Patent Publication Number: US-2011070940-A1

Title: Competitive-collaborative community event

Description:
CROSS-REFERENCE TO RELATED APPLICATION 
     This application claims the benefit of U.S. Provisional Patent Application No. 61/261,218, filed Nov. 13, 2009, and U.S. Provisional Patent Application No. 61/244,186, filed Sep. 21, 2009, which are hereby incorporated by reference in their entireties. 
    
    
     COPYRIGHT 
     A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. 
     FIELD OF THE INVENTION 
     The present invention relates generally to a gaming apparatus, and methods for playing wagering games, and more particularly, to wagering games having a competitive and collaborative community event. 
     BACKGROUND OF THE INVENTION 
     Gaming terminals, such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. 
     Other wagering games involve engaging multiple players to enter a shared, or community, wagering game wherein multiple gaming machines are linked together to play a shared basic game or secondary event. As the interest and demand for these types of community games increases, there is also a continuing need to develop new features for these games that enhance the gaming experience. 
     SUMMARY OF THE INVENTION 
     According to one aspect of the present invention, a gaming system includes a plurality of linked gaming terminals. Each terminal includes a wager input device for receiving a wager to play a wagering game. Each gaming terminal further includes at least one display displaying a portion of a continuous image. Each gaming terminal further includes a controller coupled to the one or more displays and the wager input device. The controller is operative to cause at least one of the displays to display a community gaming event. At least one display of each of the linked gaming terminals displays a portion of a continuous image. Two or more of the plurality of linked gaming terminals are associated with a first team and two or more of the plurality of linked gaming terminals are associated with a second team. 
     According to another aspect of the invention, a method of conducting a community wagering game on a plurality of linked gaming terminals is disclosed. The wagering game includes a game sequence in which a player input is detected and a wagering game outcome is determined in response to the detected input. The wagering game includes a basic game and a secondary event. The method includes using an interface device to detect the player input and transforming the detected player input to electronic data signals indicative of a wager to play the wagering game. The method further includes using one or more processors to interpret the wager from the data signals and to cause the recording of a digital representation of the wager in one or more storage devices. The method further includes using at least one of the processors to cause one or more display devices to display the basic game. The method further includes using at least one of the processors to initiate the secondary event in response to a triggering event during the basic game. The secondary event includes a continuous image displayed across at least one display of each of the linked gaming terminals. Two or more of the plurality of linked gaming terminals are associated with a first team and two or more of the plurality of linked gaming terminals are associated with a second team. 
     According to another aspect of the present invention, a method of conducting a community wagering game is disclosed. The community wagering game includes a plurality of linked gaming terminals and a game sequence in which two or more players of the plurality of gaming apparatus form a first team and two or more players of the plurality of gaming apparatus form a second team. The players make wagers and wagering game outcomes are determined. The method includes conducting the community wagering game using a plurality of gaming apparatus to receive inputs from the players and to generate wagering game outcomes that are communicated to the players. Each gaming apparatus includes a user interface device configured to receive inputs from the player. Each gaming apparatus further includes one or more display devices configured to display information or graphics to be viewed by the player. Each gaming apparatus further includes one or more storage devices. Each gaming apparatus further includes one or more processors configured to execute computer instructions relating to the wagering game. The method further includes accepting, at the user interface device, a player input and transforming the player input into electronic data signals indicative of a wager to play the wagering game. The method further includes using at least one of the gaming apparatus processors to interpret the wagers from the data signals and to, at least in part, cause the recording of a digital representation of the wagers in at least one of the gaming apparatus storage devices. The method further includes using at least one of the gaming apparatus processors to cause at least one of the display devices to display a basic portion of the wagering game. The method further includes using at least one of the gaming apparatus processors to cause at least one of the display devices to display a secondary event. The secondary event is displayed as a continuous image. A portion of the continuous image is displayed on at least one display of each of the plurality of linked gaming apparatus. An award awarded to a first player of the first team during the secondary event is likewise awarded to a second player of the first team. 
     According to yet another aspect of the invention, computer readable storage media is encoded with instructions for directing a gaming system to perform the above methods. 
     According to another aspect of the invention, a gaming system includes a plurality of linked gaming terminals. Each terminal includes a wager input device for receiving a wager to play a wagering game, one or more displays, and a controller coupled to the one or more displays and the wager input device. The controller is operative to cause at least one of the displays to display a community gaming event. At least two of the linked gaming terminals are associated with a first team and at least two of the linked gaming terminals being associated with a second team. A plurality of possible winning outcomes of a gaming terminal on the first team is affected by at least one event caused by at least one gaming terminal of the second team. 
     According to yet another aspect of the present invention, a gaming system comprises a plurality of linked gaming terminals. Each terminal includes a wager input device for receiving a wager to play a first wagering game, one or more displays, and a controller coupled to the one or more displays and the wager input device. The controller is operative to cause at least one of the displays to display a community gaming event. At least two of the linked gaming terminals are associated with a first team and at least two of the linked gaming terminals being associated with a second team. The gaming system further includes at least one additional gaming terminal including at least one display for displaying a second wagering game. The second wagering game is different than the first wagering game. The additional gaming terminal provides an option for placing a side wager on at least one of the plurality of linked gaming terminals. 
     Additional aspects of the invention will be apparent to those of ordinary skill in the art in view of the detailed description of various embodiments, which is made with reference to the drawings, a brief description of which is provided below. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a perspective view of a free-standing gaming terminal according to an embodiment of the present invention. 
         FIG. 2  is a schematic view of a gaming system according to an embodiment of the present invention. 
         FIG. 3  is an image of an exemplary basic-game screen of a wagering game displayed on a gaming terminal, according to an embodiment of the present invention. 
         FIG. 4  is a perspective view of a group of linked gaming terminals, according to one embodiment. 
         FIG. 5  is an image of a basic-game screen of a wagering game that may be displayed on a gaming terminal, according to an embodiment of the present invention. 
         FIG. 6  is an image of a bonus-game screen that may be displayed on a gaming terminal, according to one embodiment. 
         FIGS. 7-11  are images of bonus-game screens subsequent to the bonus-game screen of  FIG. 6 , according to one embodiment. 
         FIG. 12  is an image of a bonus-game screen, according to another embodiment. 
         FIG. 13  is a perspective view of a group of linked gaming terminals, according to another embodiment. 
         FIGS. 14   a ,  14   b  are images of bonus-game screens, according to one embodiment. 
         FIGS. 15-21  are images of bonus-game screens subsequent to the bonus-game screens of  FIG. 14 , according to one embodiment. 
         FIGS. 22   a,b  are top views of a gaming table including a plurality of wagering game stations, according to one embodiment. 
         FIG. 23  is a flowchart for an algorithm that corresponds to instructions executed by a controller in accord with at least some aspects of the disclosed concepts. 
     
    
    
     While the invention is susceptible to various modifications and alternative forms, specific embodiments have been shown by way of example in the drawings and will be described in detail herein. It should be understood, however, that the invention is not intended to be limited to the particular forms disclosed. Rather, the invention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the invention as defined by the appended claims. 
     DETAILED DESCRIPTION 
     While this invention is susceptible of embodiment in many different forms, there is shown in the drawings and will herein be described in detail preferred embodiments of the invention with the understanding that the present disclosure is to be considered as an exemplification of the principles of the invention and is not intended to limit the broad aspect of the invention to the embodiments illustrated. 
     Referring to  FIG. 1 , there is shown a gaming terminal  10  similar to those used in gaming establishments, such as casinos. With regard to the present invention, the gaming terminal  10  may be any type of gaming terminal and may have varying structures and methods of operation. For example, in some aspects, the gaming terminal  10  is be an electromechanical gaming terminal configured to play mechanical slots, whereas in other aspects, the gaming terminal is an electronic gaming terminal configured to play a video casino game, such as slots, keno, poker, blackjack, roulette, craps, etc. It should be understood that although the gaming terminal  10  is shown as a free-standing terminal of the upright type, the gaming terminal is readily amenable to implementation in a wide variety of other forms such as a free-standing terminal of the slant-top type, a portable or handheld device primarily used for gaming, such as is disclosed by way of example in PCT Patent Application No. PCT/US2007/000792 filed Jan. 26, 2007, titled “Handheld Device for Wagering Games,” which is incorporated herein by reference in its entirety, a mobile telecommunications device such as a mobile telephone or personal digital assistant (PDA), a counter-top or bar-top gaming terminal, or other personal electronic device, such as a portable television, MP3 player, entertainment device, etcetera. 
     The gaming terminal  10  illustrated in  FIG. 1  comprises a cabinet or housing  12 . For output devices, this embodiment of the gaming terminal  10  includes a primary display area  14 , a secondary display area  16 , and one or more audio speakers  18 . The primary display area  14  and/or secondary display area  16  variously displays information associated with wagering games, non-wagering games, community games, progressives, advertisements, services, premium entertainment, text messaging, emails, alerts or announcements, broadcast information, subscription information, etc. appropriate to the particular mode(s) of operation of the gaming terminal. For input devices, the gaming terminal  10  illustrated in  FIG. 1  includes a bill validator  20 , a coin acceptor  22 , one or more information readers  24 , one or more player-input devices  26 , and one or more player-accessible ports  28  (e.g., an audio output jack for headphones, a video headset jack, a wireless transmitter/receiver, etc.). While these typical components found in the gaming terminal  10  are described below, it should be understood that numerous other peripheral devices and other elements exist and are readily utilizable in any number of combinations to create various forms of a gaming terminal in accord with the present concepts. 
     The primary display area  14  include, in various aspects of the present concepts, a mechanical-reel display, a video display, or a combination thereof in which a transmissive video display is disposed in front of the mechanical-reel display to portray a video image in superposition over the mechanical-reel display. Further information concerning the latter construction is disclosed in U.S. Pat. No. 6,517,433 to Loose et al. entitled “Reel Spinning Slot Machine With Superimposed Video Image,” which is incorporated herein by reference in its entirety. The video display is, in various embodiments, a cathode ray tube (CRT), a high-resolution liquid crystal display (LCD), a plasma display, a light emitting diode (LED), a DLP projection display, an electroluminescent (EL) panel, or any other type of display suitable for use in the gaming terminal  10 , or other form factor, such as is shown by way of example in  FIG. 1 . The primary display area  14  includes, in relation to many aspects of wagering games conducted on the gaming terminal  10 , one or more paylines  30  (see  FIG. 3 ) extending along a portion of the primary display area. In the illustrated embodiment of  FIG. 1 , the primary display area  14  comprises a plurality of mechanical reels  32  and a video display  34 , such as a transmissive display (or a reflected image arrangement in other embodiments), in front of the mechanical reels  32 . If the wagering game conducted via the gaming terminal  10  relies upon the video display  34  only and not the mechanical reels  32 , the mechanical reels  32  are optionally removed from the interior of the terminal and the video display  34  is advantageously of a non-transmissive type. Similarly, if the wagering game conducted via the gaming terminal  10  relies only upon the mechanical reels  32 , but not the video display  34 , the video display  34  depicted in  FIG. 1  is replaced with a conventional glass panel. Further, in still other embodiments, the video display  34  is disposed to overlay another video display, rather than a mechanical-reel display, such that the primary display area  14  includes layered or superimposed video displays. In yet other embodiments, the mechanical-reel display of the above-noted embodiments is replaced with another mechanical or physical member or members such as, but not limited to, a mechanical wheel (e.g., a roulette game), dice, a pachinko board, or a diorama presenting a three-dimensional model of a game environment. 
     Video images in the primary display area  14  and/or the secondary display area  16  are rendered in two-dimensional (e.g., using Flash Macromedia™) or three-dimensional graphics (e.g., using Renderware™). In various aspects, the video images are played back (e.g., from a recording stored on the gaming terminal  10 ), streamed (e.g., from a gaming network), or received as a TV signal (e.g., either broadcast or via cable) and such images can take different forms, such as animated images, computer-generated images, or “real-life” images, either prerecorded (e.g., in the case of marketing/promotional material) or as live footage. The format of the video images can include any format including, but not limited to, an analog format, a standard digital format, or a high-definition (HD) digital format. 
     The player-input or user-input device(s)  26  include, by way of example, a plurality of buttons  36  on a button panel, as shown in  FIG. 1 , a mouse, a joy stick, a switch, a microphone, and/or a touch screen  38  mounted over the primary display area  14  and/or the secondary display area  16  and having one or more soft touch keys  40 , as is also shown in  FIG. 1 . In still other aspects, the player-input devices  26  comprise technologies that do not rely upon physical contact between the player and the gaming terminal, such as speech-recognition technology, gesture-sensing technology, eye-tracking technology, etc. The player-input or user-input device(s)  26  thus accept(s) player input(s) and transforms the player input(s) to electronic data signals indicative of a player input or inputs corresponding to an enabled feature for such input(s) at a time of activation (e.g., pressing a “Max Bet” button or soft key to indicate a player&#39;s desire to place a maximum wager to play the wagering game). The input(s), once transformed into electronic data signals, are output to a CPU or controller  42  (see  FIG. 2 ) for processing. The electronic data signals are selected from a group consisting essentially of an electrical current, an electrical voltage, an electrical charge, an optical signal, an optical element, a magnetic signal, and a magnetic element. 
     The information reader  24  (or information reader/writer) is preferably located on the front of the housing  12  and comprises, in at least some forms, a ticket reader, card reader, bar code scanner, wireless transceiver (e.g., RFID, Bluetooth, etc.), biometric reader, or computer-readable-storage-medium interface. As noted, the information reader may comprise a physical and/or electronic writing element to permit writing to a ticket, a card, or computer-readable-storage-medium. The information reader  24  permits information to be transmitted from a portable medium (e.g., ticket, voucher, coupon, casino card, smart card, debit card, credit card, etc.) to the information reader  24  to enable the gaming terminal  10  or associated external system to access an account associated with cashless gaming, to facilitate player tracking or game customization, to retrieve a saved-game state, to store a current-game state, to cause data transfer, and/or to facilitate access to casino services, such as is more fully disclosed, by way of example, in U.S. Patent Publication No. 2003/0045354 entitled “Portable Data Unit for Communicating With Gaming Machine Over Wireless Link,” which is incorporated herein by reference in its entirety. The noted account associated with cashless gaming is, in some aspects of the present concepts, stored at an external system  46  (see  FIG. 2 ) as more fully disclosed in U.S. Pat. No. 6,280,328 to Holch et al. entitled “Cashless Computerized Video Game System and Method,” which is incorporated herein by reference in its entirety, or is alternatively stored directly on the portable storage medium. Various security protocols or features can be used to enhance security of the portable storage medium. For example, in some aspects, the individual carrying the portable storage medium is required to enter a secondary independent authenticator (e.g., password, PIN number, biometric, etc.) to access the account stored on the portable storage medium. 
     Turning now to  FIG. 2 , the various components of the gaming terminal  10  are controlled by one or more processors (e.g., CPU, distributed processors, etc.)  42 , also referred to herein generally as a controller (e.g., microcontroller, microprocessor, etc.). The controller  42  can include any suitable processor(s), such as an Intel® Pentium processor, Intel® Core 2 Duo processor, AMD Opteron™ processor, or UltraSPARC® processor. By way of example, the controller  42  includes a plurality of microprocessors including a master processor, a slave processor, and a secondary or parallel processor. Controller  42 , as used herein, comprises any combination of hardware, software, and/or firmware disposed in and/or disposed outside of the gaming terminal  10  that is configured to communicate with and/or control the transfer of data between the gaming terminal  10  and a bus, another computer, processor, or device and/or a service and/or a network. The controller  42  comprises one or more controllers or processors and such one or more controllers or processors need not be disposed proximal to one another and may be located in different devices and/or in different locations. For example, a first processor is disposed proximate a user interface device (e.g., a push button panel, a touch screen display, etc.) and a second processor is disposed remotely from the first processor, the first and second processors being electrically connected through a network. As another example, the first processor is disposed in a first enclosure (e.g., a gaming machine) and a second processor is disposed in a second enclosure (e.g., a server) separate from the first enclosure, the first and second processors being communicatively connected through a network. The controller  42  is operable to execute all of the various gaming methods and other processes disclosed herein. 
     To provide gaming functions, the controller  42  executes one or more game programs comprising machine-executable instructions stored in local and/or remote computer-readable data storage media (e.g., memory  44  or other suitable storage device). The term computer-readable data storage media, or “computer-readable medium,” as used herein refers to any media/medium that participates in providing instructions to controller  42  for execution. The computer-readable medium comprises, in at least some exemplary forms, non-volatile media (e.g., optical disks, magnetic disks, etc.), volatile media (e.g., dynamic memory, RAM), and transmission media (e.g., coaxial cables, copper wire, fiber optics, radio frequency (RF) data communication, infrared (IR) data communication, etc). Common forms of computer-readable media include, for example, a hard disk, magnetic tape (or other magnetic medium), a 2-D or 3-D optical disc (e.g., a CD-ROM, DVD, etc.), RAM, PROM, EPROM, FLASH-EPROM, any other memory chip or solid state digital data storage device, a carrier wave, or any other medium from which a computer can read. By way of example, a plurality of storage media or devices are provided, a first storage device being disposed proximate the user interface device and a second storage device being disposed remotely from the first storage device, wherein a network is connected intermediate the first one and second one of the storage devices. 
     Various forms of computer-readable media may be involved in carrying one or more sequences of one or more instructions to controller  42  for execution. By way of example, the instructions may initially be borne on a data storage device of a remote device (e.g., a remote computer, server, or system). The remote device can load the instructions into its dynamic memory and send the instructions over a telephone line or other communication path using a modem or other communication device appropriate to the communication path. A modem or other communication device local to the gaming machine  10  or to an external system  46  associated with the gaming machine can receive the data on the telephone line or conveyed through the communication path (e.g., via external systems interface  58 ) and output the data to a bus, which transmits the data to the system memory  44  associated with the processor  42 , from which system memory the processor retrieves and executes the instructions. 
     Thus, the controller  42  is able to send and receive data, via carrier signals, through the network(s), network link, and communication interface. The data includes, in various examples, instructions, commands, program code, player data, and game data. As to the game data, in at least some aspects of the present concepts, the controller  42  uses a local random number generator (RNG) to randomly generate a wagering game outcome from a plurality of possible outcomes. Alternatively, the outcome is centrally determined using either an RNG or pooling scheme at a remote controller included, for example, within the external system  46 . 
     As shown in the example of  FIG. 2 , the controller  42  is coupled to the system memory  44 . The system memory  44  is shown to comprise a volatile memory (e.g., a random-access memory (RAM)) and a non-volatile memory (e.g., an EEPROM), but optionally includes multiple RAM and multiple program memories. 
     As shown in the example of  FIG. 2 , the controller  42  is also coupled to a money/credit detector  48 . The money/credit detector  48  is configured to output a signal the controller  42  that money and/or credits have been input via one or more value-input devices, such as the bill validator  20 , coin acceptor  22 , or via other sources, such as a cashless gaming account, etc. The value-input device(s) is integrated with the housing  12  of the gaming terminal  10  and is connected to the remainder of the components of the gaming terminal  10 , as appropriate, via a wired connection, such as I/O  56 , or wireless connection. The money/credit detector  48  detects the input of valid funds into the gaming terminal  10  (e.g., via currency, electronic funds, ticket, card, etc.) via the value-input device(s) and outputs a signal to the controller  42  carrying data regarding the input value of the valid funds. The controller  42  extracts the data from these signals from the money/credit detector  48 , analyzes the associated data, and transforms the data corresponding to the input value into an equivalent credit balance that is available to the player for subsequent wagers on the gaming terminal  10 , such transforming of the data being effected by software, hardware, and/or firmware configured to associate the input value to an equivalent credit value. Where the input value is already in a credit value form, such as in a cashless gaming account having stored therein a credit value, the wager is simply deducted from the available credit balance. 
     As seen in  FIG. 2 , the controller  42  is also connected to, and controls, the primary display area  14 , the player-input device(s)  26 , and a payoff mechanism  50 . The payoff mechanism  50  is operable in response to instructions from the controller  42  to award a payoff to the player in response to certain winning outcomes that occur in the base game, the bonus game(s), or via an external game or event. The payoff is provided in the form of money, credits, redeemable points, advancement within a game, access to special features within a game, services, another exchangeable media, or any combination thereof. Although payoffs may be paid out in coins and/or currency bills, payoffs are alternatively associated with a coded ticket (from a ticket printer  52 ), a portable storage medium or device (e.g., a card magnetic strip), or are transferred to or transmitted to a designated player account. The payoff amounts distributed by the payoff mechanism  50  are determined by one or more pay tables stored in the system memory  44 . 
     Communications between the controller  42  and both the peripheral components of the gaming terminal  10  and the external system  46  occur through input/output (I/O) circuit  56 , which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. Although the I/O circuit  56  is shown as a single block, it should be appreciated that the I/O circuit  56  alternatively includes a number of different types of I/O circuits. Furthermore, in some embodiments, the components of the gaming terminal  10  can be interconnected according to any suitable interconnection architecture (e.g., directly connected, hypercube, etc.). 
     The I/O circuit  56  is connected to an external system interface or communication device  58 , which is connected to the external system  46 . The controller  42  communicates with the external system  46  via the external system interface  58  and a communication path (e.g., serial, parallel, IR, RC, 10bT, near field, etc.). The external system  46  includes, in various aspects, a gaming network, other gaming terminals, a gaming server, a remote controller, communications hardware, or a variety of other interfaced systems or components, in any combination. In yet other aspects, the external system  46  may comprise a player&#39;s portable electronic device (e.g., cellular phone, electronic wallet, etc.) and the external system interface  58  is configured to facilitate wireless communication and data transfer between the portable electronic device and the controller  42 , such as by a near field communication path operating via magnetic field induction or a frequency-hopping spread spectrum RF signals (e.g., Bluetooth, etc.). 
     The gaming terminal  10  optionally communicates with external system  46  (in a wired or wireless manner) such that each terminal operates as a “thin client” having relatively less functionality, a “thick client” having relatively more functionality, or with any range of functionality therebetween (e.g., an “intermediate client”). In general, a wagering game includes an RNG for generating a random number, game logic for determining the outcome based on the randomly generated number, and game assets (e.g., art, sound, etc.) for presenting the determined outcome to a player in an audio-visual manner. The RNG, game logic, and game assets are contained within the gaming terminal  10  (“thick client” gaming terminal), the external systems  46  (“thin client” gaming terminal), or are distributed therebetween in any suitable manner (“intermediate client” gaming terminal). 
     Referring now to  FIG. 3 , an image of a basic-game screen  60  adapted to be displayed on the primary display area  14  is illustrated, according to one embodiment of the present invention. A player begins play of a basic wagering game by providing a wager. A player can operate or interact with the wagering game using the one or more player-input devices  26 . The controller  42 , the external system  46 , or both, in alternative embodiments, operate(s) to execute a wagering game program causing the primary display area  14  to display the wagering game that includes a plurality of visual elements. 
     In accord with various methods of conducting a wagering game on a gaming system in accord with the present concepts, the wagering game includes a game sequence in which a player makes a wager, such as through the money/credit detector  48 , touch screen  38  soft key, button panel, or the like, and a wagering game outcome is associated with the wager. The wagering game outcome is then revealed to the player in due course following initiation of the wagering game. The method comprises the acts of conducting the wagering game using a gaming apparatus, such as the gaming terminal  10  depicted in  FIG. 1 , following receipt of an input from the player to initiate the wagering game. The gaming terminal  10  then communicates the wagering game outcome to the player via one or more output devices (e.g., primary display  14 ) through the display of information such as, but not limited to, text, graphics, text and graphics, static images, moving images, etc., or any combination thereof. In accord with the method of conducting the wagering game, the controller  42 , which comprises one or more processors, transforms a physical player input, such as a player&#39;s pressing of a “Spin Reels” soft key  84  (see  FIG. 3 ), into an electronic data signal indicative of an instruction relating to the wagering game (e.g., an electronic data signal bearing data on a wager amount). 
     In the aforementioned method, for each data signal, the controller  42  is configured to processes the electronic data signal, to interpret the data signal (e.g., data signals corresponding to a wager input), and to cause further actions associated with the interpretation of the signal in accord with computer instructions relating to such further actions executed by the controller. As one example, the controller  42  causes the recording of a digital representation of the wager in one or more storage devices (e.g., system memory  44  or a memory associated with an external system  46 ), the controller, in accord with associated computer instructions, causing the changing of a state of the data storage device from a first state to a second state. This change in state is, for example, effected by changing a magnetization pattern on a magnetically coated surface of a magnetic storage device or changing a magnetic state of a ferromagnetic surface of a magneto-optical disc storage device, a change in state of transistors or capacitors in a volatile or a non-volatile semiconductor memory (e.g., DRAM), etc.). The noted second state of the data storage device comprises storage in the storage device of data representing the electronic data signal from the controller (e.g., the wager in the present example). As another example, the controller  42  further, in accord with the execution of the instructions relating to the wagering game, causes the primary display  14  or other display device and/or other output device (e.g., speakers, lights, communication device, etc.), to change from a first state to at least a second state, wherein the second state of the primary display comprises a visual representation of the physical player input (e.g., an acknowledgement to a player), information relating to the physical player input (e.g., an indication of the wager amount), a game sequence, an outcome of the game sequence, or any combination thereof, wherein the game sequence in accord with the present concepts comprises acts described herein. The aforementioned executing of computer instructions relating to the wagering game is further conducted in accord with a random outcome (e.g., determined by the RNG) that is used by the controller  42  to determine the outcome of the game sequence, using a game logic for determining the outcome based on the randomly generated number. In at least some aspects, the controller  42  is configured to determine an outcome of the game sequence at least partially in response to the random parameter. 
     The basic-game screen  60  is displayed on the primary display area  14  or a portion thereof. In  FIG. 3 , the basic-game screen  60  portrays a plurality of simulated movable reels  62   a - e . Alternatively or additionally, the basic-game screen  60  portrays a plurality of mechanical reels or other video or mechanical presentation consistent with the game format and theme. The basic-game screen  60  also advantageously displays one or more game-session meters and various buttons adapted to be actuated by a player. 
     In the illustrated embodiment of  FIG. 3 , the game-session meters include a “credit” meter  64  for displaying a number of credits available for play on the terminal; a “lines” meter  66  for displaying a number of paylines to be played by a player on the terminal; a “line bet” meter  68  for displaying a number of credits wagered (e.g., from 1 to 5 or more credits) for each of the number of paylines played; a “total bet” meter  70  for displaying a total number of credits wagered for the particular round of wagering; and a “paid” meter  72  for displaying an amount to be awarded based on the results of the particular round&#39;s wager. The depicted user-selectable buttons include a “collect” button  74  to collect the credits remaining in the credits meter  64 ; a “help” button  76  for viewing instructions on how to play the wagering game; a “pay table” button  78  for viewing a pay table associated with the basic wagering game; a “select lines” button  80  for changing the number of paylines (displayed in the lines meter  66 ) a player wishes to play; a “bet per line” button  82  for changing the amount of the wager which is displayed in the line-bet meter  68 ; a “spin reels” button  84  for moving the reels  62   a - e ; and a “max bet spin” button  86  for wagering a maximum number of credits and moving the reels  62   a - e  of the basic wagering game. While the gaming terminal  10  allows for these types of player inputs, the present invention does not require them and can be used on gaming terminals having more, less, or different player inputs. 
     As shown in the example of  FIG. 3 , paylines  30  extend from one of the payline indicators  88   a - i  on the left side of the basic-game screen  60  to a corresponding one of the payline indicators  88   a - i  on the right side of the screen  60 . A plurality of symbols  90  is displayed on the plurality of reels  62   a - e  to indicate possible outcomes of the basic wagering game. A winning combination occurs when the displayed symbols  90  correspond to one of the winning symbol combinations listed in a pay table stored in the memory  44  of the terminal  10  or in the external system  46 . The symbols  90  may include any appropriate graphical representation or animation, and may further include a “blank” symbol. 
     Symbol combinations are evaluated in accord with various schemes such as, but not limited to, “line pays” or “scatter pays.” Line pays are evaluated left to right, right to left, top to bottom, bottom to top, or any combination thereof by evaluating the number, type, or order of symbols  90  appearing along an activated payline  30 . Scatter pays are evaluated without regard to position or paylines and only require that such combination appears anywhere on the reels  62   a - e . While an embodiment with nine paylines is shown, a wagering game with no paylines, a single payline, or any plurality of paylines will also work with the present invention. Additionally, though an embodiment with five reels is shown in  FIG. 3 , different embodiments of the gaming terminal  10  comprise a greater or lesser number of reels in accordance with the present invention. 
     Referring now to  FIG. 4 , a group of gaming terminals  100  is shown according to one embodiment. Each individual gaming terminal  102   a,b    104   a,b  in the group of gaming terminals  100  is a member of a team. In the embodiment of  FIG. 4 , for example, gaming terminals  102   a ,  102   b  form a first team  105   a  (e.g., Team 1), and gaming terminals  104   a  and  104   b  form a second team  105   b  (e.g., Team 2). A player playing the gaming terminal  102   a  will herein be referred to as Player 1A, and a player playing the gaming terminal  102   b  will be referred to as Player 1B. Similarly, a player playing the gaming terminal  104   a  will be referred to herein as Player 2A, and a player playing the gaming terminal  104   b  will be referred to as Player 2B. 
     Each gaming terminal  102   a,b ,  104   a,b  of the illustrated embodiment includes a “Pirate” theme and displays a respective pirate ship  106   a - 106   d  on the secondary display area  16 . As will be described in detail below, the secondary display areas  16  of the gaming terminals  102   a,b ,  104   a,b  function together as a single, continuous “metascreen,” displaying a single, continuous image. Thus, for example, an image may be shown as moving across one of the secondary display areas  16  of one gaming terminal  102   a,b ,  104   a,b  into a secondary display area  16  of an adjacent gaming terminal  102   a,b ,  104   a,b . Furthermore, during play of the gaming terminals  102   a,b ,  104   a,b  of  FIG. 4 , the players on Team 1 (i.e., Player 1A and Player 1B) collaborate with one another and compete against the players on Team 2 (i.e., Player 2A and Player 2B). 
     Turning now to  FIG. 5 , an image of a basic-game screen  110  adapted to be displayed on the primary display area  14  (or a portion thereof) of the gaming terminals  102   a,b ,  104   a,b  of  FIG. 4  is illustrated, according to one embodiment. In  FIG. 5 , the basic-game screen  110  portrays a plurality of simulated movable reels  112   a - e . Alternatively or additionally, the basic-game screen  110  may portray a plurality of mechanical reels, a combination of movable and mechanical reels, or the like. 
     In the illustrated embodiment, the basic-game screen  110  includes several game-session meters, as described with respect to  FIG. 3  above. Additionally, the basic game screen  110  includes a time “eligibility” meter  114 . The eligibility meter  114  displays the amount of time remaining during which the player of that gaming terminal  102   a,b ,  104   a,b  is eligible to participate in a bonus game. The eligibility meter increases corresponding to and dependent upon the size of the primary wager, the rate of play of the primary wagering game, the outcomes or awards achieved by a player, the number of objects or symbols collected, or any combination thereof. For example, each time the player spins the reels  112 , an additional amount of time (e.g., 8 seconds) may be added to the eligibility meter. The eligibility meter  114  counts down (decreases) until the player spins again. Thus, the player is encouraged to spin as often and as quickly as possible in order to increase the amount of time remaining in the eligibility meter  114 , thereby remaining eligible for the secondary event or bonus game. The eligibility meter  114  may also include a plurality of multiplier levels such that the eligibility meter  114  displays both a running time meter clock (as in  FIG. 5 ) and a current multiplier level  115 . Moreover, as time eligibility is increased, the multiplier levels may increase. Likewise, as time eligibility decreases, the multiplier levels may also decrease. One example of such an eligibility meter is described in PCT Patent Publication WO 2006/121663 and U.S. Patent Application Publication No. 2006/0135243, both of which are assigned to WMS Gaming Inc. and are incorporated herein by reference in their entirety as if fully set forth herein. 
     Turning now to  FIG. 6 , a secondary event or bonus game  111  is illustrated on the gaming terminal  102   a  of  FIG. 4 , according to one embodiment. The basic-game reels  112   a - e  displayed on the primary display  14  during the basic game  110  of  FIG. 5  are replaced by a bonus set of reels  120   a - e , as shown in  FIG. 6 . In other embodiments, the same set of basic-game reels  112   a - e  or a modified version of the basic-game reels  112   a - e  (e.g., the basic-game reels  112   a - e  with substitute symbols or additional symbols) may be used during the bonus game  111 . 
     The bonus game  111  of  FIG. 6  may be entered upon the occurrence of a special start-bonus game outcome (e.g., symbol trigger, mystery trigger, etc.) in or during the basic game  110  on any of the gaming terminals  102   a,b ,  104   a,b . Alternatively or additionally, the bonus game  111  may be triggered by a time-based trigger. For example, the bonus game  111  may be automatically triggered after every 30 seconds of basic game play. 
     In order to participate in the bonus game  111 , the player playing the gaming terminal  102   a,b ,  104   a,b  must be eligible (e.g., the player must have time remaining on the eligibility meter  114  of  FIG. 5 ). As will be described in more detail below, a “virtual” player may substitute for a player of one of the gaming terminals  102   a,b ,  104   a,b  that is ineligible to compete or is absent. 
     During the bonus game  111 , eligible players receive a predetermined amount of individual bonus spins on the bonus set of reels  120   a - e  displayed on the primary displays  14  of their respective gaming terminals  102   a,b ,  104   a,b . Each of the players in the group of gaming terminals  100  receives the same amount of bonus spins, and the bonus set of reels  120   a - e  spin simultaneously on all of the gaming terminals  102   a,b ,  104   a,b  in the group of gaming terminals  100 . 
     As illustrated in the embodiment of  FIG. 6 , when Player 1A achieves three adjacent or “clumped” “WILD CHEST” symbols  122   a - c  during a bonus spin, a treasure chest  124  is added to Player 1A&#39;s pirate ship  106   a . It is contemplated that other outcomes may additionally or alternatively cause a treasure chest  124  to be added to the player&#39;s pirate ship  106   a  (e.g., a single WILD CHEST symbol  122  appearing anywhere on the bonus set of reels  120   a - e , a predetermined amount of scattered WILD CHEST symbols  122  appearing on the bonus set of reels  120   a - e , or the like). As shown in  FIG. 6 , Player 1A achieved a total of four treasure chests  124   a - d  during the bonus spins. 
     After the predetermined number of free spins is concluded, the bonus game  111  is terminated. In other embodiments, the bonus game  111  is terminated when one or more end-game outcome is achieved. At the end of the bonus game  111 , the treasure chests  124  achieved by each player during play of the bonus game  111  may be exchanged or converted into a credit award, which is then awarded to the respective player. Each treasure chest  124  may be worth a fixed amount of credits. In another embodiment, the value of each treasure chest  124  increases as the amount of treasure chests  124  achieved increases (e.g., the value of the first treasure chest  124  achieved is less than the value of the second treasure chest  124  achieved, which is less than the value of the third treasure chest  124  achieved, etc.). Each treasure chest  124  may also have a random value associated therewith. 
     If, during the bonus game  111 , a player (e.g., Player 1A) achieves a predetermined number of treasure chests  124 , the treasure chests  124  may be automatically exchanged for a random jackpot award that is awarded to each of the players (e.g., Player 1A and Player 1B) on his or her team (e.g., Team 1). A jackpot award of the embodiments described herein is a credit award represented as a monetary value (see  FIG. 7 ). 
     In the embodiment of  FIG. 7 , Player 2A playing the gaming terminal  104   a  (see  FIG. 4 ) has achieved five treasure chests  130   a - e . The five treasure chests  130   a - e  are then automatically traded in for one of the displayed jackpot awards  132 . Which jackpot award  132  is awarded may be determined in any suitable way, including randomly, blind-selection by the player, or the like. Player 2A and all of the players (i.e., Player 2B) on Player 2A&#39;s team (i.e., Team 2) are awarded the selected jackpot award  132   a  of $22.01. Because each of the players on Player 2A&#39;s team is awarded the same jackpot award achieved by Player 2A, a sense of community and collaboration is achieved among the players on the team (i.e., Team 2). 
     In one embodiment, once a jackpot award  132   a  is awarded, that award (e.g., $22.01) is removed from the displayed possible jackpot awards  132  and may no longer be awarded. If only one jackpot award  132  is displayed, and that award is awarded, that jackpot award  132  may continue to be displayed after being awarded and may be awarded again. In another embodiment, once all of the displayed jackpot awards  132  have been awarded and removed from the display, a new set of jackpot awards is displayed. 
     An additional or alternative bonus game embodiment is shown in  FIG. 8 .  FIG. 8  shows the displays  14 ,  16  of the gaming terminals  102   b  and  104   a  of  FIG. 4 . As illustrated, a “CANNON” symbol  140  has been achieved by Player 1B on the bonus reel  120   c  of the bonus game  111  on the second gaming terminal  102   b . The appearance of the CANNON symbol  140  on one or more of the bonus reels  120   a - e  triggers a “Pirate Battle” bonus game. It is contemplated that the Pirate Battle bonus game may be triggered in other ways including, but not limited to, randomly. During the Pirate Battle bonus game, a cannonball  142  launches from the pirate ship  106   b  at one of the pirate ships  106   c,d  of the opposing team. Here, the cannonball  142  launches at Player 12A&#39;s pirate ship  106   c . The determination of which opposing-team member&#39;s pirate ship  106  is hit by the cannonball  142  may be made randomly, sequentially, by the player, or in any other suitable way. According to one embodiment, if a player achieves a predetermined symbol (e.g., an “EVADE” symbol) on one or more of the reels of the bonus set of reels  120   a - e , the player&#39;s pirate ship  106  may avoid getting hit by a cannonball  142  launched from a player on an opposing team. It is contemplated that, in certain embodiments, EVADE symbols may only be achieved on less than all of the reels  120   a - e , e.g., the fourth reel  120   d  and the fifth reel  120   e.    
     Hitting a pirate ship  106  with a predetermined number of cannonballs  142  causes the pirate ship  106  to sink. The player who fired the final cannonball that caused the pirate ship  106  to sink then “steals” the treasure chests accumulated on the sunken ship. Referring to  FIGS. 9   a - d , for example, the secondary display areas  16  of the four gaming terminals  102   a,b ,  104   a,b  are shown. As discussed above, the secondary display areas  16  of the gaming terminals  102   a,b ,  104   a,b , which are positioned generally adjacent to one another, function as a single, larger “metascreen”  107 . Thus, an object (e.g., a cannonball  142 ) is displayed as moving from a secondary display area  16  of one gaming terminal  102   a,b ,  104   a,b  to the secondary display area  16  of another gaming terminal  102   a,b ,  104   a,b.    
       FIG. 9   a  shows Player 1B&#39;s pirate ship  106   b  launching a cannonball  150   a  at Player 2A&#39;s pirate ship  106   c .  FIG. 9   a  also shows Player 2B&#39;s pirate ship  106   d  launching a cannonball  150   b  at Player 1A&#39;s pirate ship  106   a . The cannonballs are displayed on the metascreen  107  as moving across one or more of the four secondary display areas  16  of the gaming terminals  102   a,b ,  104   a,b . Thus, it appears as if they cannonballs  150   a,b  are actually flying through the air from one pirate ship  106  to another along one continuous display. Because the cannonball  150   b  launched by Player 2B&#39;s pirate ship  106   d  was the fourth cannonball to hit Player 1A&#39;s pirate ship  106   a , Player 1A&#39;s pirate ship  106   a  begins to sink, as shown in  FIGS. 9   b - d.    
     Prior to being sunk, Player 1A&#39;s pirate ship  106   a  included two treasure chests  152   a,b  (see  FIG. 9   a ) achieved by Player 1A during the previous bonus spins. After Player 1A&#39;s pirate ship  106   a  is sunk, Player 1A&#39;s treasure chests  152   a,b  are shown as floating atop the water  154  (see  FIG. 9   c ). The treasure chests  152   a,b  are then “stolen” by Player 2B, who fired the cannonball  150   b  that ultimately caused Player 1A&#39;s pirate ship  106   a  to sink. Thus, as shown in  FIG. 9   d , the treasure chests  152   a,b  are added to and displayed on Player 2B&#39;s pirate ship  106   d.    
     As shown in the embodiment of  FIGS. 9   a - d , the pirate ships  106   a - d  may be displayed as progressively looking more damaged after each time they are hit with a cannonball  142 . For example, Player 1B&#39;s pirate ship  106   b  and Player 2B&#39;s pirate ship  106   d  have not been hit by any cannonballs, so they are displayed as being undamaged. Player 2A&#39;s pirate ship  106   c  has been hit by at least one cannonball and is, thus, shown as being on fire. When it appears that two pirate ships  106  are sinking at the same time, random fire order determines which pirate ship  106  sinks first. 
     According to one embodiment, a player (e.g., Player 1A of  FIGS. 9   a - d ) having a sunken pirate ship (e.g., pirate ship  106   a ) may not fire cannonballs at opponents (e.g., Team 2) but may still collect treasure chests during the individual bonus spins (see  FIG. 6 ). As shown in  FIG. 10 , for example, after Player 1A&#39;s pirate ship  106   a  has been sunk, Player 1A achieves four additional treasure chests  160   a - d  during subsequent bonus spins. The additional treasure chests  160   a - d  are shown as floating on the water  162 . The floating treasure chests  160   a - d  may be traded for a jackpot award. Furthermore, Player 1A may receive jackpot awards obtained by his or her teammates (e.g., Player 1B). However, the floating treasure chests  160   a - d  may or may not be exchanged or converted into an individual credit award when the bonus game  111  (see  FIG. 6 ) is terminated. 
     According to one embodiment, a player&#39;s sunken ship may be resurrected as a rescue ship or a “ghost ship.” A ghost ship may be achieved in a variety of ways. For example, after a predetermined number of bonus spins during the bonus game  111 , a team&#39;s sunken ships (if any) may be automatically resurrected into ghost ships. The ghost ships may then generally act like regular pirate ships. For example, a ghost ship may fire cannonballs sinking other pirate ships and may steal treasure chests of pirate ships that it sinks. The ghost ship may also re-enable the player&#39;s eligibility to obtain a jackpot award (see  FIG. 7 ). Like “regular,” non-ghost pirate ships, ghost ships may also sink, e.g., by being hit with a predetermined amount of cannonballs. 
     As shown in  FIG. 11 , for example, Player 1A&#39;s sunken ship has been revived as a “ghost ship”  170 . The treasure chests  160   a - d  previously shown as floating on the water  162  (see  FIG. 10 ) may then be displayed aboard the ghost ship  170 . The ghost ship  170  also makes the player re-eligible to exchange its treasure chests  160  (e.g., five treasure chests) for a jackpot award, which would then be awarded to all of the players on Player 1A&#39;s team (e.g., Player 1B). 
     According to one embodiment, the bonus game continues until all of the pirate ships  106  of one of the teams have been sunk. Alternatively, the bonus game may continue until only a single pirate ship  106  remains floating (i.e., is not sunk). Thus, the amount of free spins is variable in these embodiments. The winning team or player may be awarded, for example, an additional award, promotional coupon, or the like. 
     As discussed above, a “virtual player” may substitute for an absent or ineligible player during the bonus game  111  on one of the gaming terminals  102   a,b ,  104   a,b . Referring back to  FIG. 6 , a virtual player may not participate in the bonus spins. However, the virtual player&#39;s secondary display area  16  may display a pirate ship, treasure chests, and the like. In other words, the secondary display area  16  of the virtual player appears much the same as (or the same as) that of the other “non-virtual,” human players. Cannonballs may also be fired from and launched at the virtual player&#39;s pirate ship. 
     In another embodiment, an instant “Little Event” feature may be awarded when a player playing the basic game triggers a bonus while the bonus game  111  (see  FIG. 6 ) is already running on the player&#39;s gaming terminal  102   a,b ,  104   a,b . For example, a player may begin wagering on a gaming terminal  102   a,b ,  104   a,b , in which a virtual player was substituting for an absent player in the Pirate Battle bonus game. Instead of achieving a bonus award, the player may be awarded a credit equivalent of a bonus award. Thus, in one example, an instant award of “1000 credits” may be randomly awarded to the player as a Little Event award in the basic game. 
       FIG. 12   a  shows the result of a bonus spin in which three “MAP” symbols  180   a - c  were achieved by a player. Each of the MAP symbols  180   a - c  masks either a credit award or a number of additional bonus spins. The player who achieved the three MAP symbols  180   a - c  may select one of the MAP symbols  180   a - c , and the award associated with the selected MAP symbol  180   a - c  is then awarded. If the player selects a MAP symbol masking a credit award, the corresponding credit award is awarded to the player only. If, however, the player selects a MAP symbol masking an award of additional bonus spins, such bonus spins are awarded to all of the players in the group of gaming terminals  100 . 
     As shown in  FIG. 12   b , the player of the illustrated embodiment selected the second map symbol  180   b , which masked a “3 MORE FREE SPINS” award  182   b . Thus, the player, the player&#39;s teammate(s), and the players on the opposing team receive three additional bonus spins. If, on the other hand, the player had selected one of the other MAP symbols  180   a,c , which masked CREDITS awards, only the player would receive the associated credit amount. The player&#39;s teammate(s) and/or the members of the opposing team would not receive the credit award. 
     In one embodiment, all award values achieved during the bonus spins may be multiplied by a multiplier. The multiplier may be a “Big Event” type multiplier, as described in U.S. Patent Application Publication No. 2009-0042641. For example, the multiplier may be displayed to the player during the basic game via the eligibility meter, as described above. The multiplier may be based, for example, on the amount the player has wagered, the rate of play, combinations thereof, or the like. The multiplier generally does not come into play until the bonus game is triggered. 
     Another type of bonus event—a “Cannon Bonus”—is shown on the gaming terminals  102   a,b ,  104   a,b  in  FIG. 13 . In this embodiment, the metascreen  107  formed by the combination of secondary display areas  16  of the gaming terminals  102   a,b ,  104   a,b  displays two pirate ships  200   a ,  200   b . The first pirate ship  200   a  is associated with Team 1 and is displayed on the secondary display areas  16  of the first and second gaming terminals  102   a,b . The second pirate ship  200   b  is associated with Team 2 and is displayed on the secondary display areas  16  of the third and fourth gaming terminals  104   a,b . As described above, elements displayed on the metascreen  107  may move across the various secondary display areas, thereby making it appear that the secondary display areas are actually a single, large display area. 
     The Cannon Bonus may be triggered in any suitable way. In one non-limiting example, the Cannon Bonus is triggered by the appearance of three clumped “WILD CANNON” symbols (not shown), three scattered WILD CANNON symbols, the appearance of other symbols, or the like. The Cannon Bonus may also be triggered at random (“mystery”) times or at predetermined times by the controller. 
     After the Cannon Bonus is triggered, each of the first and second pirate ships  200   a ,  200   b  is displayed with various values  210  thereon (see  FIGS. 14   a,b ). As shown in  FIGS. 14   a,b , question mark “?” symbols  212  are included among the values  210 .  FIG. 14   a  shows the secondary display areas  16  of the first and second gaming terminals  102   a,b  (Team 1), and  FIG. 14   b  shows the secondary display areas  16  of the third and fourth gaming terminals  104   a,b  (Team 2). 
     As shown in  FIG. 15 , the values  210  randomly “explode” one by one until only value  210  remains. In one embodiment, the “explosions” alternate in sequence between pirate ships  200   a,b  until only one value  210  remains on each pirate ship  200   a,b . Referring to  FIG. 16 , the final remaining value on the first pirate ship  200   a  is 100 credits. 
     That value of 100 credits is then awarded to each of the members (Players 1A and 1B) of Team 1. 
     If the final remaining value  210  is a question mark symbol (see  FIG. 17 ), the question mark symbol “bangs up” to end on a credit value. In other words, the question mark symbol is transformed into, e.g., a “0” credit value, which incrementally increases until it randomly stops at a given credit value. As shown in  FIG. 18 , the team having the highest remaining value  210  enters a “Treasure Bonus” game, while players of the non-winning team(s) resume their basic games. 
     As shown in  FIG. 19 , during the Treasure Bonus game, the value  210  of the winning team (e.g., Team 1) is displayed on the pirate ship  200   a . As shown, each of the gaming terminals  102   a ,  102   b  displays a map  220   a ,  220   b . Each of the maps  220   a ,  220   b  includes five player-selectable treasure chests  222 . Each player may select one treasure chest  220  displayed on his or her respective gaming terminal  102   a ,  102   b  to “dig up.” Once a treasure chest is selected, a pirate  230   a ,  230   b  and a parrot  232   a ,  232   b  begin digging in a space corresponding with the treasure chest  220   a ,  220   b  selected by the player. Referring to  FIG. 20 , for example, the first pirate  230   a  of gaming terminal  102   a  digs in a lower, left-hand area  234  corresponding with the position of the treasure chest  220   a  selected by Player 1A, thereby uncovering an award value of 125 credits Likewise, the second pirate  230   b  digs in an upper, right-hand area  236  corresponding with the position of the treasure chest  220   b  selected by Player 1B, thereby uncovering a “2×” multiplier. 
     As shown in  FIG. 21 , any award value and/or multiplier dug up by the players of the winning team is combined with the Cannon Bonus award (e.g., 100 credits, see  FIG. 18 ), and the resulting award is awarded to each player on the winning team. Thus, in the illustrated embodiment, each player receives 100 credits (the Cannon Bonus award) plus 125 credits (obtained by Player 1A during the Treasure Bonus game). The resulting credit amount (225 credits) is then multiplied by two (2× multiplier obtained by Player 1B during the Treasure Bonus game). Thus, Player 1A and Player 1B both receive a total of 450 credits. 
     If more than one multiplier is obtained by the players during the Treasure Bonus game, the multipliers are combined and awarded to each of the players on the team. For example, if Player 1A “digs up” a 2× multiplier, and Player 1B also digs up a 2× multiplier, a 4× multiplier would be applied to the Cannon Bonus award (e.g., 100 credits, see  FIG. 18 ). Thus, Player 1A and Player 1B would both receive an award of 400 credits. 
     If the team participating in the Treasure Bonus game includes a virtual player, the pirate  230  (see  FIG. 20 ) digs up a treasure chest positioned in a randomly-determined location. The resulting award value is awarded to the virtual player&#39;s teammates(s). 
     If all of the players of a particular team are ineligible for the bonus, a virtual team may participate in the Cannon Bonus game. However, if the virtual team receives the highest final remaining value  210  in the Cannon Bonus game, the Treasure Bonus game is not triggered. 
     According to another embodiment, when a player&#39;s pirate ship  106  is hit with a cannonball  142  or sunk during the bonus game  111  (see  FIGS. 9A-9D ), the number or value of potential winning outcomes is affected. In one example, when the player&#39;s pirate ship  106  is hit or sunk, the number of reels in the bonus set of reels  120   a - e  is reduced. For example, one or more of the player&#39;s reels may be deactivated, thereby making the symbols positioned thereon unable to contribute to winning symbol combinations. Thus, the ability to achieve high payouts (e.g., by achieving more matching symbols on more activated pay lines) may be affected by a previous event or events, e.g., an event caused by a player on an opposing team. Furthermore, a player may lose his or her ability to achieve certain winning combinations based on another player&#39;s actions adversely affecting the player. 
     Additionally or alternatively, hitting or sinking a player&#39;s pirate ship  106  may cause the player&#39;s award multiplier (see multiplier  115  of  FIG. 5 ) to decrease. For example, the player&#39;s award multiplier may be reduced each time the player&#39;s pirate ship  106  is hit, and the multiplier may be reduced to 1× if and when the player&#39;s pirate ship  106  is sunk. 
     According to one embodiment, one or more reels of the players on a particular team are “communal” reels. In other words, the communal reel(s) of the team will always spin identically, i.e., display the same symbols, on the gaming terminals of all of the players on that team. The remaining “non-communal” reels will display different symbols for the different team members. Referring to the embodiments discussed herein, for example, it is also contemplated that the players of the first team  105   a  will have one or more communal reels, and the players of the second team  105   b  will have a different number of communal reels (e.g., no communal reels). 
     According to another embodiment, players playing different wagering games (e.g., other than the pirate-themed game discussed herein) may place side wagers on the outcome of the Pirate Battle bonus game (e.g., bonus game  111  of  FIGS. 6-11 ) via, e.g., a portal mechanism. Thus, according to one example, a player playing a different, unrelated base wagering game and/or type of wagering game on a portal gaming terminal may be alerted when the gaming terminals  102   a,b ,  104   a,b  of the pirate-themed game enter the Pirate Battle bonus game, and the player may be given the opportunity to place a side wager on the outcome of the Pirate Battle bonus game. Furthermore, the player playing an unrelated base wagering game may be alerted when his or her friend playing the pirate-themed game enters the Pirate Battle bonus game such that the player may place a side wager on his or her friend&#39;s pirate ship  106 . The players placing side wagers (“portal players”) may then be treated as members of the team on which they place their side wagers. In other words, when the team (or team member) on which the portal player placed his side wager is awarded an award, the portal player may likewise be awarded the same award. Such side wagering provides an opportunity for players not participating in the Pirate Battle bonus game to experience a community, team aspect. 
     In one embodiment, when a Pirate Battle bonus game is triggered, the portal gaming terminal at which a portal player has placed a side wager displays at least a portion of the Pirate Battle bonus game. For example, at least a portion of at least one of the displays (the primary display, the secondary display, or a portion thereof) may display the bonus set of reels  120   a - e  of the Pirate Battle bonus game, the pirate ships  106  firing cannonballs  142  at one another (see  FIGS. 9   a - 9   d ), or a combination thereof. If the portal gaming terminal only includes a single display, the Pirate Battle bonus game may temporarily interrupt and “take over” the portal gaming terminal such that only the Pirate Battle bonus game can be viewed. The basic game of the portal gaming terminal may be put “on hold” pending the conclusion of the Pirate Battle bonus game. In another embodiment, a screen-in-screen display may be used in which the Pirate Battle bonus game is displayed, for example, in a corner or other portion of the portal gaming terminal&#39;s display. In yet another embodiment, the Pirate Battle bonus game is not displayed on the portal gaming terminal. The player is merely alerted—visually, via audio, or a combination thereof—that the Pirate Battle bonus game was triggered and/or the results of the Pirate Battle bonus game. 
     According to yet another embodiment illustrated in  FIGS. 22   a,b , the wagering games of the embodiments disclosed herein may be displayed on a gaming table  250  synchronized with a bank of games and portal games. Referring to  FIG. 22   a , the table  250  is shown having four players playing base wagering games  252   a ,  252   b ,  252   c ,  252   d  thereon. Each of the wagering games  252   a - d  is displayed on adjacent primary and secondary displays  14 ,  16  located at respective stations  254   a - d . The first station  254   a  displays a Time-Machine-themed base game, the second station  254   b  and the fourth station  254   d  display pirate-themed base games, and the third station  254   c  displays a fruit-based base game. The center of the table  250  includes a center display  256 . 
     As shown in  FIG. 22   a , prior to the Pirate Battle bonus game being triggered, the primary displays  14  of the respective stations  254   a - d  display the base game of each of the wagering games  252   a - d , and the secondary displays  16  of the respective stations  254   a - d  display the bonus games associated with each of the wagering games  252   a - d . In the embodiment of  FIG. 22   a , the center display  256  displays the four pirate ships  106   a - d  of the pirate-themed bonus game (shown displayed on the secondary displays  16  in  FIG. 4 ). 
       FIG. 22   b  shows the table  250  of  FIG. 22   a  after the Pirate Battle bonus game has been triggered. As shown in  FIG. 22   b , the stations  254   b ,  254   d  at which the pirate-themed base game is being played display the bonus set of reels  120   a - e  on the primary displays  14  and the respective player&#39;s pirate ships  106  on the secondary display  16 . In the illustrated embodiment, the stations at which games other than the pirate-themed base game are being played (“portal stations”)  254   a ,  254   c  continue to display the respective base games on the primary displays  14 . Once the Pirate Battle bonus game has been triggered, the secondary displays  16  of the portal stations  254   a ,  254   c  begin to display elements of the Pirate Battle bonus game. For example, as shown in  FIG. 22   b , the secondary displays  16  of the portal stations  254   a ,  254   c  may display the Pirate Battle bonus set of reels  120   a - e . The secondary displays  16  of the portal stations  254   a ,  254   c  may also or alternatively display the pirate ship  106  on which the player playing the wagering game  252   a ,  252   c  of the portal station  254   a ,  254   c  placed a side wager. The center display  256  displays the four pirate ships  106   a - d  firing and being hit with cannonballs  142 , as described above with respect to  FIGS. 9   a - d.    
     According to one embodiment, the gaming terminals and/or the gaming table described herein include a sensory immersion game including features that assist in making a player feel as if he or she is on a pirate ship, on the ocean, etc. For example, the gaming terminals  102   a,b ,  104   a,b  may include lighting on the outside of the gaming terminal (e.g., surrounding the primary display  14  and/or the secondary display  16 ) that changes based on occurrences of the wagering game. For example, the lighting may become darker or display darker colors when the Pirate Battle bonus game is triggered. 
     The gaming terminals  102   a,b ,  104   a,b  may also include 3D or surround sound speakers mounted on a chair of the gaming machines  102   a,b ,  104   a,b , for example typically behind a player&#39;s head at the top of the chair. Celebratory music or other sounds may be played back through the 3D or surround sound speakers of the chair upon occurrence of the triggering event, thereby making the player feel as if he or she is on the ocean, on a pirate ship under attack, etc. For more information regarding such surround sound gaming terminal chairs, the reader is referred, for example, to the commonly-assigned U.S. Pat. No. 7,367,886 entitled “Gaming System With Surround Sound” and issued May 6, 2008, which is incorporated herein by reference in its entirety. If a portal gaming terminal does not include such a chair, the sounds associated with the Pirate Battle bonus game may include a mix of audio from the base game of the portal gaming terminal and the Pirate Battle bonus game. Alternatively, the Pirate Battle bonus game sounds may interrupt the base game sounds or may not be played at all on the portal gaming terminal. 
     Additionally or alternatively, the chair may include a motion feature. The motion feature may be programmed such that the chair&#39;s movement is associated with occurrences of the wagering game. For example, the chair may vibrate when the pirate ship  106  of the gaming machine  102   a,b ,  104   a,b  is hit by a cannonball  142  during the Pirate Battle bonus game. One non-limiting example of a motion system that may be used is the D-BOX Motion Code™ (D-BOX Technologies, Inc., Canada). 
       FIG. 23 , described by way of example above, represents one algorithm that corresponds to the at least some instructions executed by the controller  34  and/or external systems  50  in  FIG. 2  to perform the above described functions associated with the disclosed concepts. At step  300 , a user interface device accepts a player input from at least one of a plurality of linked gaming terminals and transforms the player input to electronic data signals indicative of a wager to play the wagering game. At step  302 , one or more processors interprets the wager from the data signals and causes the recording of a digital representation of the wager in a storage device. At step  304 , at least one of the processors causes the display of a visual indication of the wager on a display device, wherein the visual indication includes a basic game image. At step  306 , at least one of the processors initiates a secondary event, the secondary event including a continuous image displayed across at least one display of each of the linked gaming machines. At step  308 , an outcome of the secondary event is determined. 
     Each of these embodiments and obvious variations thereof is contemplated as falling within the spirit and scope of the claimed invention, which is set forth in the following claims.