paid indicator 175 move along with the last winning symbol 160 paid for this prize. The unpaid prizes indicator 176 in the last eight entries of the display stay beside the line of symbols 160 and 161. The number of entries can vary for effect and motivation. FIG. 11 shows a totally different display wherein the credit events are monitored as blocks 181 and 182 on a scale 180. In this embodiment, no-credit blocks 182 are weight free and credit event blocks 181 have a standard weight. A block from a bank of available blocks 183 is placed on the scale each time a new outcome generating an event in the auxiliary game 103 occurs in the primary game 102. A limited number of blocks 181, 182 and 183 are available to use with the scale 180. Therefore, with this embodiment of displaying information in the auxiliary game 103, the number of events monitored by the auxiliary game 103 is fixed. In this case, the height of the scale is used to control the total number of events. Further, the winning prize is awarded only when all the blocks are attributed and placed on the scale180 (blocks 181 , 182 and all of the blocks 183 ). Afterward, the scale 180 is emptied, the bank of available blocks 183 is renewed and a new game can is monitored by the auxiliary game 103. The advantage of this particular graphic embodiment is to motivate players to empty the bank of available blocks 183 by placing them all on the scale 180. The player can win a prize corresponding to the accumulation of credit events regardless of the order. A totally different embodiment of the invention consists in an electronic gaming apparatus 170, such as the one shown in FIG. 12, monitoring the auxiliary game as defined above and used with a live Blackjack game such as those on casino tables. The same rules are used to determine classes of events. This electronic gaming apparatus 170 includes an auxiliary playing screen 171 with a gaming matrix display 110 and information outputs 180. Also, four buttons are present: a losing hand button 172 filling columns with losing symbols 161; a winning hand button 173 filling columns with winning symbols 160; a clear button 177 emptying the whole gaming matrix display 110; and a paying button 178 activating the calculation of prizes, displaying them on the auxiliary playing screen 171 as paid outputs 180, and activating the replacement of the corresponding winning symbols 160 by payment symbols 162. To obtain a gaming matrix display 110 corresponding to that seen in FIG. 6, the live Blackjack game must be played as described in example 1 or with a sequence of game outcomes generating the same sequence of events in the auxiliary game. To reproduce the events of the example, a dealer using the electronic gaming apparatus 170 would activate, in order, the clear button 177, the winning hand button 173 once, the losing hand button 172 once, the winning hand button 173 once again and then the paying button 178. It would yield a similar display. TABLE 5 presents, for example purposes, an hypothetical sequence of outcomes differing from the one shown in TABLE 1 and generating the same entries in the electronic gaming apparatus monitoring the auxiliary game. TABLE 5. Hypothetical Blackjack game with auxiliary game. FIG. 13 shows a block diagram of the first preferred embodiment, i.e. the electronic gaming apparatus comprising a Blackjack game as primary game. It shows the primary game controller 201, which transmits the results 220 of the primary game to a class determination controller 202. If the result is determined to be a non-event hold 221 , the information is held constant 203. If it is not a non-event hold (though a credit event or a no-credit event 222), a matrix controller 204 updates the matrix information 205 and sends the updated information to a payoff controller 206. The payoff controller 206 evaluates the situation using a payoff table 207. If a prize is won, it informs the player, with the payoff display 208, of the prize won. Then, the matrix controller 204 receives updated information about the winning or non-winning status and updates the display 209 of the auxiliary game according to this information. FIG. 14 shows a flow chart of the sequence of events when playing the auxiliary game with the preferred embodiment. A player plays the primary game to a final outcome 209. Then, the apparatus determines the class of event for the auxiliary game 210. If the class of event is a credit or a no-credit event 211, the auxiliary game display is updated 212. Afterward, the auxiliary game evaluates 213 if the additional event yields a winning situation for the player and, if it is the case, a payoff message is displayed 214. After all of these steps, a new primary game can be played 209. Different criteria could be used to attribute prizes depending on whether or not the invention uses the display. One of them could be to have bonus prizes awarded when a predetermined number of credit event symbols are accumulated consecutively on the auxiliary game. Another one could be to award a prize to a player that has accumulated two winning event symbols only if these symbols are entered consecutively in the auxiliary game without any no-credit event between them. Another one could be to first fill up all of the spaces of the display with events by playing a series of games in the primary game 102, and then to award the player a prize corresponding to the number of credit events gathered. Therefore, different prizes could be awarded for different numbers of credit events. After that, the auxiliary game should be automatically emptied. As stated above, there are no constraints on the definition of the criteria for winning prizes. The criteria are examples and preferred embodiments. Someone skilled in the art of gaming and of building gaming apparatus could find other criteria pleasing players. These criteria could be a particular sequence of credit events, particular outcomes generating special outputs, fixed number or never ending sequences of events accumulated, single prizes or series of increasing amounts associated with criteria of different levels of difficulty, etc. The different types of prize awarding techniques do not change the apparatus and method for playing an auxiliary game with the prize awarding system of the present invention. Additionally, while all the embodiments above were presented with the feature that players play the auxiliary game automatically, a voluntary play can be used associated with a voluntary wager, a.k.a. a side bet. This side bet could pay all the prizes associated with the auxiliary game, but have no effect on the payoff of the primary game. An additional advantage of this method would be that voluntary participation to the auxiliary game is offered to players, but no changes are imposed to players not willing to participate. While the invention has been described in connection with specific embodiments thereof, it will be understood that it is capable of further modifications and this application is intended to cover any variations, uses, or adaptations of the invention following, in general, the principles of the invention and including such departures from the present disclosure as come within known or customary practice within the art to which the invention pertains and as may be applied to the essential features herein before set forth, and follows in the scope of the appended claims.

Claims: CLAIMS 1. A method of processing principal game outcomes to determine a prize in an auxiliary game played along with a principal game, the method comprising the steps of: establishing a first class of outcomes in said principal game associated with a no-credit event in said auxiliary game; establishing a second class of outcomes in said principal game associated with a credit event in said auxiliary game; monitoring credit events in said auxiliary game over a predetermined number of events in said auxiliary game; and signaling that a prize in said auxiliary game is to be awarded when a predetermined number of credits are present in said predetermined number of events in said auxiliary game. 2. The method as defined in claim 1 , further comprising establishing a third class of outcomes in the said principal game associated with a non-event hold in said auxiliary game; whereby avoiding said no-credit events within a series of said credit events and said non-event holds increases the player's chances of winning an auxiliary game prize. 3. The method defined in claim 2, wherein: said principal game is Blackjack or twenty-one; said no-credit event is a loss in said primary game; said credit event is a win with Blackjack or twenty-one; and said non-event hold is a win without reaching twenty-one. 4. The method defined in claim 2, wherein: said principal game is a Poker game; a win with a hand of cards corresponding to «3 of a kind» following the rules of Poker is defined as said credit event; a said hand of cards corresponding to a «pair» following the rules of Poker is defined as said non-event hold; and a loss with a said hand of cards having no rank following the rules of Poker is defined as said no-credit event. 5. The method as defined in claim 1 , 2, 3 or 4, wherein said step of signaling comprises evaluating said number of credits independently of an order or sequence thereof. 6. The method as defined in claim 2, 3, 4 or 5, wherein said principal game is composed of a number of sub-games wherein: said credit event is defined in at least one said sub-game; said no-credit event is defined in at least one said sub-game; and said non-event hold is defined in at least one said sub-game. 7. The method as defined in any one of claims 1 to 6, wherein said predetermined number of events is between seven and fourteen. 8. The method as defined in any one of claims 1 to 7, wherein said step of signaling comprises awarding a first prize when a first number of credits are found in said predetermined number of events, and awarding at least one other prize of greater value when a predetermined number of credits higher than said first number of credits are found in said predetermined number of events. 9. The method as defined in any one of claims 1 to 8, further comprising the step of displaying information regarding credits obtained in said predetermined number of events. 10. The method as defined in claim 9, wherein said step of displaying information is composed of: displaying a matrix display; and filling up a row or column of said matrix display each time a new said event occurs in said principal game with symbols corresponding to said credit event or said no-credit event 11. The method as defined in claim 10, wherein said steps of filling up said matrix is composed of: erasing said symbols corresponding to oldest said event; and displaying new said symbols in said matrix display when adding said symbols corresponding to a new said event results of exceeding said predetermined number of events in said auxiliary game. 12. The method as defined in claim 10 or 11 , further comprising the steps of changing said symbols corresponding to said events that contribute to award a said prize. 13. The method as defined in any one of claims 9 to 12, further comprising the steps of displaying information regarding prizes awarded. 14. The method as defined in any one of claims 1 to 13, wherein said predetermined number of events comprises a predetermined number of consecutive previous events, said auxiliary game being started with said previous events as no-credit events. 15. The method as defined in claim 2, wherein said principal game is composed of a number of different sub-games wherein: said credit event is defined in at least one said sub-game; said no-credit event is defined in at least one said sub-game; and said non-event hold is defined in at least one said sub-game. 16. The method as defined in any one of claims 1 to 15, wherein said predetermined number of events to be monitored is at least 5. 17. The method as defined in claim 16, wherein said predetermined number of events to be monitored is between 7 and 14. 18. The method defined in any one of claims 1 to 17, wherein said method is executed automatically in an electronic gaming apparatus. 19. A gaming apparatus including an auxiliary component, the apparatus comprising: a principal game controller generating a signal representing outcomes in a principal game; class determination means for interpreting said outcome representing signal to obtain a class value for said outcomes; a payoff controller interpreting said class value for said outcomes and determining a prize for said auxiliary game; and a display; wherein said apparatus executes the steps defined in any one of claims 1 to 18. [received by the International Bureau on 18 June 2001 (18.06.01); original claims 1-4 amended; remaining claims unchanged (1 page)] 1. A method of processing principal game outcomes to determine a prize in an auxiliary game played along with a principal game, the method comprising the steps of: establishing a first class of outcomes in said principal game associated with a no-credit event in said auxiliary game; establishing a second class of outcomes in said principal game associated with a credit event in said auxiliary game; monitoring for each said event credit events in said auxiliary game over a predetermined number of past events in said auxiliary game; and signaling that a prize in said auxiliary game is to be awarded when a predetermined number of credits are present in said predetermined number of events in said auxiliary game. 2. The method as defined in claim 1 , further comprising establishing a third class of outcomes in the said principal game associated with a non-event hold in said auxiliary game; whereby avoiding said no-credit events within a series of said credit events and said non-event holds increases the player's chances of winning an auxiliary game prize. 3. The method defined in claim 2, wherein: said principal game is Blackjack or twenty-one; said no-credit event is a loss in said primary game; said credit event is a win with Blackjack or twenty-one; and said non-event hold is a win without reaching twenty-one. 4. The method defined in claim 2, wherein: said principal game is a Poker game; a win with a hand of cards corresponding to «3 of a kind» following the rules of Poker is defined as said credit event;

Inventors: DUHAMEL GERALD, DUHAMEL, GERALD
Applicants: DUHAMEL GERALD, LABTRONIX CONCEPT INC, DUHAMEL, GERALD, LABTRONIX CONCEPT INC.
Application year: 2001
Main classification: G07F17
IPC codes: A63F1, G07F17