Patent Publication Number: US-6991539-B2

Title: Graphic adventure gaming machine

Description:
FIELD OF THE INVENTION 
   The present invention relates generally to gaming machines and, more particularly, to a graphic adventure gaming machine and method that allow a player to wager on a selection of at least one of a plurality of selectable objects included in a portrayed adventure scene. The selected object may yield a variety of outcomes. 
   BACKGROUND OF THE INVENTION 
   Video gaming machines, such as video slots, video poker, 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. Where the available gaming options include a number of competing machines and the expectation of winning each machine is roughly the same (or believed to be the same), players are most likely to be attracted to the most entertaining and exciting of the machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines available because such machines attract frequent play and hence increase profitability to the operator. 
   Video gaming machines are typically operable to play such traditional games as slots, poker, bingo, keno, and blackjack. Such games have been enhanced in recent years to include first and second screen bonus features. Due to the proliferation of such bonus features and the repeated use of similar (or even identical) bonus features in different games, many of the enhanced games now appear to be ordinary and mundane. Accordingly, in the competitive gaming machine industry, there is a continuing need for gaming machine manufacturers to produce new types of games, or enhancements to existing games, which will attract frequent play by enhancing the entertainment value and excitement associated with the game. 
   SUMMARY OF THE INVENTION 
   These and other objects are realized by a graphic adventure gaming machine and method of conducting a game of chance on the gaming machine. The machine portrays an adventure scene including a plurality of selectable objects. The machine receives a selection from a player of at least one of the selectable objects and receives a wager associated with the selection. The machine awards any outcome associated with the selected object. The outcome may, for example, include a payoff, bonus game, animated event, video clip, sound clip, transition to new adventure scene or location within the adventure scene, adding an item associated with the selected object to a persistent inventory, unlocking or revealing new selectable objects within the adventure scene, zooming into the selected object, and progressing a story of which the adventure scene is a part. 

   
     BRIEF DESCRIPTION OF THE DRAWINGS 
     The foregoing and other advantages of the invention will become apparent upon reading the following detailed description and upon reference to the drawings. 
       FIG. 1  is an isometric view of a graphic adventure gaming machine embodying the present invention. 
       FIG. 2  is a block diagram of a control system suitable for operating the gaming machine. 
       FIGS. 3 through 7  are display screen images associated with the graphic adventure gaming machine. 
   

   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. 
   DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS 
   Turning now to the drawings and referring initially to  FIG. 1 , a graphic adventure gaming machine  10  is operable to conduct a game of chance that allows a player to wager on a selection of at least one of a plurality of selectable objects included in a portrayed adventure scene. The selected object may yield a variety of outcomes. The gaming machine  10  includes a visual display  12  preferably in the form of a dot matrix, CRT, LED, LCD, electro-luminescent, or other type of video display known in the art. The display  12  preferably includes a touch screen overlaying the monitor. In the illustrated embodiment, the gaming machine  10  is an “upright” version in which the display  12  is oriented vertically relative to the player. Alternatively, the gaming machine may be a “slant-top” version in which the display  12  is slanted at about a thirty-degree angle toward the player of the gaming machine  10 . 
     FIG. 2  is a block diagram of a control system suitable for operating the gaming machine  10 . Money/credit detector  16  signals a central processing unit (“CPU”)  18  when a player has inserted money or placed a wager. The money may be provided by coins, bills, tickets, coupons, cards, etc. The CPU  18  executes a game program that causes the video display  12  to portray an adventure scene including a plurality of selectable objects. The CPU  18  randomly associates outcomes with the respective selectable objects. To place a wager, the CPU  18  prompts the player to select at least one of the selectable objects by touching the object on the video display  12 . The video display  12  is outfitted with a touch screen  20 . In response to the player&#39;s selection of the object(s), the CPU  18  awards the outcome associated with the selected object and reveals the outcome on the display  12 . 
   A system memory  22  stores control software, operational instructions and data associated with the gaming machine  10 . In one embodiment, the system memory  22  comprises a separate read-only memory (ROM) and battery-backed random-access memory (RAM). However, it will be appreciated that the system memory  22  may be implemented on any of several alternative types of memory structures or may be implemented on a single memory structure. A payoff mechanism  24  is operable in response to instructions from the CPU  18  to award a payoff to the player in response to any outcomes that include a payoff. The payoff may, for example, be in the form of a number of credits. The number of credits are determined by one or more pay tables stored in the system memory  22 . In addition to the touch screen  20 , the gaming machine  10  may include a plurality of push-buttons  14  for implementing such functions as calling an attendant or collecting any credits on the game&#39;s credit meter. Also, the machine  10  may be outfitted with a user pointing device such as a mouse or trackball and/or with a different user button interface such as a keyboard. 
   Referring to  FIGS. 3 through 7 , the graphic adventure gaming machine generally provides a “click-pay”, story-based adventure in which a player can create a story through extended game play. The video display  12  portrays an adventure scene including a plurality of selectable objects  30 . The adventure scene may, for example, be based on a photo-tour of an exotic location or a fantasy setting where the environment is created with two-dimensional or three-dimensional artwork. The adventure scene may be portrayed in a first person perspective of a player or a third person perspective of an onscreen character. The selectable objects  30  are associated with respective outcomes. The CPU uses a random number generator (RNG) to randomly assign the outcomes to the respective objects  30 . Game play essentially involves a “click-pay” play mechanic in which the player pays for each selection of one of the selectable objects  30 , and each selected object reveals its associated outcome. 
   To play the game, the player must first load credits onto a credit meter  32  by inserting money into the machine. The game may be set up to make each credit worth any coin denomination. The number of loaded credits is equal to the amount of inserted money divided by the monetary value of each credit. For example, if the player inserts 20 dollars and each credit is worth 25 cents, the number of loaded credits is equal to 80 credits. 
   To place a wager (i.e., bet), the game prompts and permits the player to directly select one of the selectable objects  30  preferably using the touch screen. The selectable objects  30  may include passive items  30   a , navigational items  30   b , and portals  30   c . The passive items  30   a  may, for example, include phones, pictures, animals, road signs, food, plants, paper goods, books, bookshelves, personal effects, furniture, lamps/lights, vehicles, and sculptures. The navigational items  30   b  may, for example, include forward, turnaround, back, left, right, up, and down. In the illustrated example, the navigational items  30   b  include the road and the house. The portals  30   c  may, for example, include doors, bridges, drawers, curtains, windows, and fireplaces/chimneys. 
   In response to selecting one of the selectable objects  30 , the game deducts a credit from the credit meter  32 , shows the wagered credit on a bet meter  38 , and highlights the selected object. Also, the game awards the outcome associated with the selected object and reveals the outcome on the video display  12 . Just prior to revealing the outcome, if the adventure scene is portrayed in a first person perspective of the player the first person perspective may move toward the selected object. Similarly, if the adventure scene is portrayed in a third person perspective of an onscreen character, the onscreen character may move toward the selected object. 
   The revealed outcome may, for example, includes no payoff as in  FIG. 4  for selecting the house and in  FIG. 6  for selecting the logs; a payoff as in  FIG. 7  for selecting the welcome mat; a bonus game such as slots, poker, bingo, keno, roulette, craps, blackjack, racing, or an interactive selection game; an animated event; a video clip; a sound clip; a transition to a new adventure scene or a location within the adventure scene; adding an item associated with the selected object to a persistent inventory (e.g., key, note, clue, gem, card, book, map); unlocking or revealing new selectable objects within the adventure scene; zooming into the selected object, e.g. a closeup of the house in  FIG. 5 ; and if the adventure scene is part of a story, progressing the story. If the revealed outcome is a payoff, the payoff is preferably in the form of a number of credits that are first shown on an award meter  34  as in  FIG. 7  and then added to the credit meter  32 . If the revealed outcome is a bonus game, the bonus game may present different play mechanics to the player and provide the player with additional opportunities to win money. Upon completion of a triggered bonus game, the CPU shifts operation of the gaming machine from the bonus game back to the “click-pay” adventure scene. 
   The player may repeat the above “click-pay” play mechanic of placing a wager and selecting one of the selectable objects  30  to reveal an associated outcome until the player no longer wishes to play the graphic adventure gaming machine. Upon completion of play, the player may collect any credits remaining on the credit meter  32  by pressing an onscreen or physical “Collect” button  36 . 
   While the present invention has been described with reference to one or more particular embodiments, those skilled in the art will recognize that many changes may be made thereto without departing from the spirit and scope of the present invention. For example, the graphic adventure gaming machine  10  may be linked to other graphic adventure gaming machines. This would allow players on the different machines to share the same game space and work together to explore the selectable objects  30  in the adventure scene and discover prizes. Furthermore, instead of placing a wager by selecting an object  30  on the display, the wagering step may be separate from and precede the selection step. The player may, for example, first select a desired number of credits to wager by pressing an onscreen or physical “BET” button a number of times corresponding to the desired number of wagered credits, and then directly select one of the selectable objects  30  using the touch screen. 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: