Abstract:
Methods for processing online gaming operations. One method includes determining that a player has completed a game of chance. The game is accessible from a plurality of devices having online access. Completing the game includes a requirement that a player of the game must play from more than one of the devices. The requirement that the player must play from more than one of the devices includes a requirement that the player must present an identifier at each of the more than one of the devices during completion of the game. A requirement is provided that the player needs to collect specific outcomes when playing from the devices. The method further includes providing a reward to the player in response to determining that the player has completed the game. The method is executable by a processor.

Description:
CLAIM OF PRIORITY 
     The present application is a continuation of U.S. patent application Ser. No. 12/403,373, filed Apr. 27, 2009 (now U.S. Pat. No. 8,480,467) in the name of Walker et al., and entitled ELECTRONIC AMUSEMENT DEVICE OFFERING SECONDARY GAME OF CHANCE AND METHOD FOR OPERATING SAME, which is a continuation of U.S. patent application Ser. No. 10/961,775, filed Oct. 8, 2004 in the name of Walker et al., and entitled ELECTRONIC AMUSEMENT DEVICE OFFERING SECONDARY GAME OF CHANCE AND METHOD FOR OPERATING SAME; 
     which is a continuation of U.S. patent application Ser. No. 10/752,068, filed Jan. 6, 2004 in the name of Walker et al. and entitled ELECTRONIC AMUSEMENT DEVICE OFFERING SECONDARY GAME OF CHANCE AND METHOD FOR OPERATING SAME and which issued as U.S. Pat. No. 6,843,724 on Jan. 18, 2005; 
     which is a continuation of U.S. patent application Ser. No. 10/029,143, filed Dec. 27, 2001 in the name of Walker et al. and entitled ELECTRONIC AMUSEMENT DEVICE OFFERING SECONDARY GAME OF CHANCE AND METHOD FOR OPERATING SAME and which issued Feb. 17, 2004 as U.S. Pat. No. 6,692,353 B2; 
     which in turn is a continuation of U.S. patent application Ser. No. 09/108,646, filed Jul. 1, 1998 in the name of Walker et al., entitled ELECTRONIC AMUSEMENT DEVICE OFFERING SECONDARY GAME OF CHANCE AND METHOD FOR OPERATING SAME and which issued Apr. 2, 2002 as U.S. Pat. No. 6,364,765 B1. 
     The entirety of each of the above applications is incorporated by reference herein for all purposes. 
    
    
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to an electronic amusement device and more particularly to an electronic amusement device such as a slot machine having the ability to conduct a secondary game of chance. 
     2. Description of the Related Art 
     In 1997, electronic amusement devices installed in U.S. casinos (including slot machines, video poker machines and the like, hereinafter referred to as “slot machines” or “machines”) generated greater than ten billion dollars of revenue. With individual machines typically earning between $50 and $150 per day, slot machines often account for well over 50% of a U.S. casino&#39;s overall profits. The net profit from slot machine play for a casino typically exceeds the profit from all other casino activities. 
     The comparatively high profitability of slot machines may be attributed to many factors. One such factor is that slot machines typically offer a higher house advantage than other casino games. Further, slot machines typically enable a faster rate of play than other casino games. Another factor contributing to the higher profitability of slot machines is that slot machines may be enjoyable to players of every skill level. In addition, slot machines attract a large number of players by offering a large potential payout in exchange for a comparatively small wager. Slot machines also attract players who are intimidated by table games or other casino activities that require prior training or skill. 
     Because slot machine profitability is directly proportional to the speed of play, it would be advantageous for casino operators to encourage faster play at slot machines. It would further be desirable for casino operators to encourage players to try certain different types of slot machines. Specifically, casino operators would benefit from increased play at under-utilized machines, such as newer slot machines, older slot machines or slot machines located in a remote portion of a casino. Casino operators would also benefit from increased play on slot machines having a high house advantage and slot machines having a high maximum wager amount. 
     Presently, slot machines provide players with simple, passive entertainment. Although some recent slot machines enable a player to achieve rewards for nontraditional events, these slot machines do not require a player to perform any additional activities during game play. 
     An example of such a slot machine is disclosed by U.S. Pat. No. 5,639,088 entitled “Multiple Events Award System” of Schneider et al. (hereinafter referred to as “the &#39;088 patent”). In the &#39;088 patent, Schneider et al. disclose a system that enables a player to receive a large award for receiving a set of winning combinations within a pre-selected number of rounds of play. The system includes a central controller and a plurality of gaming machines. The gaming machines provide signals to the central controller representing a number of winning combinations and a number of rounds played. The central controller determines whether a player has received a set of winning combinations. 
     While the &#39;088 patent enables a large award to be offered to a player, it fails to address certain problems with the prior art. Specifically, the &#39;088 patent fails to encourage players to try certain different types of slot machines. The &#39;088 patent also fails to increase play at under-utilized machines, such as older slot machines or slot machines located in a remote portion of a casino. The &#39;088 patent further fails to direct players to slot machines having a high house advantage or slot machines having a high maximum wager amount. 
     Accordingly, it would be advantageous to provide a method and apparatus that encourages slot machine players to be directed to specific slot machines in a casino. Thus, it would be desirable to provide a method and apparatus which directs player traffic toward slot machines preferred by the casino, such as newer machines, highly profitable machines and otherwise under-utilized machines. It would further be desirable to provide a method and apparatus that encourages the active participation of a slot machine player, thus enhancing the gaming experience. Such a machine could result in significantly enhanced revenues for casino operators by attracting players who were previously uninterested in conventional slot play, while providing more enjoyable play for casino patrons. 
     SUMMARY OF THE INVENTION 
     An object of the present invention is to provide a method and apparatus for conducting a secondary game of chance to be played using multiple gaming devices. An advantage of the present invention is that it directs players to utilize slot machines designated by a casino operator. A further advantage of the present invention is that it encourages a wider variety of players to utilize slot machines. 
     In accordance with a first aspect of the present invention, an electronic amusement device and method is disclosed for directing a computing device to register a player to play a secondary game of chance at a slot machine configured to conduct a primary game of chance and the secondary game of chance. The method includes the step of receiving a request to register the player to play the secondary game of chance. The request to register includes a player identifier. The method also includes the step of determining a secondary game identifier corresponding to the secondary game of chance. The secondary game identifier is associated with a set of client identifiers on which the secondary game of chance may be played. The method further includes the step of storing the player identifier, the secondary game identifier and the set of client identifiers, thereby registering the player for the secondary game of chance. The disclosed server operating in conjunction with a registration kiosk implements the steps of the described method. 
     In accordance with a second aspect of the present invention, an electronic amusement device and method is disclosed for directing a computing device to conduct a secondary game of chance at a client slot machine. The method includes the steps of receiving a player identifier corresponding to a player, and retrieving player data, including a secondary game type and a secondary game status. The secondary game type corresponds to game requirements for determining a winner of the secondary game of chance, and further corresponds to a set of eligible client identifiers. The method also includes the steps of determining a client identifier corresponding to the client slot machine, and determining whether the client identifier is associated with one of the eligible client identifiers. The method further includes the step of determining an outcome. The outcome is analyzed based on the game requirements of the secondary game. If all of the game requirements have been satisfied, the secondary game status is updated to reflect completion of the secondary game. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       These and other objects, features and advantages of the invention will be understood from a consideration of the following description of the invention, in which: 
         FIG. 1  is a block diagram illustrating a system for implementing the present invention; 
         FIG. 2  is a block diagram of a slot server constructed in accordance with the present invention; 
         FIG. 3  is a block diagram of a client gaming device constructed in accordance with the present invention; 
         FIG. 4  is a block diagram of a registration kiosk constructed in accordance with the present invention; 
         FIGS. 5A-5B  together comprise a table showing components of the secondary game definition table of  FIG. 2 ; 
         FIGS. 6A-6C  illustrate exemplary portions of the registration table and game outcome table of  FIG. 2 ; 
         FIG. 7  is a flowchart illustrating a method for registering a player to play a secondary game of chance in accordance with the present invention; 
         FIGS. 8A-8G  together comprise a flowchart illustrating a method for a slot server to control a secondary game of chance in accordance with the present invention; 
         FIG. 9  is a flowchart illustrating a method for redeeming winnings awarded during a secondary game of chance; and 
         FIG. 10  is a plan view of a game receipt generated in accordance with the present invention. 
     
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
     By directing slot players to specific slot machines or types of slot machines, casino operators can more effectively utilize the valuable floor space of a casino. By encouraging players to move to higher profit machines or encouraging an idle player to play any machine, casinos can achieve a higher profit per machine. Directing slot players to particular machines also benefits players by enhancing or expanding their gaming experiences. Many players are unfamiliar with certain machines or don&#39;t normally frequent areas of a casino housing particular slot machines. Encouraging a player to play a slot machine offering secondary rewards makes the player&#39;s experience more exciting. 
     The present invention is directed to a method and apparatus for registering and conducting a secondary game of chance on multiple client slot machines of a slot machine network. The preferred embodiment will be described with reference to secondary games of chance that are modeled after a scavenger hunt game. It should be understood that the present invention will function equally well with many other types of secondary games of chance, and that the use of scavenger hunt games is merely one exemplary embodiment. 
     Definitions 
     As used herein, the following terms will have the corresponding definitions:
     Slot Machine: Any electronic amusement or gaming device typically installed in a gambling establishment, including slot machines, video poker machines and video blackjack machines.   Outcome: A set of one or more game elements, such as slot reel symbols or playing cards, used to determine a single game result.   Completion Parameter: A parameter or rule defining a completion condition, such as a set of game requirements defining successful completion of a game or a time limit defining unsuccessful completion of a game.   Session: A single instance of a secondary game of chance.   Client Identifier An identifier representing a specific client slot machine or a family of client slot machines.
 
Apparatus Architecture
   

     The apparatus architecture of an exemplary embodiment of the present invention will now be discussed with reference to  FIGS. 1-4 . Referring to  FIG. 1 , there is shown a block diagram of a slot network  100 . Network  100  includes a slot machine server  200  (hereinafter referred to as server) that is linked to and communicates with registration kiosk  400  and client gaming devices or slot machines  300 ,  352  and  354 . Although three client gaming devices  300 ,  352  and  354  are shown, a person of ordinary skill in the art will appreciate that any number of client gaming devices could be linked to and in communication with server  200 . 
     In the exemplary embodiment, a player utilizes kiosk  400  to register to play a secondary game of chance, such as a scavenger hunt game. Preferably, upon receiving a request from the player, kiosk  400  provides the player with a list of available secondary games for which the player may register. Kiosk  400  retrieves data regarding available games from server  200  and presents the data to the player. The available game data may be presented in any conventional manner including via a menu on a touchscreen. If a player wishes to register for an available game, kiosk  400  collects registration information supplied by the player and provides the player with a game identifier and directions to at least one client gaming device on which the player may play the secondary game of chance. Registration information might include a player tracking card with a corresponding player identifier, or it may include player-specified information such as his name, address, and credit card number. Kiosk  400  may collect registration information from the player in a number of ways, including via a player-tracking card, keyboard interface, scanner or pointing device. 
     The player utilizes a client gaming device, such as client gaming device  300 ,  352  or  354 , to play a primary game of chance offered by the client gaming device as well as the secondary game of chance for which the player is registered. Slot server  200  communicates with kiosk  400  and client gaming devices  300 ,  352  and  354  to manage the secondary game of chance. 
     Referring now to  FIG. 2 , the architecture of slot server  200  is illustrated. In addition to conventional server components, such as random access memory (not shown) and read only memory (not shown), slot server  200  includes a processor  210  linked to a clock  212 , a storage device  214  and a communication port  220 . Communication port  220  enables server  200  to communicate with registration kiosk  400  and client gaming devices  300 ,  352  and  354 . Storage device  214  comprises an appropriate combination of magnetic and optical memory, such as disk drive memory, and semiconductor memory such as random access memory and read only memory, and contains program  216  for controlling server  200  in accordance with the present invention. Among other functions, program  216  includes instructions for registering a player for a secondary game of chance via kiosk  400 , instructions for managing and controlling a secondary game of chance played at a client gaming device, and instructions for dispensing an award for successfully completing a secondary game of chance. Storage device  214  further includes relevant data, including player table  218 , secondary game table  500 , registration table  600  and game outcome table  700 . The data stored by storage device  214  are described in more detail with reference to  FIGS. 5-7 . Although the data of the exemplary embodiment is stored at server  200 , in alternate embodiments, the data may be distributed among server  200 , kiosk  400  and client gaming devices  300 ,  352  and  354 . 
     Referring now to  FIG. 3 , the architecture of slot machine or client machine  300  is illustrated. Slot machine  300 , which is substantially similar to slot machines  352  and  354 , is controlled by processor  302  and communicates with slot server  200  via communication port  348 . Processor  302  is connected to storage device  304  which stores program instructions and data for operating slot machine  300  in accordance with the present invention, including program  306 , payout table  310  and probability table  312 . Program  306  includes instructions for conducting the primary game of chance and instructions for conducting the secondary game of chance. Further connected to processor  302  are a player card tracking device  338 , a random number generator  322 , a reel controller  324 , three reels  326 ,  328  and  330 , a hopper controller  332  and associated hopper  334  and a currency acceptor  320 . 
     As illustrated, slot machine  300  generally comprises conventional components, with the exception of the program instructions and data stored in storage device  304 . For purposes of better illustrating the invention, standard components, well known to those skilled in the art, are described only briefly. Although the present embodiment of the invention is described as implemented with physical components, the invention applies equally well to and includes software embodiments such as would be implemented on the Internet and other computer data networks. 
     Referring again to processor  302 , the slot machine  300  comprises one of many well known processing units, for example a Pentium class processor manufactured by Intel Corp. Data storage device  304  comprises an appropriate combination of magnetic and optical memory, such as disk drive memory, and semiconductor memory such as random access memory and read only memory. In addition to the program instructions and data shown in  FIG. 3 , storage device  304  stores appropriate operating system and control software (not shown), functional to operate gaming device  300  in the manner described below. Random number generator  322  comprises one of many well known random or pseudo-random number generators suitable for use in a gaming device. 
     Currency acceptor  320  is operative to receive one or more coins or bills, and to transmit an appropriate value signal to processor  302 . Hopper controller  332 , and hopper  334  connected thereto, are operative under the control of processor  302  to dispense coins to a player. Starting controller  350  comprises a player-operated device such as a handle or button for initiating the play of a game. 
     Player card tracking device  338  comprises a player tracking interface including a card reader  346  for receiving a player tracking card, a display  344  for communicating messages to the player, and a keypad  342  for receiving player input such as a player identifier. In addition to storing the player identifier, the player tracking card could be configured to store outcomes generated by slot machine  300  and other play related data, therefore obviating the need for registration table  600  and outcome table  700 . 
     Referring now to  FIG. 4 , the architecture of registration kiosk  400  is illustrated. Kiosk  400  enables a player to register for a secondary game of chance and, in one embodiment, redeem winnings accumulated during the secondary game of chance. Kiosk  400  is controlled by processor  410  and communicates with slot server  200  via communication port  412 . Processor  410  is connected to storage device  428  that stores, among other things, program  430 . Program  430  includes instructions enabling a player to register for a secondary game and instructions enabling a player to redeem bonus amounts awarded for successful completion of a secondary game. 
     Kiosk  400  includes input devices, such as currency acceptor  414  for receiving currency from the player, card reader  418  for reading a player tracking card, and input device  420  for receiving input from the player. Currency acceptor  414  enables kiosk  400  to accept a registration fee for the secondary game of chance, or pre-payment for the primary game of chance, in accordance with alternate embodiments of the present invention. 
     Kiosk  400  further includes output devices, including display  416  for displaying messages to the player, printer  422  and hopper controller  424  for dispensing currency via associated hopper  426 . Printer  422  enables kiosk  400  to print receipts, reports, game instructions and coupons redeemable for free games, dinner, merchandise or cash. Hopper controller  424  enables kiosk  400  to dispense payment for awards earned for successful completion of the secondary game of chance. 
     Data Tables 
     Referring now to  FIG. 5 , there are illustrated six representative records of an exemplary secondary game table  500 . Each record of secondary game table  500  defines the parameters of a secondary game that may be played, in addition to a primary game, at a client gaming device. Each record of secondary game table  500  includes a game identifier  510  that uniquely identifies the record and corresponds to the secondary game of chance that the record represents. 
     Each record of secondary game table  500  further includes field  512  that stores data representing the number of players required to play the associated secondary game. Game type field  514  stores data representing the type of secondary game. For example, record  550 , having a game type of “SOLO,” represents a single player game in which a single player must fulfill game requirements  524  to achieve a bonus. Record  560 , having a game type of “COMBINATION,” represents a multiple-player game in which the players cooperate as a team to collect outcomes which fulfill game requirements  524  to achieve a bonus. Record  570 , having a game type of “COMPETITION,” represents a multiple-player game in which the players compete to be the first to collect outcomes which fulfill the game requirements to achieve a bonus. Secondary games may be defined so that game requiring multiple players have more requirements than single player games, and the greater the number of required players, the longer or more complex the list of requirements. 
     Each record of secondary game table  500  further includes a number of parameters which define a secondary game, including a game time limit field  516 , game play limit field  518 , game bonus amount field  520  and client identifiers field  522 . Game time limit field  516  stores a time value that represents the maximum amount of time within which a player must collect the required game elements or outcomes to qualify for an award. Game play limit field  518  stores a value representing the maximum number of plays within which a player must collect the required slot symbols to qualify for an award. A single play might represent the pull of a traditional slot machine handle, completion of a final hand in video poker or completion of one hand of blackjack. Game bonus amount field  520  stores a monetary value that a player is awarded for completing the game requirements. Of course the bonus could be paid to a single player, divided among a group of players, or provided in full to each of a group of players. In addition to a bonus, a player successfully completing a secondary game of chance could win the right to play another game. This would enable tournament play among secondary game players. 
     Client identifiers field  522  stores the client identifiers of the client gaming devices on which the secondary game may be played. In the preferred embodiment, each client identifier stored in field  522  represents a family or type of slot machine, however, embodiments in which each client identifier stored in field  522  represents a specific slot machine are also envisioned. Of course, client identifier field  522  may store data representing a rule for identifying one or more client gaming devices. For example, in an embodiment in which descriptive client identifiers are assigned to client gaming devices (e.g. slot machine identifiers begin with “SM” and video poker identifiers begin with “VP”), client identifier field  522  may store a rule limiting eligible client gaming devices to those beginning with “SM.” 
     In addition, each record of secondary game table  500  includes at least one field defining the requirements of the corresponding secondary game. As illustrated, game requirements field  524  stores a definition of the requirements of each secondary game. Of course, one of ordinary skill will realize that game requirements field  524  is merely exemplary, and in practice, the requirements of each secondary game may be defined by multiple fields containing defining parameters. Alternatively, the requirements of each secondary game may be implemented through program instructions. 
     As illustrated, the game requirements require the player to collect specific outcomes from designated machines. The game requirements could easily require an order in which the player must collect the outcomes. For example, the player might have to complete requirements on lower denomination machines before progressing to higher denominations. An order of individual machines could also be specified, allowing the casino to distribute play over a fixed number of machines by specifying a different starting machine for each secondary game registered for that particular set of client machines. 
     Game requirements could also specify a minimum number of client machines on which a player must play in order to successfully complete the secondary game. By specifying a time window for play, the casino could encourage more play during off-peak times. For example, secondary games might only be available for play Monday through Thursday from 10:00 AM to 2:00 PM. 
     It is also envisioned that the outcomes designated by the secondary game requirements may consist entirely of game elements or outcomes that do not constitute winning outcomes in the primary game. In other words, in order to achieve an outcome required by the secondary game, a player must forego a winning outcome in the primary game of chance, and vice versa. 
     Much of the information stored in secondary game table  500  is presented to a player at kiosk  400  during a registration process. Kiosk  400  receives a request to register the player for a secondary game, and displays the available games, as defined in secondary game table  500 , to the player for selection. Upon receiving a game selection from the player, kiosk  400  may direct the player to the associated client gaming devices by displaying, printing or otherwise providing the player with a map of the casino floor, with the associated machines explicitly identified on the map. For ease of explanation, the present invention is disclosed with respect to an embodiment in which the casino color-codes certain types of machines in order to make them easy to recognize. This could be done by placing a placard or other visible sign on each associated machine, clearly marking its color code designation. In embodiments in which a particular order of client machines is required in order to satisfy the secondary game requirements, the map might indicate a preferred or required route, perhaps through the use of arrows or shading. In this embodiment, a player that is required to receive a cherry-cherry-cherry outcome on a blue machine simply has to look around for a machine with the blue placard on it. Server  200  recognizes an eligible client based on a client identifier received from the client machine. Server  200  may use the client identifier directly to determine whether a player may use the client device to play the secondary game. Alternatively, server  200  may use the client identifier to reference a client eligibility table (not shown) to indirectly determine whether a player may use the client device to play the secondary game. 
     In addition to the type of games illustrated, many other types of games could be implemented. For example, the player may be required to receive three cherry-cherry-cherry outcomes before he receives five lemon-lemon-lemon outcomes. As described with reference to  FIGS. 6A-6C , server  200  would keep track of the player&#39;s cherry-cherry-cherry outcomes and lemon-lemon-lemon outcomes. If the player collects three cherry-cherry-cherry outcomes before he collects five lemon-lemon-lemon outcomes, the player is successful and is eligible to receive the bonus associated with the game. If, however, the player receives five lemon-lemon-lemon outcomes before receiving three cherry-cherry-cherry outcomes, the player is unsuccessful, and is not eligible to receive the associated bonus. 
     Although the records of secondary game table  500  are preferably populated by experienced casino personnel who understand the subtleties of maximizing the efficient use of the casino floor, server  200  may be programmed to automatically generate records for secondary game table  500  based on historical data collected from client devices  300 ,  352  and  354 . For example, as one of ordinary skill will appreciate, historical coin-in data may be collected from client devices  300 ,  352  and  354 . Server  200  could be programmed to analyze the coin-in data and to rank the client devices. In order to promote play on the lower ranked client devices, server  200  might be programmed to generate a record in secondary game table  500  to provide a secondary game directed to the lower ranked client devices. 
     Referring now to  FIG. 6A , an exemplary record  650  from registration table  600  and two corresponding records  750  and  752  from game outcome table  700  are shown. Each record of registration table  600  represents a session of a secondary game for which a player is registered. Registration table  600  includes a session identifier  610  uniquely identifying the registration record. In the preferred embodiment, session identifier  610  is generated for the session by the server based on the date and time of registration. Registration table  600  further includes a game identifier  612  and a player identifier  614  for identifying the secondary game and the player associated with the session. Game identifier  612  is populated with the data from game identifier field  510  of the appropriate record from secondary game table  500 , and player identifier  614  is populated with the player identifier of the registered player. Player identifier  614  is preferably generated and assigned by the casino, but could take the form of a personal identification number (PIN) selected by player. Player identifier  614  is captured at kiosk  400  during a registration process. Player identifier  614  may be read from a player tracking card inserted into card reader  418 , or may be provided via input device  420 . 
     Registration table  600  further includes fields for tracking the progress of the player toward completion of the game requirements. Time remaining field  616  stores a time value representing the amount of time available for the player to complete the game requirements. The time available could be tracked individually for each player, or for a team of players. In such a team embodiment, the time remaining for each team member begins counting down with the first player inserting his player tracking card. For an individual player, the amount of time remaining could be frozen each time the player ended a particular series of plays by removing his player tracking card, with the time starting to count down only after the card was again inserted. Alternatively, time remaining field  616  could begin to count down immediately following registration by the player, encouraging the player to immediately begin playing the secondary game. Plays remaining field  618  stores a value representing the number of plays available for the player to complete the game requirements. Initially, time remaining field  616  and plays remaining field  618  are populated with data from game time limit field  516  and game play limit field  518  of the appropriate record from secondary game table  500 , respectively. 
     Session status field  620  stores a code representing a status of the corresponding session. Examples of valid session status codes are listed in Table I, below. In the preferred embodiment, a session is successfully completed when the player satisfies the corresponding game requirements. A session is unsuccessfully completed when the player has not satisfied the game requirements and there is no time or plays remaining. Of course, various other session completion parameters are possible. Bonus due field  622  stores a monetary value representing a bonus due to the player for successfully completing the session. Although an unsuccessfully completed session will result in a bonus due amount of zero, it should be understood that varying degrees of success may be defined by the game requirements, resulting in varying bonus due amounts. 
     
       
         
               
               
             
           
               
                 TABLE I 
               
               
                   
               
               
                 Session 
                   
               
               
                 Status Code 
                 Session Status Definition 
               
               
                   
               
             
             
               
                 READY 
                 A player has been registered to play a session of a game. 
               
               
                 ACTIVE 
                 A session of a game is in progress. 
               
               
                 SUCCESS 
                 A player successfully fulfilled the game requirements for 
               
               
                   
                 the session. 
               
               
                 FAIL 
                 A player failed to successfully fulfill the game requirements 
               
               
                   
                 for the session. 
               
               
                 PAID 
                 A bonus for successfully completing the game requirements 
               
               
                   
                 has been paid to the player. 
               
               
                   
               
             
          
         
       
     
     Each record of game outcome table  700  represents a game outcome that contributes to the successful completion of the session. Game outcome table  700  includes a session identifier  710  that identifies the session corresponding to the game outcome, Game outcome table  700  also includes player identifier  711 , outcome  714  and client identifier  712  for respectively documenting a player, an outcome fulfilling a game requirement (e.g. a reel symbol, set of reel symbols or card values) and the client gaming device that generated the outcome. Game outcome table  700  preferably includes a timestamp field  716  for storing the date and time the associated outcome was generated. Timestamp field  716  may be used to audit winning games. In alternate embodiments, timestamp field  716  may be used to cause outcomes to expire after a pre-specified period of time or number of plays. 
     The records shown in  FIG. 6A  describe a session of game ABC being played by a player having player identifier 24681012. To successfully complete game ABC, the player must receive 100 lemons during the session of up to 225 plays as defined by record  550  of secondary game table  500 , previously described with reference to  FIG. 5 . According to session status field  618  of record  650 , the session is “ACTIVE,” or in progress. Although the player was initially allotted 225 plays to complete the game requirements of game ABC, plays remaining field  624  indicates that the player has completed 120 plays and has 105 plays remaining to complete the game requirements. As shown by records  750  and  752  of game outcome table  700 , player 24681012 has received two lemons while playing slot machines having client identifiers SM-1002003 and SM 1001098. 
     The records shown in  FIG. 6B  describe a session of game DEF being played by two players having player identifiers 36917154 and 48129003. To successfully complete game DEF, the players must cooperate to achieve the game requirements defined by record  560  of secondary game table  500 , previously described with reference to  FIG. 5 . According to session status field  620  of record  652 , the session has been registered, but play has not begun. The initial allotment of sixty minutes is stored in time remaining field  616  of records  652  and  654 . Because the secondary game has not started, there are no relevant records in game outcome table  700  relating to session 0327981148. 
     The records shown in  FIG. 6C  describe a completed session of game EFG, a competitive game between two players having player identifiers 35791130 and 24483696. To successfully complete game EFG, a player must be the first to collect four outcomes: (i) a pair of jacks or better on any video poker machine, (ii) a cherry-cherry-cherry outcome on any three reel slot machine, (iii) three-of-a-kind on any video poker machine, and (iv) orange-orange-orange on any blue machine while wagering the maximum amount, as illustrated by record  570  of  FIG. 5 . As shown by records  754 ,  756 ,  758  and  760 , the player having player identifier 35791130 successfully completed the game requirements. 
     Description of the Operation 
     Having thus described the architecture and components of the slot network of the present embodiment, the operation of the apparatus will now be described in greater detail with reference to  FIGS. 7-9 .  FIG. 7  is a flowchart illustrating an exemplary registration process;  FIGS. 8A-8G  together comprise a flowchart illustrating an exemplary secondary game control process; and  FIG. 9  is a flowchart illustrating an exemplary redemption process. These flowcharts describe a preferred embodiment in which server  200  facilitates registration and redemption processes via kiosk  400 , and game play via client gaming device  300 . It should be understood, however, that the processes do not strictly require the described client-server architecture. For example, a gaming device providing a single player secondary game of chance could conduct registration, game play and redemption processes at a single unit. 
     Referring now to  FIG. 7 , an exemplary registration process is illustrated in the form of a flowchart. The registration process enables a player to select a secondary game in which to participate. The registration process preferably interfaces with the player on the casino floor via kiosk  400 , but may be accomplished by a client gaming device  300 . 
     At block  701 , processor  410  receives a request to register a player for a secondary game of chance and forwards the request to slot server  200  via communication port  412 . At block  702 , slot server  200  retrieves data describing the available games from secondary game table  500  and transmits the data to kiosk  400  where processor  410  causes the data to be communicated to the player via display  416 . 
     Kiosk  400  receives the game selection of the player at block  714 . The player may indicate a game selection using a touch screen or by providing a game identifier from a list of games provided at block  702 . At block  704 , processor  410  determines at least one player identifier, and at block  705  processor  410  determines a session identifier. The number of player identifiers determined at block  704  is based on the number of players required to play the selected game. The player identifiers may be determined in a number of ways including receiving a player identifier from a player tracking card inserted into card reader  418 , receiving a player-selected PIN, or generating a unique player identifier at the time of registration. 
     If the selected game requires multiple player identifiers, the registration process instructions of program  430  will enable multiple identifiers to be collected and verified. If the appropriate number of player identifiers are not received, kiosk  400  may display a message indicating that the identifiers were not received or were invalid. 
     For example, if the player requests to register for a three player game, he must provide two player identifiers in addition to his own. If the player fails to provide the correct number of player identifiers, his request to register for the secondary game will be rejected. In an alternate embodiment, players who do not have player tracking cards (or previously assigned player identifiers) but still wish to participate in a secondary game of chance may be provided with a PIN that will serve as their identifier for the duration of the game. The PIN may be either player-selected or generated by the system. Each player registered for a game will receive a unique PIN which may be input by the player via keypad  342  prior to playing a secondary game. 
     At block  706 , processor  410  transmits registration data including the session identifier, game identifier and player identifier(s) to server  200  which creates a new record in registration table  600  and stores the registration data in the new record. At block  722 , server processor  202  sets session status field  620  to “READY.” The requirements of the selected game are output to the player at block  708 . An illustration of such output is described with reference to  FIG. 10 . The output could alternatively take the form of a map showing the player the locations of various client gaming machines associated with the particular secondary game, printed in real-time or developed in advance as a brochure with casino promotional materials. 
     Instead of providing detail regarding the identity of each client machine, the registration process could identify a first client machine with subsequent client machines identified during play of the secondary game. Thus, the player does not know where he is heading in advance, receiving the identification of his next client machine from display  344  of client machine  300 . The player might also not be informed of the exact requirements of the secondary game until it was underway. For example, the player might achieve a required outcome of lemon-lemon-lemon and then receive identification of the next game requirement from display  344  such as bell-bell-bell. 
     Referring now to  FIGS. 8A-8G , an exemplary secondary game control process is illustrated in the form of a flowchart. The illustrated secondary control process is performed by slot server  200 , for every outcome generated by a client gaming device, in accordance with program  216 . 
     Generally, if the player operating the client gaming device is registered for a game, server  200  will determine the type of game based on the game identifier, and direct the gaming device to execute the appropriate game play steps. If the player is not registered for a game, server  200  will not execute any steps to control a secondary game of chance. Once server  200  determines that the player is registered for a secondary game, it will update the time remaining and/or plays remaining while the player&#39;s player tracking card is in the gaming device, and store any of the player&#39;s outcomes that satisfy a game requirement. Server  200  will further store the client identifier of the client gaming device on which the outcome was generated, as well as the player identifier of the player playing the game. The record of the game outcome table is linked to the player&#39;s record of the registration table through a session identifier and the player&#39;s player identifier. In an alternate embodiment, server  200  could be programmed to continue to update the time remaining field of secondary games in progress so that if a player moves from one machine to another, the time remaining will continue to decrease. In the alternate embodiment, server  200  would continually update the time remaining from the time the player begins playing the secondary game until the completion of the game, regardless of whether the player removes the player tracking card from the gaming device. 
     In a multi-player team embodiment (either combined or competitive), the server keeps track of each player&#39;s results in the manner described above. In the competitive multi-player team embodiment, server  200  monitors each player&#39;s outcomes in substantially real time, and terminates the game once a player fulfills all of the game requirements. In an alternate embodiment, server  200  could track the time each player&#39;s outcome was obtained, in order to determine which player was the first to fulfill all of the requirements of the game. 
     At block  810 , processor  210  receives a player identifier, client identifier and outcome from client gaming device  300 . The player identifier, client identifier and outcome are transmitted by client gaming device  300  after a play of the machine. The transmission is performed in accordance with program  306 . 
     At block  812 , processor  210  determines whether a record corresponding to the received player identifier is registered for a secondary game of chance and whether the client identifier is among the eligible client identifiers associated with the secondary game. If a corresponding record does not exist, no further processing is required to control a secondary game of chance because the player associated with the received player identifier is not registered for a secondary game of chance that may be played at client gaming device  300 . If registration record corresponding to the received player identifier and client identifier exists, secondary game processing continues. 
     At block  814 , processor  210  retrieves registration data from the identified record of registration table  600 . Processor  210  retrieves game data from an appropriate record of secondary game table  500 , as shown by block  816 . The appropriate secondary game table record is determined based on the contents of game identifier field  612  retrieved at block  814 . At decision block  818 , processor  210  determines whether the retrieved session status field  620  contains “READY” or “ACTIVE.” If the retrieved registration record does not have a session status of either “READY” or “ACTIVE,” the registered game is complete, and processing terminates. Otherwise, at block  820  of  FIG. 8B  processor  210  determines whether the session status field contains “READY.” If it does, the session status is set to “ACTIVE” at block  822  to indicate that the session is in progress. At blocks  824  and  826 , process flow is directed based on whether the secondary game is a single player game, a multi-player competitive game or a multi-player combination game. 
     If the secondary game is a single player game or a multi-player cooperative game, process flow is directed to block  828  of  FIG. 8C . At block  828 , processor  210  determines whether the outcome, or any portion of the outcome, matches a game requirement. If the outcome fulfills a game requirement, the outcome is recorded in game outcome table  700 , as shown by block  830 . At block  832 , the time remaining and plays remaining fields of registration table  600  are updated. Processor  210  then determines whether all of the game requirements have been met at decision block  834 . If all of the game requirements have been satisfied, processing is directed to block  838  of  FIG. 8D , enabling the player to be informed of his success in substantially real time. Otherwise, processor  210  determines whether the game should be terminated due to the lack of remaining time or remaining plays. According to decision block  836 , if the game should be terminated, processing is directed to block  850 . Otherwise, the secondary game control process terminates. It should be noted that the process flow may be altered to enable the player to be informed of his success or failure at the end of the allotted time/plays without deviating from the spirit and scope of the present invention. 
     Referring now to  FIG. 8D , there are illustrated the steps processor  210  executes if a player wins a single player game or cooperative multi-player game. At block  838 , processor  210  is directed to set the session status field  620  of the corresponding record of registration table  600  to “SUCCESS.” Processor  210  then retrieves game bonus amount  520  from the appropriate record of secondary game table  500  and stores the retrieved amount in the bonus due field  622  of the corresponding record of registration table  600 , as shown by blocks  844  and  846 . In an alternate embodiment, instead of analyzing whether a player has satisfied the game requirement in real time, server  200  may be programmed to determine success or failure of a player only after expiration of the time remaining or number of plays remaining. 
     At block  848 , processor  210  causes a signal to be transmitted to all client gaming devices on which a player associated with the session identifier is playing. The signal directs the client gaming devices to display a message indicating that the player has successfully completed the game requirements. In a multi-player game, all players are to be notified of the successful completion of the game requirements. If server  200  is unable to direct a message to a player because the player is not presently operating a gaming device, the message may be queued for delivery as soon as the player resumes operation of a client gaming device. 
     Referring now to  FIG. 8E , there are illustrated the steps processor  210  executes if a player fails to complete the game requirements within the allotted time or number of plays. At block  850 , processor  210  sets session status field  620  of the corresponding record of registration table  600  to “FAIL” At block  854 , processor  210  causes a signal to be transmitted to every client gaming device on which a player associated with the session identifier is playing. The signal directs the client gaming devices to display a message indicating that the player secondary game has ended unsuccessfully. 
     Referring now to  FIGS. 8F and 8G , there are illustrated the steps processor  210  executes if the corresponding session identifier is associated with a competitive multi-player game. At decision block  860 , processor  210  determines whether the outcome, or any portion of the outcome, matches a game requirement. If the outcome fulfills a game requirement, the outcome is recorded in game outcome table  700 , as shown by block  862 . At block  863 , the time remaining and plays remaining fields of registration table  600  are updated. Processor  210  then determines whether all of the game requirements have been met at decision block  864 . If all of the game requirements have been satisfied, processing is directed to block  870  of  FIG. 8G . Otherwise, processor  210  determines whether the game should be terminated due to the lack of remaining time or remaining plays. According to decision block  866 , if the game should be terminated, processing is directed to block  868 . Otherwise, the secondary game control process terminates. 
     At block  868 , processor  210  determines which players most successfully completed the game requirements. Pursuant to blocks  870  and  872 , respectively, session status field  620  of the corresponding record of registration table  600  is updated to “SUCCESS” for all winning players and “FAIL” for all other players. Although not shown by secondary game table  500 , multi-player games may be defined in which a bonus may be awarded for multiple levels of achievement, such as first place, second place and third place. Processor  210  then retrieves game bonus amount  520  from the appropriate record of secondary game table  500  and stores the retrieved amount in the bonus due field  622  of the corresponding records of registration table  600 , as shown by blocks  874  and  876 . At block  878 , processor  210  causes a signal to be transmitted to all client gaming devices on which a winning player associated with the session identifier is playing. The signal directs the client gaming devices to display a message indicating that the player has successfully completed the game requirements. At block  880 , processor  210  causes a signal to be transmitted to all client gaming devices on which a losing player associated with the session identifier is playing. The signal directs the client gaming devices to display a message indicating that the player has failed to successfully complete the game requirements. 
       FIGS. 8F and 8G  assume that the secondary game incorporates a time/plays limit, and that if the time/plays limit is reached the player having met the most game requirements is deemed to be the winner. Of course, the secondary game process could be easily modified to require a winner to complete all of the game requirements by eliminating block  868  from the process of  FIG. 8F  and setting session status field  620  of all of the participating players to “Fail” at block  872  of  FIG. 8G . 
     Referring now to  FIG. 9 , there are illustrated the steps of an exemplary redemption process. The redemption process is typically initiated by a player who has registered for and successfully completed the game requirements of a secondary game of chance. The redemption process is typically performed by server  200  operating in conjunction with kiosk  400 . 
     At block  910 , server  200  receives a request to provide a game bonus amount to a player. The request is received via kiosk  400  and includes a player identifier identifying the requesting player and a session identifier identifying the session during which the player achieved a game bonus. Server  200  retrieves the record from registration table  600  which corresponds to the received session identifier and player identifier, as shown by block  912 . 
     Server  200  determines whether the player successfully completed the session by comparing session status field  620  to “SUCCESS” at block  914 . If the identified session does not have an associated status of “SUCCESS,” server  200  prompts kiosk  400  to display a message indicating that the request is invalid, as shown by block  916 , and the redemption process terminates. If the player successfully completed the session, server  200  causes the appropriate payout to be provided based on the contents of bonus due field  622 , as shown at block  918 . At blocks  920  and  922 , respectively, bonus due field  622  is zeroed and session status field  620  is updated to “PAID” to reflect payment of the bonus. The game bonus may be automatically dispensed by kiosk  400 , or manually dispensed by a casino attendant. In an alternate embodiment, the redemption process could be executed by the gaming device at which the final game requirement is completed, or executed by any client slot machine. It should be noted that a bonus award earned by a team may be dispensed in a number of ways in accordance with the present invention. For example, each team member may receive the entire bonus amount, each team member may receive an equal share of the bonus amount, or each player may receive a share of the bonus amount proportional to the game requirements achieved by the player. 
     Bonus payout amounts could be adjusted based on the time to successful completion, with shorter completion times associated with relatively larger bonus payout amounts. Bonus payout amounts could also be supplemented in order to encourage play at off-peak hours, such as during early morning hours. In order to encourage a faster rate of play, the casino could offer higher bonus payout amounts to those players maintaining a high average rate of play. For example, a player completing a secondary game with a seven hundred handle pull-per-hour average rate of play might receive 10% more than a player maintaining a rate of only five hundred handle pulls-per-hour for the same secondary game structure. 
     Referring now to  FIG. 10 , there is illustrated an exemplary game receipt  1000  that may be provided to a registered player. Game receipt  1000  acts as proof of registration for a secondary game session and provides a convenient reminder to the player of the game requirements, time limit and bonus amount associated with the secondary game. Game receipt  1000  further directs the player to the appropriate gaming devices, and may provide instructions regarding redemption of an earned bonus. As shown, game receipt also includes check boxes enabling the player to track his progress toward successful completion of the game requirements. 
     While the best mode for carrying out the invention has been described in detail, those familiar with the art to which the invention relates will recognize various alternative designs and embodiments for practicing the invention. These alternative embodiments are within the scope of the present invention. Accordingly, the scope of the present invention embodies the scope of the claims appended hereto.