Patent Publication Number: US-2004048659-A1

Title: Gaming device and method

Description:
BACKGROUND OF THE INVENTION  
       [0001] 1. Field of Invention  
       [0002] The present invention relates to a gaming device that appears to allow game players to use their skill to influence the outcome of a skill game portion of the game, while the overall game result is randomly determined.  
       [0003] 2. Background  
       [0004] Gaming Devices  
       [0005] Gaming devices are well known in the art and a large variety of gaming devices have been developed. In general, gaming devices allow users or players to play a game. In many casino-type gaming devices, the outcome of the game depends, at least in part, on a randomly generated event. For example, a gaming device may use a random number generator to generate a random or pseudo-random number (hereinafter collectively referred to as “random numbers”). The random number may then be used to determine a game outcome. For example, the random number may be compared to a predefined table to determine the outcome of the event. If the random number falls within a certain range of numbers on the table, the player may win a prize. The table may also contain display information that allows the gaming device to generate a display that corresponds to the outcome of the game. The gaming device may present the outcome of the game on a large variety of display devices, such as mechanical spinning reels, spinning wheels, or video screens.  
       [0006] Bonus Prizes  
       [0007] Some gaming devices award bonuses in addition to prizes that are awarded in a primary game. A bonus can be defined as an additional prize, or a chance to win a prize (for example, the chance to play a bonus game may be a prize awarded by a primary game), that is awarded to the player when a predefined event occurs. An example of a bonus game can be found in U.S. Pat. No. 5,848,932 to Adams. One of the gaming devices described in Adams comprises three spinning reels and a spinning wheel bonus display. When predetermined indicia are displayed on the spinning reels of the primary game, the wheel can be activated to indicate the result of the bonus game. The bonus prize is awarded in addition to any prizes awarded in the primary game.  
       [0008] Generally, bonus prizes are offered in such games in order to increase the excitement and enjoyment experienced by players. This attracts more players to the game and encourages players to play longer. When gaming devices attract more players and the players play longer, and they may generate more revenue for a game operator. Such games tend to be more commercially successful relative to other gaming devices.  
       [0009] Display Devices  
       [0010] In addition, highly visible display devices are utilized on gaming devices in order to attract players. Once players are attracted to the gaming device, they tend to play longer because the display device enhances the stimulation and excitement experienced by players. It is, therefore, desirable for gaming devices to incorporate highly visible display devices.  
       [0011] Display devices may be more successful if they are a derivation of a well-known game or theme. They are more successful because players tend to be drawn to games that they instantly recognize. Many players are reluctant to try completely new games because they must spend time to learn the new game. It is, therefore, desirable to provide display devices that are based on well-known games or themes.  
       [0012] Display devices also tend to be more successful if they utilize physical objects rather than simulations. Although video devices and electronic signs can be used for display devices, players are more attracted to display devices that utilize physical objects. Physical objects can be even more effective display devices if they are moveable and they are used in combination with lights and sounds.  
       [0013] Skill Games  
       [0014] Skill games are an excellent choice for gaming devices. Skill games are games in which the outcome of the game is influenced by the actions of the game player in some manner. A goal, task, or objective for a game is accomplished in a manner such that an outcome of the game is determined at least to some extent by the amount of skill of the player. The greater the player&#39;s skill, the closer or more easily a desired goal in the game can be reached by the player. Points associated with the goals or objectives can be added to a game score such that a higher game score indicates a greater amount of skill by the player. For example, a displayed object can be manipulated, picked-up, or directed using an input device such as a joystick, keyboard, keypad, mouse, button, or steering wheel. The outcome of the skill game may depend on the knowledge, dexterity, reaction time, or hand-eye coordination of the player. Skill games tend to be entertaining to players, hold player interest, and have highly visible displays. Game players are attracted to skill games because they like the challenge the game presents and because they receive recognition for their skill. Game players are attracted to skill games because they perceive an opportunity to influence the game outcome.  
       [0015] However, before the present invention, skill games have been unsuitable for use in casino gaming environments. Most state jurisdictions within the United States mandate by law that the outcome of a gaming device cannot be influenced by the game player. These laws were designed to insure that all game winnings are generated randomly and are free from outside interference, influence, and tampering.  
       [0016] Another reason that skill games have been unsuitable for use as a gaming device is that may require a great deal of human involvement. In many skill games, human operators are required to read the numbers on balls as they are selected or count the occurrence of some event. This requires too much human involvement for an automated gaming device, which adds cost to operate the game. The addition of human operators also makes skill games more susceptible to tampering and cheating by the operator.  
       [0017] What has long been needed is a gaming device that appears to allow the game player to use his or her skill to influence the outcome of the game, while at the same time having an overall game outcome that is truly random. Another long felt need is for a gaming device that allows the game player to use skill without the need for a human operator.  
       SUMMARY OF INVENTION  
       [0018] Advantages of the Invention  
       [0019] The various embodiments of the present invention may, but do not necessarily, achieve one or more of the following advantages:  
       [0020] provide a gaming device that gives game players the illusion that they are influencing the outcome of the game;  
       [0021] provide a gaming device that allows game players to use their skill to at least partially influence a skill game outcome;  
       [0022] provide a gaming device that utilizes an input device that allows a game player to manipulate an object to influence a skill game outcome;  
       [0023] provide a gaming device that utilizes a sensor to sense a game outcome;  
       [0024] provide a gaming device that calculates a multiplier and displays the multiplier to the game player, the multiplier being a function of a randomly selected prize and an outcome at least partially based on a player&#39;s skill;  
       [0025] provide a gaming device that can be used as a primary game or a bonus game;  
       [0026] provide a gaming device that is challenging, attractive, and entertaining to a game player;  
       [0027] provide a gaming device that may be configured to require no human operators; and  
       [0028] provide a gaming device that allows a player to at least partially influence a skill game outcome while awarding a randomly generated prize.  
       [0029] These and other advantages of the present invention may be realized by reference to other portions of the specification, claims, and abstract.  
       BRIEF DESCRIPTIONS OF THE INVENTION  
       [0030] In at least one embodiment, the present invention is directed to a gaming device. The gaming device may include a random number generator. A skill game device may also be included. The skill game device is configured to allow a game player to play a skill game having a skill game outcome. The skill game outcome is influenced by the skill of the game player and the skill game outcome may be displayed to the player.  
       [0031] The gaming device may also include a processor in communication with the random number generator. The processor may be configured to randomly determine a prize and to calculate a multiplier. The multiplier may be the quotient of the prize divided by the skill game outcome.  
       [0032] The gaming device may also include a display in communication with the processor and the skill game device. The display may be adapted to show both the prize and the multiplier.  
       [0033] In another embodiment, the present invention is directed to a method of playing a game. The method may comprise determining a prize and allowing a player to use skill to determine a skill game outcome. The prize may be divided by the skill game outcome to determine a multiplier. The multiplier may be displayed to the player. The prize may be awarded to the player such that the prize appears to be the product of the skill game outcome and the multiplier.  
       [0034] The above description sets forth, rather broadly, the more important features of the present invention so that the detailed description of the preferred embodiment that follows may be better understood and contributions of the present invention to the art may be better appreciated. There are, of course, additional features of the invention that will be described below and will form the subject matter of claims. In this respect, before explaining at least one preferred embodiment of the invention in detail, it is to be understood that the invention is not limited in its application to the details of the construction and to the arrangement of the components set forth in the following description or as illustrated in the drawings. The invention is capable of other embodiments and of being practiced and carried out in various ways. Also, it is to be understood that the phraseology and terminology employed herein are for the purpose of description and should not be regarded as limiting.  
     
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
     [0035] Preferred embodiments of the present invention are shown in the accompanying drawings wherein:  
     [0036]FIG. 1 a  is substantially a front view of an embodiment of a gaming device of the present invention.  
     [0037]FIG. 1 b  is substantially a front view of another embodiment of a gaming device of the present invention.  
     [0038]FIG. 2 is substantially a front view of a gaming device of the present invention.  
     [0039]FIG. 3 is substantially a front view of an alternative embodiment of a gaming device of the present invention.  
     [0040]FIG. 4 is substantially a front view of another embodiment of a gaming device of the present invention.  
     [0041]FIG. 5 is substantially a front view of an alternative embodiment of a gaming device of the present invention.  
     [0042]FIG. 6 is substantially a front view of a gaming device of the present invention utilizing a video display device.  
     [0043]FIG. 7 is substantially a schematic diagram of a gaming device of the present invention.  
     [0044]FIG. 8 is substantially a flow chart of the operation of a gaming device of the present invention.  
     [0045]FIG. 9 is substantially a front view of a gaming device of the present invention when used as a bonus game.  
     [0046]FIG. 10 is substantially a flow chart of the operation of the bonus game embodiment of FIG. 9.  
    
    
     DESCRIPTION OF CERTAIN EMBODIMENTS OF THE INVENTION  
     [0047] Gaming Device  
     [0048] As seen in FIG. 1, the present invention comprises a gaming device, generally indicated by reference number  20 . Gaming device  20  comprises a skill game device  22 .  
     [0049] Skill Game Device  
     [0050] Skill game device  22  allows a player to play a game and to at least partially influence the outcome of a skill game. The outcome of the skill game may appear to be used to determine a game outcome. However, the game outcome is randomly determined and not influenced by the outcome of the skill game.  
     [0051] In the skill game, the player may use some form of skill, such as coordination, reaction time, judgment, or knowledge, to influence the skill game. Skill game device  22  may comprise an input device  30  and a display device  40 . Input device  30  may be one or more of many different types of input devices that are well known in the art that allow a player to input information into skill game device  22  to interact with the device. For example, input device  30  may be a keyboard, a switch, a trackball, mouse, steering wheel, button, joystick, touch screen, microphone, etc. Display device  40  may be any of a large variety of devices that display information to the player, such as a video display or a mechanical display.  
     [0052] Skill game device  22  may provide a primary game of gaming device  20  or it may be combined with one or more other game devices. Skill game device  22  may be independently activated or it may be activated based on an outside event, such as a bonus activating event of a primary game. Once skill game device  22  is activated, a player may play the device using skill to influence the outcome of the skill game. As will be discussed in more detail below, gaming device  20  makes it appear as though the outcome of the skill game is used at least in part to determine a prize that is awarded to the player.  
     [0053] Game Apparatus  
     [0054] Gaming device  20  may also comprise a game apparatus  24 . Game apparatus  24  may be any of a large number of devices that are adapted to allow a player to place a wager and play a game of chance. Game apparatus  24  may have a coin slot or card reader  25  for accepting wagers and a coin or voucher dispenser  27  for awarding prizes. A button  28  is provided for activating game apparatus  24  to begin a game.  
     [0055] The methods, processes, and apparatus of the present invention can be used with many different types of gaming machines, including wagering devices such as slot machines, video poker machines, and the like. One example of a suitable gaming device is the slot machine illustrated in FIG. 2.  
     [0056] As seen in FIG. 2, the present invention comprises a gaming device, generally indicated by reference number  60 . In at least one embodiment, gaming apparatus  60  comprises a prize display  62  and a gaming device  64 . Gaming device  64  may be adapted to allow a player to place a wager and play a game.  
     [0057] Gaming device  64  may include a value acceptor for accepting value from a player, such as a coin slot  66 , and/or a device  69  capable of reading and/or dispensing cashless devices. Gaming device  64  may also include a device  68  for accepting paper currency. In addition, a payout mechanism (not shown) and a coin receptacle  20  may be provided for awarding prizes or for dispensing value to players cashing out and retiring from a game. A printer (not shown) may also be provided for printing out cashless vouchers. A handle  72  and a button  74  may be provided for activating gaming device  64  to begin a game. A pay table  76  may further be provided to allow a player to see what symbol or combination of symbols provide a winning event. In at least one embodiment, gaming device  64  may be an S Plus model gaming device manufactured by International Game Technology in Reno, Nev.  
     [0058] Gaming device  64  may further include a gaming outcome display  78  that may be positioned so that a player (not shown) playing gaming device  64  can see the display  78 . Game outcome display  78  may utilize physical game reels  90 ,  92 , and  94 . Game reels  90 ,  92 , and  94  may be attached to a drive mechanism (not shown) of gaming device  64  to rotate the reels in a manner well known in the art. Each game reel  90 ,  92 , and  94  may have a plurality of symbols (not shown) positioned on the circumference of each game reel  90 ,  92 , and  94 . Game reels  90 ,  92 , and  94  may be positioned side-by-side with coincident axes of rotation and a portion of their individual circumferences facing outward from gaming device  64 .  
     [0059] A panel  96  may cover game reels  90 ,  92 , and  94  such that only a portion of their individual circumferences is shown to the player. At least one symbol from any of game reels  90 ,  92 , and  94  may be used to display a game outcome. At least one pay line  98  may be provided for the player to use in determining a game outcome based on the symbol or a combination of symbols positioned thereon. In an alternative embodiment, gaming outcome display  78  utilizes a video display (not shown) displaying images of game reels and images of at least one pay line. A video display may also display game symbols in many other formats and arrangements, such as playing cards.  
     [0060] Gaming apparatus  60  may have a prize display  62  configured to display at least one game and prize to a player. Prize display  62  may be configured to display a bonus game and at least one bonus prize to the player. In other embodiments, prize display  62  may provide a primary game. Alternatively, prize display  62  may be a stand-alone device allowing a player to place a wager and play a game. Prize display  62  may be skill game  22 .  
     [0061] In at least one embodiment, prize display  62  is attached to gaming device  64  and positioned on top of gaming device  64 . In other embodiments (not shown), prize display  62  may be separate from gaming device  64  but in communication with gaming device  64 . In this embodiment, prize display  62  may be in communication with a plurality of different gaming devices  64  via a computer network in a manner that is well know in the art. Prize display  62  may be positioned adjacent to or remote from gaming device  64 . In other embodiments, prize display  62  is a stand-alone display not in communication with gaming device  64  and it may be capable of independently accepting wagers and awarding prizes to a player.  
     [0062] Game apparatus  24  may also be capable of producing a bonus-activating event that activates or enables skill game device  22 . A bonus-activating event may be many different types of events. For example, a bonus-activating event may occur when a random number generator generates a number in a predetermined range of numbers. Furthermore, a bonus-activating event may occur when a player accumulates a number of symbols or prizes over a number of separate game plays. The bonus-activating event may also be an external event. For example, a bonus-activating event may occur when a group of players obtain a certain result. A bonus event may be indicated by the display of a special symbol or combination of symbols.  
     [0063] Processor  
     [0064] Gaming device  20  comprises a controller or processor  82  (see FIG. 6). Processor  82  may be any of a large variety of computer devices that are capable of performing computations and controlling external devices. Processor  82  may be a single device or it may comprise a number of devices that perform different functions or are in different locations in gaming device  20 . Processor  82  may control both skill game device  22  and game apparatus  24  or it may control only one. In the embodiment disclosed in FIG. 5, processor  82  primarily controls skill game device  22  and game apparatus  85  controls game apparatus  24 . In this embodiment, the two processors communicate over a communication network  87 .  
     [0065] Processor  82  may comprise a random number generator and a multiplier generator. The random number generator produces a random or pseudo random number for each game. An outcome may be determined by comparing the random number to a table of outcomes stored in a memory and accessed by controller  82 . In at least one embodiment, controller  82  generates a random number and then compares the random number to a pay table. A simple pay table may be represented as follows:  
                           TABLE 1                                   Random   Amount           Number   Paid                          0.00 to 0.50   $1.00           0.51 to 0.75   $5.00           0.76 to 0.95   x 2           0.96 to 1.00   $1,000.00                      
 
     [0066] For example, if the random number generator produced a result of 0.65, the player may be awarded $5.00. If the random number generator produced a result of 0.80, the game outcome may be a quantity (determined by another part of the game) multiplied by two. A number of different tables of outcomes may be used and different tables may be used for different games. The tables can be designed so that different prizes have different probabilities of being awarded. Such design techniques are well known in gaming. Examples of such designs are described in U.S. Pat. No. 4,448,419, issued to Telnaes, and U.S. Pat. No. 5,456,465, issued to Durham. Controller  82  awards a prize that corresponds to the outcome of the random number generator. Game apparatus  20  may operate in many other ways and still achieve the objects of the present invention.  
     [0067] Once processor  82  has determined a prize, it may wait for skill game device  22  to produce a skill outcome. The skill outcome is at least partially influenced by the player. Multiplier generator  84  then determines a multiplier. The product of the outcome of the skill game and the multiplier is equivalent to the prize. For example, if processor  82  determined that the prize is $50 and the outcome of the skill game is $5, multiplier generator  84  would divide the prize by the outcome to obtain a multiplier of 10. If the player were more skilled and obtained a skill game outcome of $10, the multiplier would be 5. Similarly, a multiplier of 1 would be used if the result of the skill game was $50.  
     [0068] It may be desirable to select prize amounts and possible skill game outcomes so that any multiplier that is determined is an integer. For example, if a prize was $5, and a skill game outcome of 2 was achieved, the multiplier would be 2.5. If proper care is not selected in choosing potential values, fractional multipliers may result. Fractional multipliers may be undesirable because they may cause players to become suspicious that the skill game outcome is not really being used to determine their prize. Whole number multipliers may seem more plausible or natural to players, who may therefore be more likely to believe that their skill has influenced the prize.  
     [0069] Alternatively, if the quotient of the prize and the skill game outcome is not a whole number, the multiplier can be rounded up or down to the next integer. The remainder can be added to give the final prize. The remainder can be disguised as a form of a bonus. The remainder may be shown to the player, or may be hidden from the player.  
     [0070] An illustrative embodiment of this aspect of the present invention is shown in FIG. 1 b . A base prize  58  (a value of 7) is illustrated, which may correspond to the outcome of the skill game. For example, in the illustrated embodiment, the player has achieved a skill game outcome of 7. A total prize  54  (a value of 60) is also shown. Total prize  54  may correspond to prize  54  of FIG. 1 a . As has been previously described, a multiplier is calculated by dividing the total prize by the skill game outcome.  
     [0071] In the example of FIG. 1 b , 7 goes into 60 eight times with a remainder of 4. In this embodiment, 8 is used as multiplier  56 , which may be displayed to the player. The remainder  34  (a value of 4) may be shown to the player. Remainder  34  may be called other things, such as a bonus, to make it seem less artificial to players.  
     [0072] Display Devices  
     [0073] Gaming device  20  may comprise one or more display devices in communication with controller  82 . As seen in FIGS. 1 and 6, at least one embodiment of the invention comprises a prize display  54  for displaying the value of the prize and multiplier display  56  for displaying the multiplier. Once controller  82  determines the prize and multiplier, it causes displays  54  and  56  to display the appropriate values.  
     [0074] Crane Display  
     [0075] The embodiment shown in FIG. 1 a  utilizes a crane-type game of a type that is well known in arcade type games. In this embodiment, input device  30  is a joystick that allows the player to manipulate crane or claw  45 . Joystick  30  may have one or more buttons  30 A to further control the operation of claw  45 . In this embodiment, display device  40  may comprise a container  41  that is adapted to hold a plurality of display balls  42 . Container  41  may be at least partially transparent allowing players to view display balls  42  inside of the container. Container  41  may be made of acrylic or other materials, including, without limitation, plastic, glass, or wire mesh. Display balls  42  may be any type of ball, such as keno balls, ping-pong balls, rubber balls, or the like. One or more display balls  42  may have indicia  44 , such as numbers, letters, symbols, pictures, words, or colors, presented on the surface of the balls so as to be visible to the player. The indicia may be used to indicate the outcome of the skill game. A system described in U.S. Pat. No. 6,338,678 B1 entitled “Ball Selector and Display Device for Use with Gaming Devices,” which is incorporated herein by reference, may be used in conjunction with the present invention.  
     [0076] Skill game device  22  may also comprise a crane  45 , crane rail  46 , crane arm  48 , jaws  50 , and sensor  52 . Crane rails  46 , crane arm  48 , and jaws  50  are well known in the art. Crane display may be designed in various ways and still be within the scope of the present invention. For example, instead of jaws  50 , a scooper may be used. Crane  45  may also be designed to be positioned or moved differently. For example, crane  45  may be configured to rotate within container  40 . Crane may also be configured to be attached to the side of container  40 .  
     [0077] Joystick  30  is adapted to control crane  45 . A game player moving joystick  30  may cause the crane arm  48  to move in an x-y axis (such as up, down, and from side to side), or other type of movement, over display balls  42 . Depressing joystick button  30 A may cause arm  48  to move downwardly with jaws  50  opened. After jaws  50  have moved down into contact with display balls  42 , releasing button  30 A may cause jaws  50  to clamp shut upon one of the display balls  42 . After one of the display balls is selected by the game player, the selected display ball is moved to a display position  51  above sensor  52 . At display position  51 , the indicia on the display ball is viewable by the player. In this manner, the game player is able to use his or her skill at manipulating the crane to select display ball  42  that the player thinks would grant him the best outcome.  
     [0078] Many variations on the skill game can be made without departing from the scope of the present invention. For example, the player could be given a limited or unlimited number of tries to play the skill game, win the skill game, or achieve a particular result in the skill game. For example, in the crane embodiment, the player could be allowed an unlimited number of tries to select a ball. Alternatively, the player might be given a fixed number of tries to get a ball. The number of tries could be fixed, or could be randomly determined by the gaming apparatus.  
     [0079] If the player is allowed multiple opportunities to play the skill game, the skill game may be set to end at the first winning attempt by the player. Alternatively, the player could be allowed to use all their attempts to play the skill game, with the gaming apparatus using the highest/best result achieved by the player. If the player is allowed multiple attempts, the skill game outcome could be the sum of the results of each attempt.  
     [0080] Sensor  52  is adapted to determine the identity of the display ball retrieved by crane  45 . Sensor  52  may be an optical reader, a magnetic reader, an electromagnetic reader, or other sensors that are well known in the art. For example, the display balls could be magnetically encoded and the sensor  52  could be a magnetic reader. Sensor  52  may provide an electrical signal that is communicated to processor  82  (see FIG. 5). After the display ball has been displayed for a period of time, the controller causes crane  45  to return the display ball to a random position within container  40 . Crane  45  then returns to a starting position for the next game. Container  40  may also include an agitator (not shown) to mix the display balls. The agitator may be a mechanical arm or a stream of air that mixes the display balls.  
     [0081] Processor  82  may receive the electrical signal that communicates the identity of the display ball retrieved by crane  45 . Processor  82  may have previously generated a prize using a random number generator  83 . In at least one embodiment, the prize is not revealed to the player at this point. Processor  82  calculates a multiplier using a multiplier generator  84 . The multiplier is equal to the quotient of the previously generated prize divided by the indicia value. For example, in FIG. 1 a , the indicia value is 5. Assuming that the random number generator had selected a prize equal to 50, the processor would calculate a multiplier of 10 (by dividing 50 by 5). The multiplier is then displayed on the skill game device  22  so that when the multiplier is multiplied by the indicia selected by the player, the product is the prize determined by processor  82 , which is also displayed on the skill game device  22 . Thus, a player perceives that his or her skill in selecting display ball  42  influenced the value of the prize he or she received. The prize value can be awarded in coins, dollars, or credits. If the actual prize is money, the amount of the prize may be added to the player&#39;s credit meter or the prize may be dispensed from coin dispenser  27 .  
     [0082] Basketball Display  
     [0083] Referring to FIG. 3, gaming device  120  comprises a basketball skill game device  124  attached above game apparatus  24 . Basketball display device comprises a hoop  126 , backboard  128 , net  130 , basketball  132 , and ball thrower or launcher  134 . Moving joystick  30  causes the ball thrower  134  to change the direction of travel of basketball  132 . Ball thrower  134  can throw the ball to the left, right, straight, close or far depending upon the position of joystick  30 . Ball thrower  134  may be a spring loaded lever. Depressing joystick button  30 A causes ball thrower  134  to shoot basketball  132  toward net  130 . The ball either goes through hoop  126  to score a basket or misses resulting in no score. The ball may be returned to launcher  134  through a hidden track or a tube. Depressing button  28  starts the game after a wager has been placed in coin acceptor  25 .  
     [0084] Sensor  52  detects the number of times that the game player makes a basket. For example, in a game, the game player may be given the opportunity to shoot the basketball 10 times. If the player makes 5 baskets, they will have achieved a score of 5. In this manner, the game player is able to use his or her skill at manipulating the ball thrower to influence or determine the outcome of the game. Sensor  52  is adapted to count the number of times the ball  132  passes through hoop  126 . Sensor  52  can be a device such as a proximity sensor or it may be a reed switch. Sensor  52  provides an electrical signal to processor  82  that indicates the number of times a basket has been made.  
     [0085] Processor  82  receives the electrical signal from sensor  52 . Processor  82  has or will generate a prize using a random number generator  83 . In the preferred embodiment, this prize is not revealed to the player at this point. Processor  82  calculates a multiplier using a multiplier generator  84 . The multiplier is equal to the previously generated prize divided by the number of baskets made. For example, in FIG. 3, the number of baskets made is 5. This is outcome of the skill game device  124 . Assuming that the random number generator had selected a prize equal to 50, processor  82  would calculate a multiplier of 10 (by dividing 50 by 5). The multiplier is then displayed on the multiplier meter  56  so that when the multiplier is multiplied by the number of baskets the player made, the product is the prize the player won, which is displayed on the prize meter  54 . Thus, a player perceives that his skill in making the baskets caused him to win or increase his prize. The prize value can be awarded in coins, dollars, or credits. If the actual prize is money, the amount of the prize may be added to the player&#39;s credit meter or the prize may be dispensed from coin dispenser  27 .  
     [0086] Baseball Display  
     [0087] Referring to FIG. 4, gaming device  140  has a baseball skill game device  142  attached above game apparatus  24 . Baseball skill game device  142  comprises a playing field  144 , infield  146 , outfield  148 , home run area  150 , bat  152 , and baseball  154 . A game player moving joystick  30  causes bat  152  to change the direction in which baseball  154  is hit. Bat  152  can hit the ball to the left, right, straight, close, or far depending upon the position of joystick  30 . Depressing joystick button  30 A causes bat  152  to hit baseball  154  toward infield  146  and outfield  148 . The ball either goes into infield  146 , outfield  148 , or into home run area  150 . Depressing button  28  may start the game after a wager has been placed in coin acceptor  25 .  
     [0088] When baseball  154  lands in the outfield or infield, the skill game may be configured such that no points are scored. When baseball  154  lands in home run area  150 , it may be detected by sensor  52 . Sensor  52  may detect scoring events, such as the number of times that the game player makes a home run or the number of times the game player hits the ball. For example, in a game the game player may be given the opportunity to hit the baseball 10 times. One point may be awarded for each home run the player hits. If the player makes 5 home runs, the player will have achieved a score of 5 points. In this manner, the game player is able to use his or her skill to manipulate the bat to influence or determine the outcome of the skill game. Sensor  52  may be adapted to count the number of times a home run is made. Sensor  52  may be a variety of well known sensors, such as a proximity sensor. Sensor  52  may provide an electrical signal to processor  82  that indicates the number of times a home run has been made. Processor  82  may receive the electrical signal from sensor  52 .  
     [0089] Processor  82  has or will generate a prize using random number generator  83 . In at least one embodiment, this prize is not revealed to the player at this point. Processor  82  calculates a multiplier using multiplier generator  84 . The multiplier is equal to the previously generated prize divided by the number of home runs made. The multiplier is then displayed on the multiplier meter  56  so that when the multiplier is multiplied by the number of home runs the player made, the product is the prize the player won, which is displayed on the prize meter  54 . Thus, a player perceives that his skill in hitting the home runs caused him to win or increase his prize.  
     [0090] The prize value can be awarded in coins, dollars, credits, goods, or services. If the actual prize is money, the amount of the prize may be added to the player&#39;s credit meter or the prize may be dispensed from coin dispenser  27 . Sensor  52  can also be programmed according to operator&#39;s desires. For example, it can be programmed to detect other types of baseball hits besides home run or it may be programmed to rate player&#39;s skill besides basing the score on the number of home runs.  
     [0091] Other sensors devices, such as speakers, lights, and vibration devices (not shown) may be incorporated in skill game device  142  to enhance the overall stimulation of the game. For example, when a player hits a home run, the sound of a cheering crowd may be played over the speakers. These sensory devices may be controlled by processor  82  in a way that is well known in the art.  
     [0092] It is understood that the skill game device of the present invention may be configured with varying themes and still fall within the scope of the invention. For example, instead of basketball or baseball, display device may be configured with hockey, darts, soccer, golf, hunting, volleyball, warfare simulators, pinball, word games, guns, and the like.  
     [0093] The input device for the skill game may be customized according to the theme. For example, for hockey and golf, the input device may be adapted to allow user to manipulate a hockey stick or a golf club, respectively.  
     [0094] The game outcome may be based on the conventional method of scoring a particular game. For example, for hunting, the outcome may be based on the number of times a target is hit. For darts, the outcome may be based on the pre-determined value of a target area on which the dart has landed. Of course, the convention scoring method can be modified or changed as desired by the game operator or designer without departing from the scope of the present invention. The sensor may be positioned according to the manner of scoring the game outcome.  
     [0095] Hoop Display  
     [0096] Another embodiment of the present invention is illustrated in FIG. 5. FIG. 5 shows a skill game device  200  that has a moveable hoop  208 . Hoop  208  may be fitted with net  212 . Hoop  208  may be moved within display area  204 , such as along rail  210 . Rail  210  may allow hoop  208  to move from side to side within display area  204 . Of course, hoop  208  may be configured to move in other manners, such as in a plane within display area  204  and/or vertically within display area  204 .  
     [0097] Hoop  208  may be controllable by a player through a player input device  214 , such as a joystick. Of course, other player input devices could be used, such as buttons, keyboards, a mouse, a trackball, touch screens, and the like.  
     [0098] A player may control hoop  208  through input device  214  in order try to cause one or more balls  216  pass through hoop  208  (also referred to as catching the ball). Balls  216  may be of various types, including balls bearing no indicia  216   a , balls displaying or representing prize values  216   b , multiplier amounts  216   c , a good or a service  216   d , and special prizes  216   e , such as progressive prizes or jackpot prizes.  
     [0099] Balls  216  may be released into display area  204  from ball dispenser  222 . Ball dispenser  222  may be configured so that balls  216  fall downward from above hoop  208 . A player may have the opportunity cause balls  216  to pass through hoop  208 . Ball dispenser  222  may also ricochet balls  216  off the sides of display area  204  in order to make the display more interesting and make the skill game more challenging.  
     [0100] Balls  216  may be collected at the bottom of display area  204  and returned to ball dispenser  222 . The bottom of display area  204  may be sloped and funnel into an opening to feed balls  216  into a ball return mechanism (not shown). In an alternate configuration, the bottom of display area  204  could be covered by a grate (not shown) through which balls  216  may pass and enter the ball return mechanism.  
     [0101] Various ball return mechanisms may be used without departing from the scope of the present invention. For example, a conveyer belt type system could be employed. The conveyer belt might have one or more tracks, scoops, or other means for carrying balls  216  from the bottom of display area  204  to ball dispenser  222 .  
     [0102] Alternatively, a waterwheel type mechanism could be used. The waterwheel may have a series of groves or compartments that may scoop up balls  216  from the lower part of display area  204 , carry them as the wheel rotates balls  216  to an upper portion of display area  204  for delivery to ball dispenser  222 . The waterwheel may be configured to feed balls  216  directly into ball dispenser  222 . Alternatively, the waterwheel mechanism may feed balls  216  into a delivery system that will deliver balls  216  to ball dispenser  222 . For example, balls  216  may be dropped onto a slide or funnel that gravity feeds balls  216  into ball dispenser  222 .  
     [0103] Another ball return mechanism may be an auger. Balls  216  may be directed to the auger, which may have channeled spirals to better hold balls  216 . As the auger rotates, balls  216  will be carried upwards towards the top of display area  204 . At the top of display area  204 , balls  216  may be directed into a slide, funnel, or similar mechanism for delivery to ball dispenser  222 . Of course, the present invention is not limited to any particular ball dispenser or ball return mechanism. Any suitable known, or later developed, dispenser and/or ball returned mechanism may be used without departing from the scope of the present invention.  
     [0104] Many different types of game play can be used with the hoop embodiment of the present invention. In one embodiment, balls  216  all have the same value. The object of the game may be for the player to have as many balls  216  pass through hoop  208  as the player is able. The player may be given only a limited time to play the game. In this embodiment, hoop  208  may include a sensor  234  for detecting when a ball  216  passes through hoop  208 .  
     [0105] Any suitable sensor can be used. In one embodiment, an optical sensor is used. When a ball  216  passes through hoop  208 , it may disrupt an optical signal, thereby sensing that the player has successfully had a ball  216  pass through hoop  208 .  
     [0106] An inductive loop may also be used. Hoop  208  may include an inductive loop. Balls  216  may contain a magnetic or metallic substance. When a ball  216  passes through hoop  216 , the metallic or magnetic substance in the ball may cause the inductance of the inductive loop to change, thereby sensing that they player has successfully caused a ball  216  to pass through hoop  208 .  
     [0107] If hoop  208  is fitted with net  212 , another sensor mechanism may be used. After the game is over, hoop  208  may be moved over a sensor area  242 . In one embodiment, hoop  208  may be rotated upside down compared to its game position. In the manner, net  212  may be emptied. Any display balls  216  may pass proximate a sensor for detection. In this case, the sensor may be a mechanical sensor, such as a spring loaded trigger, that may sense contact with balls  216 .  
     [0108] In other game play embodiments, it may be beneficial to know the exact identity of each ball  216  the player successfully passes through hoop  208 . Various systems can be used to identify each ball  216 . For example, the inductance altering properties of balls  216  may vary. A controller (not shown) may correlate a particular induction change to a particular ball  216  or balls  216 . Accordingly, when the player successfully has a ball  216  pass through hoop  208 , the controller will know not only that the player has successfully caught a ball  216 , but will also know what that ball  216  represents. This embodiment may also be used in the embodiment where hoop  208  is equipped with a net  212 . The inductance loop may be included in sensor area  242 .  
     [0109] Other sensing mechanisms may be used, including optical sensors such as bar code scanners and the like. Other systems may employ unique semiconductors, or other items, located inside balls  216 . Suitable systems include those described in U.S. Pat. No. 5,799,940 to Tripp, which is hereby incorporated by reference. Such systems may be configured for detecting balls as they pass through hoop  208 . Unique transmitters, such as RFID (radio frequency identification) tags may also be placed inside balls  216 . Other systems may be better suited to detect the identity of balls  216  when passed through sensor area  242 .  
     [0110] In embodiments where balls  216  have different values, players may use their skill to not only catch balls, but to catch balls with higher or more valuable values. It may be desirable to include a larger number of balls  216  having no value, or low values, compared to higher value balls. In addition, the movement characteristics of balls  216  may be altered so that low or zero value balls  216  are easier to catch than high value balls  216 . For example, high value balls  216  may be made heavier and less flexible than low value balls  216 . Therefore, the high value balls  216  may have different movement properties, such as ricocheting less, than their low value counterparts, making them harder for players to catch. Although the skill game outcome does not affect the prize awarded the player, it still may be beneficial to maximize players&#39; chance to use their skill. The skill game may thereby provide additional enjoyment, excitement, and satisfaction for the player, apart from winning prizes.  
     [0111] Video Display  
     [0112] Referring to FIG. 6, a skill game device  160  is shown. Skill game device  160  comprises a video display  162  and a game apparatus  24 . Skill game device  160  is similar to skill game device  22  except that display device  40  is replaced by a video display  162 . Video display  162  presents an image of display balls  42  and crane  45  that is shown to the player. Video display  162  may be any of a large number of display devices that are well known in the art. For example, video display  162  may be a cathode ray tube of a type that is used with many personal computers, plasma displays, LCD displays, or any other suitable display device.  
     [0113] Video display  162  may be in communication with processor  82 . Alternatively, a video processor card (not show) may be interposed between video display  162  and processor  82 . Processor  82  transmits messages to video display  162  to request the display to produce different displays. For example, controller  82  may send a signal to video display  162  to move crane  45  in response to the movements of joystick  30 . The operation of skill game device  160  is the essentially the same as for gaming device  10 . Skill game device  160  does not require a sensor  52  because processor  82  already contains the ball information. Physical meters  54  and  56  could be eliminated by integrating them into video display  162 . Of course, it physical meters  54  and  56  may still be used and may present a more varied display to game players, which may increase the visual appeal of the game.  
     [0114] Video display  162  may comprise a video controller (not shown) that drives the display device to present various displays. Many different well-known video controllers may be used. Software and data used to produce different presentations may be stored on the video controller in non-volatile memory, such as, but not limited to, compact disks, magnetic disk drives, or erasable programmable read only memory (EPROM). Video display  162  may display other information in graphic and text form, such as instructions on how to use the gaming device. Audio speakers may be provided for presenting audio content, such as sound effects or music when a prize is won.  
     [0115] This embodiment has the advantage of reducing maintenance because the moving parts of a mechanical display are eliminated. This embodiment also provides greater flexibility because many different kinds of presentations may be displayed on the video display  162 . A player may be allowed to select between various games. This allows players who believe they are good at playing a certain type of game to select that game.  
     [0116] Game System  
     [0117] Turning to FIG. 7, a schematic diagram of the game system  200  of the present invention is shown. Game system  200  uses game  20  that has player input device  30  and sensor  52  connected. Sensor  52  transmits a signal to processor  82  that is indicative of the outcome of the skill game. Processor  82  comprises a random number generator  83  and multiplier generator  84 . Processor  82  drives prize display  54  and multiplier display  56 . Controller  82  may be a single processor or processor board.  
     [0118] Flow Chart  
     [0119] Turning now to FIG. 8, a flowchart  600  of the operation of gaming device  20  is shown. The present invention comprises a method that may be applied to many different games. The method includes generating a prize having a value at step  602 . The prize value is preferably randomly generated and is not revealed to the player until after the player has finished playing the skill game. However, it is recognized that this step may occur later in the method of operation. Next, at step  604 , the player is allowed to play skill game device  22 . The player is allowed to use his or her skill to influence the outcome of the game, such as picking up a ball, shooting a basket, or hitting a baseball. The outcome of the game results in a skill game outcome. At step  606 , a multiplier is calculated. The multiplier may be equal to the quotient of the prize divided by the skill game outcome. Next, at step  608 , the prize value and the multiplier are displayed to the player on meters  54  and  56 . At step  610  the prize is awarded to the player. The prize may be awarded in the form of credits that are added to a virtual bank. The method of flowchart  600  provides game players with the illusion that, through their performance, the player can influence the outcome of the game while in reality the prize value to be awarded has already been determined.  
     [0120] Bonus Game  
     [0121] As seen in FIG. 9, the present invention can also be used as a bonus game. Bonus gaming device  700  comprises a bonus game  702  mounted on top of a primary game  704 . Primary game  704  may be any of a large number of devices that are adapted to allow players to play a game, such as a slot machine. Bonus game  702  is similar in structure and operation to game apparatus  24  of FIG. 1 a.    
     [0122] Primary game  704  has a lever  706  that a player may use to start the game after a wager has been placed. Game  704  is shown in FIG. 8 as a rotating reel type slot machine. Rotating reels  708  may have a bonus symbol  710 . When bonus symbol  710  lines up on pay line  712 , a bonus-activating event may occur and the bonus game  702  may be started. Controller  82  (see FIG. 5) may be configured to detect when a bonus-activating event occurs in primary game  704 . This detection may be accomplished by primary game  704  transmitting a signal to controller  82  indicating that a bonus event has occurred. In another embodiment, one or more sensors may be provided for determining if a bonus-activating event has occurred. For example, sensors may sense the positions of the reels on primary game  704 . Sensors may also be provided external to primary game  704  to detect external bonus-activating events.  
     [0123] When controller  82  (FIG. 7) detects a bonus-activating event, it begins a bonus sequence by activating bonus game  702 . Bonus game  702  is played in the same manner as skill game device  22  of FIG. 1 a . The player uses his skill to determine a game outcome, which is then multiplied by a multiplier to determine the prize to be awarded.  
     [0124] Bonus Game Flow Chart  
     [0125] Turning now to FIG. 10, a flowchart  800  of the operation of the bonus game apparatus  700  is shown. The present invention comprises a method that may be applied to many different games. The method includes a game player playing primary game  704  at step  802 . At step  804 , it is determined whether a bonus qualifying event has been generated by primary game  704 . If a bonus-qualifying event has not occurred, the game returns to step  802  where the player is allowed to play the primary game  704  again. If a bonus-qualifying event has occurred, the game proceeds to step  806  where bonus game  702  is enabled. Next, bonus game  702  generates a prize having a value at step  808 . The prize value may be randomly generated and is not revealed to the player. Next, at step  810 , the player is allowed to play bonus game  702 . The player is allowed to influence the outcome of the game, such as picking up a ball, shooting a basket or hitting a baseball. The outcome of the game results in a player-determined value. At step  812 , a multiplier is calculated. The multiplier is equal to the prize value divided by the outcome of the skill game. Next, at step  814 , the prize value and the multiplier are displayed to the player on meters  54  and  56 .  
     [0126] As was discussed in conjunction with FIG. 1 b , in certain embodiments the multiplier, which is the quotient of the prize and the skill game outcome, may not be an integer. If the multiplier is not an integer, the multiplier may be rounded down to the nearest integer and the remainder added to the product of the skill game outcome and the multiplier to give the prize. In at least one embodiment, the remainder may be displayed to the player.  
     [0127] At step  816  the prize is awarded to the player. The prize is awarded may be in the form of credits that are added to a virtual bank. The method of flowchart  800  provides game players with a bonus game that provides the illusion that, through their performance they are influencing the outcome of the game, while in reality, the prize to be awarded has already been determined.  
     CONCLUSION  
     [0128] It can now be seen that the present invention solves many of the problems associated with the prior art. The present invention provides a gaming device that utilizes a skill game that may be used with a primary game or a bonus game. The present invention provides a gaming device that allows a game player to utilize his skill to influence a skill game outcome, while at the same time providing for a randomly generated prize. The present invention provides a gaming device that provides the illusion to a player that they are influencing a prize to be awarded. The present invention provides a display device that may require no human operators, and may require little maintenance.  
     [0129] Although the description above contains many specifications, these should not be construed as limiting the scope of the invention but as merely providing illustrations of some of the presently preferred embodiments of this invention. Thus, the scope of the invention should be determined by the appended claims and their legal equivalents rather than by the examples given.