Abstract:
Embodiments of the present invention are directed to a graphical report or progress bar that informs the player how close they are to receiving a bonus for a gaming device. In one embodiment a character “eats,” consumes, or otherwise eliminates obstacles between an avatar or indicator character and a reward. The character advances based on results of playing the base game on the gaming device or based on other factors. Reaching the reward allows the player to play another bonus game that directly awards cash, credit, or some other benefit. Progress toward the bonus award may be associated (and stored) with a player account, so that it carries over from one gaming session to another, or progress may be only active for the current session. Linked devices could remove the obstacles in either or both of the games. In other embodiments the graphical report takes form of a bar having an increasing fill level, a miner uncovering jewels from rocks, a miner extracting jewels from a mine or hole, and a pie that adds pieces as the player progresses toward the bonus.

Description:
FIELD OF THE INVENTION 
       [0001]    This disclosure relates generally to network gaming, and more particularly to bonusing systems on networked games. 
       BACKGROUND 
       [0002]    Networked gaming devices, such as slot machines in casinos, were introduced many years ago, with mixed successes. The gaming networks provided a platform for a variety of bonuses, such as a “progressive” bonus, which is a bonus award that accumulates a very small portion of each wager to the progressive total. The large progressive totals attract players who are enticed by the thought of winning such large amounts. When a player wins the progressive bonus it is typically a very large award, however, progressive awards are not often won. 
         [0003]    Because progressive bonuses are awarded so infrequently many players do not garner much excitement from each individual game. In other words, although the players like the thought of the potential of winning a large bonus if he or she wins the progressive, which causes the player to play a particular game, such excitement does not necessarily translate to long gaming sessions if a players finds the games themselves to be boring, repetitive, or to not pay out frequently enough to satisfy the player. Casinos must continue to enhance the overall game experience if they wish to draw new players to games and keep the players engaged. 
         [0004]    Embodiments of the invention address these and other limitations in the prior art. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0005]      FIG. 1A  is a functional block diagram that illustrates a gaming device according to embodiments of the invention. 
           [0006]      FIG. 1B  is an isometric view of the gaming device illustrated in  FIG. 1A . 
           [0007]      FIGS. 2A ,  2 B, and  2 C are detail diagrams of exemplary types of gaming devices according to embodiments of the invention. 
           [0008]      FIG. 3  is a functional block diagram of networked gaming devices according to embodiments of the invention. 
           [0009]      FIG. 4  is a block diagram of a gaming device illustrating a graphical bonus progress display of a bonus system according to embodiments of the invention. 
           [0010]      FIGS. 5A and 5B  illustrate another graphical bonus progress display of a bonus system according to embodiments of the invention. 
           [0011]      FIGS. 6A and 6B  illustrate yet another graphical bonus progress display of a bonus system according to embodiments of the invention. 
           [0012]      FIG. 7  illustrates a further graphical bonus progress display of a bonus system according to embodiments of the invention. 
           [0013]      FIGS. 8A-8C  illustrate a graphical indicator of a bonus progress display as it appears at various time stages of a bonus according to embodiments of the invention. 
       
    
    
     DETAILED DESCRIPTION 
       [0014]      FIGS. 1A and 1B  illustrate example gaming devices according to embodiments of the invention. 
         [0015]    Referring to  FIGS. 1A and 1B , a gaming device  10  is an electronic gaming machine. Although an electronic gaming machine or “slot” machine is illustrated, various other types of devices may be used to wager monetarily based credits on a game of chance in accordance with principles of the invention. The term “electronic gaming device” is meant to include various devices such as electromechanical spinning-reel type slot machines, video slot machines, and video poker machines, for instance. Other gaming devices may include computer-based gaming machines, wireless gaming devices, multi-player gaming stations, modified personal electronic gaming devices (such as cell phones), personal computers, server-based gaming terminals, and other similar devices. Although embodiments of the invention will work with all of the gaming types mentioned, for ease of illustration the present embodiments will be described in reference to the electronic gaming machine  10  shown in  FIGS. 1A and 1B . 
         [0016]    The gaming device  10  includes a cabinet  15  housing components to operate the gaming device  10 . The cabinet  15  may include a gaming display  20 , a base portion  13 , a top box  18 , and a player interface panel  30 . The gaming display  20  may include mechanical spinning reels ( FIG. 2A ), a video display ( FIGS. 2B and 2C ), or a combination of both spinning reels and a video display (not shown). The gaming cabinet  15  may also include a credit meter  27  and a coin-in or bet meter  28 . The credit meter  27  may indicate the total number of credits remaining on the gaming device  10  that are eligible to be wagered. In some embodiments, the credit meter  27  may reflect a monetary unit, such as dollars. However, it is often preferable to have the credit meter  27  reflect a number of ‘credits,’ rather than a monetary unit. The bet meter  28  may indicate the amount of credits to be wagered on a particular game. Thus, for each game, the player transfers the amount that he or she wants to wager from the credit meter  27  to the bet meter  28 . In some embodiments, various other meters may be present, such as meters reflecting amounts won, amounts paid, or the like. In embodiments where the gaming display  20  is a video monitor, the information indicated on the credit meters may be shown on the gaming display itself  20  ( FIG. 2B ). 
         [0017]    The base portion  13  may include a lighted panel  14 , a coin return (not shown), and a gaming handle  12  operable on a partially rotating pivot joint  11 . The game handle  12  is traditionally included on mechanical spinning-reel games, where the handle may be pulled toward a player to initiate the spinning of reels  22  after placement of a wager. The top box  18  may include a lighted panel  17 , a video display (such as an LCD monitor), a mechanical bonus device (not shown), and a candle light indicator  19 . The player interface panel  30  may include various devices so that a player can interact with the gaming device  10 . 
         [0018]    The player interface panel  30  may include one or more game buttons  32  that can be actuated by the player to cause the gaming device  10  to perform a specific action. For example, some of the game buttons  32  may cause the gaming device  10  to bet a credit to be wagered during the next game, change the number of lines being played on a multi-line game, cash out the credits remaining on the gaming device (as indicated on the credit meter  27 ), or request assistance from casino personnel, such as by lighting the candle  19 . In addition, the player interface panel  30  may include one or more game actuating buttons  33 . The game actuating buttons  33  may initiate a game with a pre-specified amount of credits. On some gaming devices  10  a “Max Bet” game actuating button  33  maybe included that places the maximum credit wager on a game and initiates the game. The player interface panel  30  may further include a bill acceptor  37  and a ticket printer  38 . The bill acceptor  37  may accept and validate paper money or previously printed tickets with a credit balance. The ticket printer  38  may print out tickets reflecting the balance of the credits that remain on the gaming device  10  when a player cashes out by pressing one of the game buttons  32  programmed to cause a ‘cashout.’ These tickets may be inserted into other gaming machines or redeemed at a cashier station or kiosk for cash. 
         [0019]    The gaming device  10  may also include one or more speakers  26  to transmit auditory information or sounds to the player. The auditory information may include specific sounds associated with particular events that occur during game play on the gaming device  10 . For example, a particularly festive sound may be played during a large win or when a bonus is triggered. The speakers  26  may also transmit “attract” sounds to entice nearby players when the game is not currently being played. 
         [0020]    The gaming device  10  may further include a secondary display  25 . This secondary display  25  may be a vacuum fluorescent display (VFD), a liquid crystal display (LCD), a cathode ray tube (CRT), a plasma screen, or the like. The secondary display  25  may show any combination of primary game information and ancillary information to the player. For example, the secondary display  25  may show player tracking information, secondary bonus information, advertisements, or player selectable game options. 
         [0021]    The gaming device  10  may include a separate information window (not shown) dedicated to supplying any combination of information related to primary game play, secondary bonus information, player tracking information, secondary bonus information, advertisements or player selectable game options. This window may be fixed in size and location or may have its size and location vary temporally as communication needs change. One example of such a resizable window is International Game Technology&#39;s “service window”. Another example is Las Vegas Gaming Incorporated&#39;s retrofit technology which allows information to be placed over areas of the game or the secondary display screen at various times and in various situations. 
         [0022]    The gaming device  10  includes a microprocessor  40  that controls operation of the gaming device  10 . If the gaming device  10  is a standalone gaming device, the microprocessor  40  may control virtually all of the operations of the gaming devices and attached equipment, such as operating game logic stored in memory (not shown) as firmware, controlling the display  20  to represent the outcome of a game, communicating with the other peripheral devices (such as the bill acceptor  37 ), and orchestrating the lighting and sound emanating from the gaming device  10 . In other embodiments where the gaming device  10  is coupled to a network  50 , as described below, the microprocessor  40  may have different tasks depending on the setup and function of the gaming device. For example, the microprocessor  40  may be responsible for running the base game of the gaming device and executing instructions received over the network  50  from a bonus server or player tracking server. In a server-based gaming setup, the microprocessor  40  may act as a terminal to execute instructions from a remote server that is running game play on the gaming device. 
         [0023]    The microprocessor  40  may be coupled to a machine communication interface (MCI)  42  that connects the gaming device  10  to a gaming network  50 . The MCI  42  may be coupled to the microprocessor  40  through a serial connection, a parallel connection, an optical connection, or in some cases a wireless connection. The gaming device  10  may include memory  41  (MEM), such as a random access memory (RAM), coupled to the microprocessor  40  and which can be used to store gaming information, such as storing total coin-in statistics about a present or past gaming session, which can be communicated to a remote server or database through the MCI  42 . The MCI  42  may also facilitate communication between the network  50  and the secondary display  25  or a player tracking unit  45  housed in the gaming cabinet  15 . 
         [0024]    The player tracking unit  45  may include an identification device  46  and one or more buttons  47  associated with the player tracking unit  45 . The identification device  46  serves to identify a player, by, for example, reading a player-tracking device, such as a player tracking card that is issued by the casino to individual players who choose to have such a card. The identification device  46  may instead, or additionally, identify players through other methods. Player tracking systems using player tracking cards and card readers  46  are known in the art. Briefly summarizing such a system, a player registers with the casino prior to commencing gaming. The casino issues a unique player-tracking card to the player and opens a corresponding player account that is stored on a server or host computer, described below with reference to  FIG. 3 . The player account may include the player&#39;s name and mailing address and other information of interest to the casino in connection with marketing efforts. Prior to playing one of the gaming devices in the casino, the player inserts the player tracking card into the identification device  46  thus permitting the casino to track player activity, such as amounts wagered, credits won, and rate of play. 
         [0025]    To induce the player to use the card and be an identified player, the casino may award each player points proportional to the money or credits wagered by the player. Players typically accrue points at a rate related to the amount wagered, although other factors may cause the casino to award the player various amounts. The points may be displayed on the secondary display  25  or using other methods. In conventional player tracking systems, the player may take his or her card to a special desk in the casino where a casino employee scans the card to determine how many accrued points are in the player&#39;s account. The player may redeem points for selected merchandise, meals in casino restaurants, or the like, which each have assigned point values. In some player tracking systems, the player may use the secondary display  25  to access their player tracking account, such as to check a total number of points, redeem points for various services, make changes to their account, or download promotional credits to the gaming device  10 . In other embodiments, the identification device  46  may read other identifying cards (such as driver licenses, credit cards, etc.) to identify a player and match them to a corresponding player tracking account. Although  FIG. 1A  shows the player tracking unit  45  with a card reader as the identification device  46 , other embodiments may include a player tracking unit  45  with a biometric scanner, PIN code acceptor, or other methods of identifying a player to pair the player with their player tracking account. 
         [0026]    During typical play on a gaming device  10 , a player plays a game by placing a wager and then initiating a gaming session. The player may initially insert monetary bills or previously printed tickets with a credit value into the bill acceptor  37 . The player may also put coins into a coin acceptor (not shown) or a credit, debit or casino account card into a card reader/authorizer (not shown). One of skill in the art will readily see that this invention is useful with all gambling devices, regardless of the manner in which wager value-input is accomplished. 
         [0027]    The credit meter  27  displays the numeric credit value of the money inserted dependent on the denomination of the gaming device  10 . That is, if the gaming device  10  is a nickel slot machine and a $20 bill inserted into the bill acceptor  37 , the credit meter will reflect 400 credits or one credit for each nickel of the inserted twenty dollars. For gaming devices  10  that support multiple denominations, the credit meter  27  will reflect the amount of credits relative to the denomination selected. Thus, in the above example, if a penny denomination is selected after the $20 is inserted the credit meter will change from 400 credits to 2000 credits. 
         [0028]    A wager may be placed by pushing one or more of the game buttons  32 , which may be reflected on the bet meter  28 . That is, the player can generally depress a “bet one” button (one of the buttons on the player interface panel  30 , such as  32 ), which transfers one credit from the credit meter  27  to the bet meter  28 . Each time the button  32  is depressed an additional single credit transfers to the bet meter  28  up to a maximum bet that can be placed on a single play of the electronic gaming device  10 . The gaming session may be initiated by pulling the gaming handle  12  or depressing the spin button  33 . On some gaming devices  10 , a “max bet” button (another one of the buttons  32  on the player interface panel  30 ) may be depressed to wager the maximum number of credits supported by the gaming device  10  and initiate a gaming session. 
         [0029]    If the gaming session does not result in any winning combination, the process of placing a wager may be repeated by the player. Alternatively, the player may cash out any remaining credits on the credit meter  27  by depressing the “cash-out” button (another button  32  on the player interface panel  30 ), which causes the credits on the credit meter  27  to be paid out in the form of a ticket through the ticket printer  38 , or may be paid out in the form of returning coins from a coin hopper (not shown) to a coin return tray. 
         [0030]    If instead a winning combination (win) appears on the display  20 , the award corresponding to the winning combination is immediately applied to the credit meter  27 . For example, if the gaming device  10  is a slot machine, a winning combination of symbols  23  may land on a played payline on reels  22 . If any bonus games are initiated, the gaming device  10  may enter into a bonus mode or simply award the player with a bonus amount of credits that are applied to the credit meter  27 . 
         [0031]      FIGS. 2A to 2C  illustrate exemplary types of gaming devices according to embodiments of the invention.  FIG. 2A  illustrates an example spinning-reel gaming machine  10 A,  FIG. 2B  illustrates an example video slot machine  10 B, and  FIG. 2C  illustrates an example video poker machine  10 C. 
         [0032]    Referring to  FIG. 2A , a spinning-reel gaming machine  10 A includes a gaming display  20 A having a plurality of mechanical spinning reels  22 A. Typically, spinning-reel gaming machines  10 A have three to five spinning reels  22 A. Each of the spinning reels  22 A has multiple symbols  23 A that may be separated by blank areas on the spinning reels  22 A, although the presence of blank areas typically depends on the number of reels  22 A present in the gaming device  10 A and the number of different symbols  23 A that may appear on the spinning reels  22 A. Each of the symbols  22 A or blank areas makes up a “stop” on the spinning reel  22 A where the reel  22 A comes to rest after a spin. Although the spinning reels  22 A of various games  10 A may have various numbers of stops, many conventional spinning-reel gaming devices  10 A have reels  22 A with twenty two stops. 
         [0033]    During game play, the spinning reels  22 A may be controlled by stepper motors (not shown) under the direction of the microprocessor  40  ( FIG. 1A ). Thus, although the spinning-reel gaming device  10 A has mechanical based spinning reels  22 A, the movement of the reels themselves is electronically controlled to spin and stop. This electronic control is advantageous because it allows a virtual reel strip to be stored in the memory  41  of the gaming device  10 A, where various “virtual stops” are mapped to each physical stop on the physical reel  22 A. This mapping allows the gaming device  10 A to establish greater awards and bonuses available to the player because of the increased number of possible combinations afforded by the virtual reel strips. 
         [0034]    A gaming session on a spinning reel slot machine  10 A typically includes the player pressing the “bet-one” button (one of the game buttons  32 A) to wager a desired number of credits followed by pulling the gaming handle  12  ( FIGS. 1A ,  1 B) or pressing the spin button  33 A to spin the reels  22 A. Alternatively, the player may simply press the “max-bet” button (another one of the game buttons  32 A) to both wager the maximum number of credits permitted and initiate the spinning of the reels  22 A. The spinning reels  22 A may all stop at the same time or may individually stop one after another (typically from left to right) to build player anticipation. Because the display  20 A usually cannot be physically modified, some spinning reel slot machines  10 A include an electronic display screen in the top box  18  ( FIG. 1B ), a mechanical bonus mechanism in the top box  18 , or a secondary display  25  ( FIG. 1A ) to execute a bonus. 
         [0035]    Referring to  FIG. 2B , a video gaming machine  10 B may include a video display  20 B to display virtual spinning reels  22 B and various other gaming information  21 B. The video display  20 B may be a CRT, LCD, plasma screen, or the like. It is usually preferable that the video display  20 B be a touchscreen to accept player input. A number of symbols  23 A appear on each of the virtual spinning reels  22 B. Although  FIG. 2B  shows five virtual spinning reels  22 B, the flexibility of the video display  20 B allows for various reel  22 B and game configurations. For example, some video slot games  10 B spin reels for each individual symbol position (or stop) that appears on the video display  20 B. That is, each symbol position on the screen is independent of every other position during the gaming sessions. In these types of games, very large numbers of pay lines or multiple super scatter pays can be utilized since similar symbols could appear at every symbol position on the video display  20 B. On the other hand, other video slot games  10 B more closely resemble the mechanical spinning reel games where symbols that are vertically adjacent to each other are part of the same continuous virtual spinning reel  22 B. 
         [0036]    Because the virtual spinning reels  22 B, by virtue of being computer implemented, can have almost any number of stops on a reel strip, it is much easier to have a greater variety of displayed outcomes as compared to spinning-reel slot machines  10 A ( FIG. 2A ) that have a fixed number of physical stops on each spinning reel  22 A. 
         [0037]    With the possible increases in reel  22 B numbers and configurations over the mechanical gaming device  10 A, video gaming devices  10 B often have multiple paylines  24  that may be played. By having more paylines  24  available to play, the player may be more likely to have a winning combination when the reels  22 B stop and the gaming session ends. However, since the player typically must wager at least a minimum number of credits to enable each payline  24  to be eligible for winning, the overall odds of winning are not much different, if at all, than if the player is wagering only on a single payline. For example, in a five line game, the player may bet one credit per payline  24  and be eligible for winning symbol combinations that appear on any of the five played paylines  24 . This gives a total of five credits wagered and five possible winning paylines  24 . If, on the other hand, the player only wagers one credit on one payline  24 , but plays five gaming sessions, the odds of winning would be identical as above: five credits wagered and five possible winning paylines  24 . 
         [0038]    Because the video display  20 B can easily modify the image output by the video display  20 B, bonuses, such as second screen bonuses are relatively easy to award on the video slot game  10 B. That is, if a bonus is triggered during game play, the video display  20 B may simply store the resulting screen shot in memory and display a bonus sequence on the video display  20 B. After the bonus sequence is completed, the video display  20 B may then retrieve the previous screen shot and information from memory, and re-display that image. 
         [0039]    Also, as mentioned above, the video display  20 B may allow various other game information  21 B to be displayed. For example, as shown in  FIG. 2B , banner information may be displayed above the spinning reels  22 B to inform the player, perhaps, which symbol combination is needed to trigger a bonus. Also, instead of providing a separate credit meter  27  ( FIG. 1A ) and bet meter  28 , the same information can instead be displayed on the video display  20 B. In addition, “soft buttons”  29 B such as a “spin” button or “help/see pays” button may be built using the touch screen video display  20 B. Such customization and ease of changing the image shown on the display  20 B adds to the flexibility of the game  10 B. 
         [0040]    Even with the improved flexibility afforded by the video display  20 B, several physical buttons  32 B and  33 B are usually provided on video slot machines  10 B. These buttons may include game buttons  32 B that allow a player to choose the number of paylines  24  he or she would like to play and the number of credits wagered on each payline  24 . In addition, a max bet button (one of the game buttons  32 B) allows a player to place a maximum credit wager on the maximum number of available paylines  24  and initiate a gaming session. A repeat bet or spin button  33 B may also be used to initiate each gaming session when the max bet button is not used. 
         [0041]    Referring to  FIG. 2C , a video poker gaming device  10 C may include a video display  20 C that is physically similar to the video display  20 B shown in  FIG. 2B . The video display  20 C may show a poker hand of five cards  23 C and various other player information  21 C including a paytable for various winning hands, as well as a plurality of player selectable soft buttons  29 C. The video display  20 C may present a poker hand of five cards  23 C and various other player information  21 C including a number of player selectable soft (touch-screen) buttons  29 C and a paytable for various winning hands. Although the embodiment illustrated in  FIG. 3C  shows only one hand of poker on the video display  20 C, various other video poker machines  10 C may show several poker hands (multi-hand poker). Typically, video poker machines  10 C play “draw” poker in which a player is dealt a hand of five cards, has the opportunity to hold any combination of those five cards, and then draws new cards to replace the discarded ones. All pays are usually given for winning combinations resulting from the final hand, although some video poker games  10 C may give bonus credits for certain combinations received on the first hand before the draw. In the example shown in  FIG. 2C  a player has been dealt two aces, a three, a six, and a nine. The video poker game  10 C may provide a bonus or payout for the player having been dealt the pair of aces, even before the player decides what to discard in the draw. Since pairs, three of a kind, etc. are typically needed for wins, a player would likely hold the two aces that have been dealt and draw three cards to replace the three, six, and nine in the hope of receiving additional aces or other cards leading to a winning combination with a higher award amount. After the draw and revealing of the final hand, the video poker game  10 C typically awards any credits won to the credit meter. 
         [0042]    The player selectable soft buttons  29 C appearing on the screen respectively correspond to each card on the video display  20 C. These soft buttons  29 C allow players to select specific cards on the video display  20 C such that the card corresponding to the selected soft button is “held” before the draw. Typically, video poker machines  10 C also include physical game buttons  32 C that correspond to the cards in the hand and may be selected to hold a corresponding card. A deal/draw button  33 C may also be included to initiate a gaming session after credits have been wagered (with a bet button  32 C, for example) and to draw any cards not held after the first hand is displayed. 
         [0043]    Although examples of a spinning reel slot machine  10 A, a video slot machine  10 B, and a video poker machine  10 C have been illustrated in  FIGS. 2A-2C , gaming machines and various other types of gaming devices known in the art are contemplated and are within the scope of the invention. 
         [0044]      FIG. 3  is a block diagram illustrating networked gaming devices according to embodiments of the invention. Referring to  FIG. 3 , multiple electronic gaming devices (EGMs)  70 ,  71 ,  72 ,  73 ,  74 , and  75  may be coupled to one another and coupled to a remote server  80  through a network  50 . For ease of understanding, gaming devices or EGMs  70 ,  71 ,  72 ,  73 ,  74 , and  75  are generically referred to as EGMs  70 - 75 . The term EGMs  70 - 75 , however, may refer to any combination of one or more of EGMs  70 ,  71 ,  72 ,  73 ,  74 , and  75 . Additionally, the gaming server  80  may be coupled to one or more gaming databases  90 . These gaming network  50  connections may allow multiple gaming devices  70 - 75  to remain in communication with one another during particular gaming modes such as tournament play or remote head-to-head play. Although some of the gaming devices  70 - 75  coupled on the gaming network  50  may resemble the gaming devices  10 ,  10 A,  10 B, and  10 C shown in  FIGS. 1A-1B  and  2 A- 2 C, other coupled gaming devices  70 - 75  may include differently configured gaming devices. For example, the gaming devices  70 - 75  may include traditional slot machines  75  directly coupled to the network  50 , banks of gaming devices  70  coupled to the network  50 , banks of gaming devices  70  coupled to the network through a bank controller  60 , wireless handheld gaming machines  72  and cell phones  73  coupled to the gaming network  50  through one or more wireless routers or antennas  61 , personal computers  74  coupled to the network  50  through the internet  62 , and banks of gaming devices  71  coupled to the network through one or more optical connection lines  64 . Additionally, some of the traditional gaming devices  70 ,  71 , and  75  may include electronic gaming tables, multi-station gaming devices, or electronic components operating in conjunction with non-gaming components, such as automatic card readers, chip readers, and chip counters, for example. 
         [0045]    Gaming devices  71  coupled over an optical line  64  may be remote gaming devices in a different location or casino. The optical line  64  may be coupled to the gaming network  50  through an electronic to optical signal converter  63  and may be coupled to the gaming devices  71  through an optical to electronic signal converter  65 . The banks of gaming devices  70  coupled to the network  50  may be coupled through a bank controller  60  for compatibility purposes, for local organization and control, or for signal buffering purposes. The network  50  may include serial or parallel signal transmission lines and carry data in accordance with data transfer protocols such as Ethernet transmission lines, Rs-232 lines, firewire lines, USB lines, or other communication protocols. Although not shown in  FIG. 3 , substantially the entire network  50  may be made of fiber optic lines or may be a wireless network utilizing a wireless protocol such as IEEE 802.11 a, b, g, or n, Zigbee, RF protocols, optical transmission, near-field transmission, or the like. 
         [0046]    As mentioned above, each gaming device  70 - 75  may have an individual processor  40  ( FIG. 1A ) and memory  41  to run and control game play on the gaming device  70 - 75 , or some of the gaming devices  70 - 75  may be terminals that are run by a remote server  80  in a server based gaming environment. Server based gaming environments may be advantageous to casinos by allowing fast downloading of particular game types or themes based on casino preference or player selection. Additionally, tournament based games, linked games, and certain game types, such as BINGO or keno may benefit from at least some server  80  based control. 
         [0047]    Thus, in some embodiments, the network  50 , server  80 , and database  90  may be dedicated to communications regarding specific game or tournament play. In other embodiments, however, the network  50 , server  80 , and database  90  may be part of a player tracking network. For player tracking capabilities, when a player inserts a player tracking card in the card reader  46  ( FIG. 1A ), the player tracking unit  45  sends player identification information obtained on the card reader  46  through the MCI  42  over the network  50  to the player tracking server  80 , where the player identification information is compared to player information records in the player database  90  to provide the player with information regarding their player account or other features at the gaming device  10  where the player is wagering. Additionally, multiple databases  90  and/or servers  80  may be present and coupled to one or more networks  50  to provide a variety of gaming services, such as both game/tournament data and player tracking data. 
         [0048]    The various systems described with reference to  FIGS. 1-3  can be used in a number of ways. For instance, the systems can be used to track data about various players. The tracked data can be used by the casino to provide additional benefits to players, such as extra bonuses or extra benefits such as bonus games and other benefits as described above. These added benefits further entice the players to play at the casino that provides the benefits. 
         [0049]      FIG. 4  is a block diagram of a bonus system or bonus game  100  that can be played on a gaming device  10  in  FIG. 1 . The bonus game  100  is preferably separate and distinct from the main game played on the gaming device  10 , although actions the player takes in the base game may be related to the bonus game  100 , as described below. In other embodiments the bonus game  100  is an integral part of the base game. The below-described bonus is designed to be played on a group of linked gaming devices, but could also be implemented as a stand-alone bonus game. With reference back to  FIG. 3 , a bank controller  60  is coupled to a number of EGMs  70  all within the same bank.  FIG. 3  also separately shows EGMs  70  coupled to one another in a bank without use of the bank controller  60 . Embodiments of the invention are best exemplified when a group of connected gaming devices  70  are located physically near one another, which can build excitement for the nearby players, as described below. In some embodiments on a casino floor, multiple separate bonus games  100  could each be operating, one for each bank or bank portion of the connected gaming devices  70 . 
         [0050]    With reference back to  FIG. 4 , a main bonus screen  102 , which may be shown on an LCD or other display panel, can be located in the top box  18  of  FIG. 1A . Also illustrated in  FIG. 4  are a set of reels on a gaming display  120  and a set of game buttons  132 . Operating the bonus game  100  on a reel game is just an example embodiment, and the bonus can be operated in conjunction with any type of game, such as those described above. As described above, in play, a player bets a particular wager using the game buttons  132 . Game play then commences and a base game outcome is determined. 
         [0051]    An initial portion of the bonus game  100  for connected gaming devices  70  described herein centers around the main bonus screen  102 . The bonus game  100  includes a set of counters  150 , each aligning with one of the bet options of the game buttons  132 . For example, one of the counters is associated with the “bet-1” action. Thus, when the player presses the bet-1 button on the base game, or otherwise bets one credit, the 1-credit counter  150  is incremented. Each of the counters  150  includes a present level line  152 , as illustrated in  FIG. 4 . The present level line  152 , which is separate for each counter  150 , increments each time a particular corresponding wager is made by any of the players of connected gaming devices  70  in their respective games. For example, if there are ten gaming devices  70  coupled to one another, the main bonus screen  102  will look identical, with the same counters  150  and present level lines  152  on each of the ten machines. When any of the players of the connected gaming devices  70  bet 1, the bet-1 counter  150  on each of the main bonus screens  102  increments for all the respective gaming devices  70  and the new present level line is reflected on all the main bonus screens  102  on all the coupled gaming devices. 
         [0052]    Also illustrated in  FIG. 4  is an indicator  154  on each counter  150  that shows to the player the previous satisfied trigger level that triggered the bonus round for the particular counter. Each of the counters  150  on the example bonus screen  102  includes its own present level line  152  and its own previously satisfied trigger indicator  154 , although such implementation details are left to the game designer. For instance, in some embodiments the previously satisfied trigger indicator level may not be displayed at all. 
         [0053]    Each of the counters  150  on the bonus screen  102  additionally includes a “present” or “current” trigger level, which is not shown to any players of the connected gaming devices  70 . The present trigger level is the increment level at which the counter  150  triggers the next phase of the bonus  100 . In some embodiments, these trigger levels are randomly set each time the previous trigger is satisfied. In other words, for example, if the bet-2 counter  150  was last triggered at “122,” the new trigger level may be randomly set to anywhere between the minimum of “1” and a maximum of, for example “175.” The new trigger level is then the new level to which the bet-2 counter  150  must reach to trigger the bonus  100  again. 
         [0054]    In some embodiments, the triggers are not completely randomly set, but instead are weighted to cause them to trend toward a particular target or target range. One method of producing a quasi-random trigger is to set the final trigger as the sum of two components. The first component is a random number but the second component has the effect of forcing the resulting trigger into a particular region of the counter. For example, each counter may be broken into five different regions: 1-35 (A), 36-70 (B), 71-105 (C), 106-140 (D), and 141-175 (E) where the second component is the region base number to which the random generated number is added to produce the final trigger result. Such a system is illustrated in Table 1. In Table 1 the randomly generated number is selected between 1 and 35, while the second number is the base number of the weighted region, e.g. 0 for A, 35 for B, etc. As illustrated in Table 1, the region D is purposefully over-represented from its normal random distribution. 
         [0000]    
       
         
               
               
               
             
               
               
               
             
           
               
                 TABLE 1 
               
               
                   
               
               
                 Random 
                 Region 
                 Trigger Result 
               
               
                   
               
             
             
               
                   
               
             
          
           
               
                 28 
                 A (0) 
                 28 
               
               
                 20 
                 D (105) 
                 125 
               
               
                 12 
                 C (70) 
                 82 
               
               
                 31 
                 D (105) 
                 136 
               
               
                 3 
                 E (140) 
                 143 
               
               
                 15 
                 B (35) 
                 50 
               
               
                 30 
                 D (105) 
                 140 
               
               
                 32 
                 B (35) 
                 67 
               
               
                 11 
                 C (70) 
                 81 
               
               
                 5 
                 E (140) 
                 145 
               
               
                   
               
             
          
         
       
     
         [0055]    Over representing a particular region or regions from its statistical norm will bias the resulting trigger toward the desired range, while keeping the actual trigger result random within that range. There are a myriad number of methods known in the art to implement a quasi-random trigger generator to cause a desired effect and the above example is but one of them. 
         [0056]    In the bonus  100 , each of the triggers is set somewhere between the first count of the counter, i.e., 1, and the highest possible count of the counter, which may be, e.g., 200. The highest possible count of the counter  150  is the top of the box that contains the counter  150 , which is indicated on the bonus screen  102 . Therefore a player may be more inclined to make bets that cause a particular counter  150  to go up as it nears the top of the counter, because the bonus is guaranteed to be triggered before the counter reaches the absolute top. In this way, graphical feedback is provided to the player of progress toward the bonus or bonuses in the bonus system  100 . 
         [0057]    As mentioned above, in some embodiments the bonus screen  102  includes both the present level line  152  and the previous satisfied trigger indicator  154 . Because each trigger level is randomly or quasi-randomly set, in some cases the present level line  152  may be above the previously satisfied trigger indicator  154 . Such a situation is illustrated with the credit-1 counter  150  of  FIG. 4 . In other cases, the previous satisfied trigger indicator will be above the actual present level line  152  of the counter. Such examples are shown in counters 2, 3, 4 ,and5. 
         [0058]    In an alternate embodiment, instead of including a counter for each of the “bet-x” options, where “x” stands for any of the possible wagers, embodiments of the invention may include a single counter that is incremented when any of the linked gaming devices  70  makes any wager. In still another embodiment, there may be only two counters, one for bet-1, bet-2, bet-3, and bet-4, and a separate counter for the bet-5 option. The remainder of the bonus  100  in these embodiments would be the same or similar to that described herein. 
         [0059]    In operation, each of the players of the linked gaming devices  70  plays the base game betting one through five credits as desired. If a player sees that one particular counter  150  is nearing the top, or if they are simply feeling lucky, they may bet an amount that corresponds to the particular counter  150 . In other instances, the player may simply make the corresponding bet in the base game without reference to the bonus game  100 . Eventually, one of the players of the connected gaming devices  70  will satisfy the corresponding trigger for one of the particular counters  150 . When that happens, an indicator, such as a sound, image, or series of images, or combination, may indicate to players of the connected gaming devices  70 , or other players, that one of the players of the connected gaming devices has won the bonus. In a preferred embodiment, the indicator that notifies that one of the players of the gaming devices  70  has won the bonus does not immediately identify the winning player. Instead, the bonus game  100  builds excitement by informing each of the players of the connected gaming devices  70  that they may have won the bonus  100 . Then the bonus  100  enters an identification phase, where the winning player is identified. Examples of identifying the winner and determining the winning bonus award are described in related co-pending U.S. patent application Ser. No. ______, filed ______, entitled BONUS FOR CONNECTED GAMING DEVICES, (attorney docket 1351-0068), the teachings of which are incorporated herein by reference. Examples of possible bonuses include cash, credits, comps, food, free or reduced tickets, game hints, game controls, etc., as described in U.S. patent application Ser. No. 12/166,156, filed Jul. 1, 2008, entitled PLAYER BASED COMPENSATION and incorporated by reference herein. 
         [0060]      FIG. 5A  illustrates a bonus game that provides another implementation of graphical feedback to a player so that the player can visually see his or her progress toward winning a bonus. In  FIG. 5A  a bonus window  202  is displayed on the EGM  10  ( FIG. 1A ), and specifically may be displayed on an LCD screen in the top box  18 . Similar to the bonus screen  102  of  FIG. 4 , the bonus screen  202  is divided into five frames  210 . Each of the frames  210  is an independent indication of progress toward a particular bonus pay. For example, wagering four credits with the bet-4 button  132  ( FIG. 4 ) causes a movable icon, in this case a miner  214 , to take action. In this embodiment, the miner swings a pickaxe at an element  216  having unknown contents. Although each wager by the player causes the miner  214  to animate, it may take multiple swings of the miner&#39;s pick to open the element  216 . At least one of the elements  216  of each bonus frame  210  will hold a winning element described below. 
         [0061]    Although up to six elements  216  are illustrated in each frame  210  of  FIG. 5A , each frame may actually include any number of elements. Illustrating too few elements  216  may cause frustration with the user as multiple actions of the miner  214  are required to open each element  216 . Conversely, having too many elements  216  within a bonus frame  210  may be too crowded and visually unappealing. 
         [0062]    Further, each bonus frame  210  of  FIG. 5A  may include a text and/or character representation of how many elements have been already mined and how many elements are remaining. For example, with reference to the Bonus Pay  5  of  FIG. 5A , the player is provided textual notice that the miner  214  has mined three of the possible six elements  216 . 
         [0063]    As described above with reference to  FIG. 4 , the bonus window  202  may appear identical for each of the linked games  70  or, each of the linked games  70  may include its own independently operating bonus window  202  that is specific for the player of that particular device. 
         [0064]    With reference to  FIG. 5B , play continues on the bonus system  100  until a player makes a wager that triggers the respective bonus. Triggering the bonus is graphically illustrated by the miner  214  uncovering a winning element  220 , illustrated as a star or diamond in  FIG. 5B . Uncovering the winning element  220  is a visual indication to the player that one of the players of the linked gaming devices  70  has won the bonus, but the player does not necessarily know which of the players of the linked devices has won the bonus. Identifying the winning player and determining the amount or type of bonus to be paid may be carried out in the manner described by the patent application incorporated by reference above. The amount won by the player can be graphically represented by having the miner uncover different colors or sizes of winning elements  220 . For example, a red ruby may indicate a relatively low bonus amount while a clear diamond may indicate a top bonus award. Top awards may be reserved for max bets. 
         [0065]      FIG. 6A  illustrates yet another graphical representation of progress toward the bonus for a player of a gaming device  10  or a linked gaming device  70 . In  FIG. 6A , a bonus window  252  is illustrated, that can be, for example, shown on a screen in the top box  18  of gaming device  10  ( FIG. 1A ) or elsewhere on the gaming device. In this embodiment, an icon  256  sequentially eliminates one or more progress elements  260  on a path toward a winning element  266 . In general, nothing happens when the icon  256  eliminates one of the progress elements  260 , other than the progress element being removed from the bonus screen  252  and the icon  256  taking the place of the progress element. In this way, progress towards the bonus is shown to the player. 
         [0066]    Like the bonus games described above, the icon  256  may remove progress elements  260  for a variety of reasons. In some embodiments the icon  256  may eliminate progress elements  260  simply based on the player making a particular wager, such as removing a progress element for each bet-2 wager or any bet-x wager. In other embodiments the icon  256  removes progress elements based on results of the gaming device. For example, the icon  256  may advance by removing a progress element when a particular combination of characters appears on the video reels of the gaming device  10 . In another example, the icon  256  may advance each time the player exceeds a threshold level in the underlying game. For instance, the bonus system  100  may eliminate one or more progress elements  260  only if the base game has a winning combination that pays back over five credits. Alternatively, the bonus system  100  could remove progress elements  260  when the game outcome is below such a threshold. In another scenario the bonus system  100  eliminates progress elements  260  when the player has a series of losing outcomes, for example three losses in a row. In still other embodiments, the bonus system  100  causes the icon  256  to advance only if the player plays greater than a threshold amount of credits. For instance, the icon  256  may not move at all unless the player wagers max-bet. In still further embodiments, the icon  256  may move only if the player has paid for such a privilege, such as by paying an extra credit on a particular game. In still other embodiments, the obstacles may be removed randomly, e.g., at random times, without reason and not based on any event other than the passing of time, which may benefit the player. 
         [0067]    In the embodiment illustrated in  FIG. 6A , the player is able to select the travel direction of the icon  256  by controlling direction buttons  268 , provided the icon can move in such a direction. A series of blocking rails  270  are illustrated in the bonus window  252 , and the icon  256  cannot move through a blocking rail. The travel direction may be “sticky”, that is, the icon will continue to move in the selected travel direction until changed, or, the bonus system  100  may request that the player select direction each time the icon  256  moves. In such an implementation an attempt to move the icon  256  in a direction that it cannot move is an invalid selection. For example, with reference to the icon  256  positioned as it is in  FIG. 6A , the only valid travel directions for the icon are up or down. 
         [0068]    In operation, the icon  256  progresses through the filed of process elements  260  toward a winning element  256 . When the icon  256  reaches the winning element  256 , the player “wins” a bonus. In actuality, winning the bonus is caused by triggering the bonus through the bonus system  100 , but graphically appears as if the icon  256  reaching the winning element  256  was the cause of the win. In embodiments played on linked machines  70 , the icon  256  could indicate that any of the players of the linked devices has won the bonus. Methods of identifying and awarding the winning player have been described above, and this system can use any of such disclosed methods. 
         [0069]    With reference to  FIG. 6B , many of the progress elements  260  have been eliminated, which indicates the player is closer to the bonus. A winning element  266  may have a different physical appearance from a progress element  260 , such as in  FIG. 6B  where progress elements  260  are open circles and the winning element  266  is a set of three interconnected circles. In some embodiments winning elements  260  can be “cloaked” to appear as progress elements  250  to make a secret bonus. 
         [0070]    In the bonus window  252  of  FIG. 6B , the icon  256  will uncover a winning element  266  in the next “up” move, provided the icon  256  moves in that direction. If the icon  256  is under player control the player will likely selects the up direction to win the bonus. The winning elements  266  can indicate particular bet-x bonuses, such as those described above. In one embodiment, each of the bet-x wagers appears within the bonus window  252  a single time. In other words, there is one bonus for each of the bet-1, bet-2, bet-3 wagers, etc. In other embodiments there may be multiple bonus awards for particular wagers. For example, there may be five bet-1 bonus awards in the bonus window  252  while there may be only a single bet-2 award. 
         [0071]    Similar to the bonus game described in  FIGS. 4 and 5A , the bonus game described with reference to  FIGS. 6A and 6B  may be for a single player, a small subset of players, or a larger set of players playing on linked gaming devices  70 . In the embodiment where only a few players are connected to the same bonus screen  252 , action on any of the connected players may help their fellow players. For example, all players may work toward the goal of a particular icon  256  uncovering a particular winning element  266 . Conversely, players could work against each other trying to prevent their neighboring players from uncovering a winning element  266 . 
         [0072]    In another embodiment, a player wins higher bonus awards as the player uncovers more winning elements  266 . For example, uncovering one winning element wins the player the “Bonus Pay One” and uncovering a second winning element  266  wins the player the Bonus Pay Two.” Such bonus wins continue until all bonuses are won by the player. Bonus progress may be stored on a player account, described with reference to  FIG. 3  above. In other embodiments, players lose their progress when they stop a gaming session. 
         [0073]      FIG. 7  illustrates a further graphical indicator to graphically illustrate to the player that he or she is getting closer to winning a bonus. In  FIG. 7  a bonus window  302  includes one or more frames  310 . In this example, each of the bet-x possibilities has a related frame  310 , although it is not necessary that each wager possibility is separate. Progress toward the bonus is shown to the player by “filling” pie pieces, similar to the Trivial Pursuit™ game. In other words, wagers or other actions in the base game (or indeed, any of the actions described above with reference to  FIGS. 6A and 6B ) fill pie pieces. The bonus system  100  may require that the player completely fill a particular frame  310 , that is, to accumulate all six pie pieces to win the bonus. In other embodiments, the bonus system  100  may trigger the bonus before all of the pie pieces are filled. Similar to the embodiment in  FIG. 5A ,  5 B, because there are only six “events” of accumulating pie pieces possible, it may take multiple wagers or other game events to be awarded each pie piece. For example, the player may accumulate a first pie piece in the Bonus Pay  1  frame  310  for making 15 spins on the base game, and may accumulate a second pie piece based on a particular game result on the 25 th  spin. Bonus winners and amounts are handled as described above. 
         [0074]      FIGS. 8A-8C , similar to the embodiment described with reference to  FIGS. 6A and 6B  above, provide the player with more opportunities for interaction with the graphical progress indicator. In  FIG. 8A , a bonus screen  352  illustrates progress toward winning a bonus. The bonus screen  352  includes a panorama illustrating several mining locations  370 . As illustrated, each mining location  370  includes one or more individual local mining sites  356 . As the player plays the underlying base game, or based on a game event, a miner  354  digs a new local mining site  370  in one of the mining locations. The miner  354  may come up with an empty hole, or may mine a valuable reward. In practice the bonus screen  352  may include many more mining locations  370  and local mining sites  356  than are illustrated in  FIG. 8A . 
         [0075]    In some embodiments the bonus system  100  may reveal or partially reveal the location of a reward before the miner  354  discovers it. With reference to  FIG. 8B , a reward  384  appears within one of the mining locations  370 . The reward  384  may be shown to the player for only a brief time, or the bonus system  100  may cause the reward  384  to be continuously shown. In some embodiments the reward is revealed only if the player is playing a maximum bet, or otherwise gives value for the privilege of seeing the reward  384  location. In  FIG. 8C , since the player knows the location of a reward, the player directs the miner  354  to the location  370  that contains the reward by using directional buttons  388 . Then, as the player continues to play the base machine, the miner  354  uncovers the reward and the player wins the bonus. As with all of the bonus systems  100  described above, the bonus system  100  may operate in conjunction with multiple linked games  70 . In any of the embodiments, the bonus screens, such as the bonus screen  352  may show common images for all of the connected players, or each player may play bonus games independently. Identifying the winning player, calculating the bonus amounts, and crediting those amounts to the winning player are all described above in the above-incorporated application (1351-068). 
         [0076]    Some embodiments of the invention have been described above, and in addition, some specific details are shown for purposes of illustrating the inventive principles. However, numerous other arrangements may be devised in accordance with the inventive principles of this patent disclosure. Further, well known processes have not been described in detail in order not to obscure the invention. Thus, while the invention is described in conjunction with the specific embodiments illustrated in the drawings, it is not limited to these embodiments or drawings. Rather, the invention is intended to cover alternatives, modifications, and equivalents that come within the scope and spirit of the inventive principles set out in the appended claims.