Patent Publication Number: US-2023148405-A1

Title: Means for controlling payback percentage of gaming device

Description:
RELATED APPLICATIONS 
     This application is a continuation of U.S. patent application Ser. No. 17/314,298, filed on May 7, 2021, which is a continuation of U.S. patent application Ser. No. 15/622,903 filed on Jun. 14, 2017, now U.S. Pat. No. 11,017,626 issued on May 25, 2021, which is a divisional of and claims priority to U.S. patent application Ser. No. 12/980,990 filed on Dec. 29, 2010, now U.S. Pat. No. 9,704,331 issued on Jul. 11, 2017 which are incorporated herein by reference in their entirety. 
     This application is related to the following U.S. Patent Applications: U.S. patent application Ser. No. 12/981,048, filed Dec. 29, 2010, entitled EVENT-BASED GAMING OPERATION FOR GAMING DEVICE and U.S. patent application Ser. No. 12/981,091, filed Dec. 29, 2010, entitled MEANS FOR ENHANCING GAME PLAY OF GAMING DEVICE. The disclosures of the above-listed applications are incorporated herein by reference in their entirety for all purposes. 
    
    
     FIELD OF THE INVENTION 
     This disclosure relates generally to gaming devices, and more particularly to gaming devices and gaming systems that are configured to control the payback percentage of games being played on the gaming devices. 
     BACKGROUND 
     Game outcomes on gaming devices are typically determined at random where winning outcomes are awarded to a player in the form of money, credits, promotions, prizes, or other incentives, and losing outcomes typically result only in a lost wager. Player excitement is typically generated by providing the possibility of winning large awards for a relatively meager wager. Indeed, for most players, the excitement and gratification of gambling is tied to achieving wins. While these players will endure certain periods of loss, players will often press the spin and/or bet buttons as quickly as possible to pass through the losses to get to another win. Business principles require that most outcomes not be large winning outcomes for the player. Thus, many gambling sessions include extended periods that are devoid of large winning outcomes. Even during a more balanced gaming session, a great portion of time on a gaming device is spent watching reels spin (poker hands played, etc.) with a resulting loss. It is understood that these losses must be balanced with giving the player some incentive to keep playing, and casinos look for ways to maintain player interest in the gaming device besides providing wins. 
     Gaming machines typically operate with a random number generator (RNG) that generates a numeric code by which to determine a game outcome. For example, a slot machine is often constructed of 3 reels, with a multiplicity of symbols placed on each. Certain combinations of symbols that align on a center payline are designated as winning outcomes and are assigned award amounts. Other outcomes are losing outcomes that generally are not associated with an award. If each reel is equipped with 22 positions, there are 22×22×22 (10,648) possible combinations that can appear on a single payline. 
     By varying the quantity and value of symbols placed on each reel, a variety of payback percentages are obtainable. To help create more flexibility in generating payback percentages, some games use longer reel strips with more symbols or use virtual reel strips that map one or more possible outcomes to each position on a reel strip. Many games are created with multiple paytables that having varying payback percentages. Casino operators are typically able to select a particular paytable for each game. Thus, casinos in popular locations may choose paytables with lower payback percentages during peak days or hours and select paytables with a higher payback percentage at slower times to entice more gambling. Additionally, casinos in more remote locations may choose paytables with significantly higher payback percentages to attract players to their game floors. Hence, the flexibility afforded by providing multiple paytables in a single game is important for casinos. However, during creation of games, it is often difficult to obtain the precise payback percentage desired. Adding or removing a single symbol may alter the payback percentage by several percentage points and require significant design and testing time to calculate and verify. These changes in the paytables may also significantly change how a game plays and may frustrate loyal players familiar with a game. For example, to achieve a lower payback percentage, a game designer may have to remove a bonus symbol from a reel and replace it with a minor symbol. This may result in fewer bonus games and more small wins, which changes the volatility and character of the game. Additionally, even if a game device manufacturer comes up with ten different paytables, the casino is limited to these ten paytables only. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG.  1    is a system diagram illustrating various components of a gaming system according to embodiments of the invention. 
         FIG.  2    is a functional block diagram that illustrates an example gaming device that can be a part of the gaming system shown in  FIG.  1   . 
         FIG.  3 A  is a block diagram of an example machine interface device shown in  FIG.  1    according to embodiments of the invention. 
         FIG.  3 B  is a block diagram of an example processor in the machine interface device illustrated in  FIG.  3 A  according to embodiments of the invention. 
         FIG.  4    is a block diagram of an example bonus controller shown in  FIG.  1    according to embodiments of the invention. 
         FIG.  5    is a flow diagram of a method of controlling payback percentage on a gaming device according to embodiments of the invention. 
         FIG.  6    is a block diagram of an example means for controlling payback percentage on a gaming device according to embodiments of the invention. 
         FIG.  7    is a flow diagram of an example method of controlling payback percentage on a gaming device according to embodiments of the invention. 
         FIG.  8    is a flow diagram of another example method of controlling payback percentage on a gaming device according to embodiments of the invention. 
     
    
    
     DETAILED DESCRIPTION 
       FIG.  1    is a system diagram illustrating various components of a gaming system according to embodiments of the invention. Referring to  FIG.  1   , the gaming system  2  includes several gaming devices, also referred to as Electronic Gaming Machines (EGMs)  10  that are connected to a gaming network  50  through various communication mechanisms. In general, a gaming network  50  connects any of a number of EGMs  10 , or other gaming devices, such as those described below, for central management. Accounting and other functions may be served by a connected server  60  and database  70 . For example many player tracking functions, bonusing systems, and promotional systems may be centrally administrated from the server  60  and database  70 . In some embodiments there may be multiple servers  60  and databases  70 , each performing different functions. In other embodiments functions may be combined and operate on a single or small group of servers  60 , each with their own database  70  or combined databases. 
     Many of the EGMs  10  of  FIG.  1    connect to the gaming network  50  through a Machine Interface Device, MID  20 . In general, the MID  20  is a multi-protocol interface that monitors communication between the gaming network  50  and the EGM  10 . In a common embodiment, the MID  20  communicates to the EGM  10  through a standard gaming network port, using a standard gaming network protocol, SAS, which is well known in the gaming industry. Most modern games include at least one communication port, which is commonly a SAS port or a port for another communication protocol. The MID  20 , along with its various functions and communication methods is described in detail with reference to  FIGS.  3 A and  3 B  below. Other EGMs  10  in  FIG.  1    connect to the gaming network  50  through a bonus controller  40 , which may be coupled between the gaming network  50  and gaming device  10 . The bonus controller  40  generally communicates through a non-SAS protocol, such as another well-known communication protocol known as GSA. GSA is typically carried over an Ethernet network, and thus the bonus controller  40  includes an Ethernet transceiver, which is described with reference to  FIG.  4    below. Because the bonus controller  40  communication may be Ethernet based, a switch  30  may be used to extend the number of devices that may be coupled to the bonus controller  40 . The bonus controller  40  and/or the MID  20  may create or convert data or information received according to a particular protocol, such as SAS, into data or information according to another protocol, such as GSA. In this way the MID  20  and bonus controller  40  are equipped to communicate, seamlessly, between any EGM  10  and gaming network  50  no matter which communication protocols are in use. Further, because the MID  20  and bonus controller  40  are programmable, and include multiple extensible communication methods, as described below, they are capable of communicating with EGMs  10  that will communicate using protocols and communication methods developed in the future. 
     Other games or devices on which games may be played are connected to the gaming network using other connection and/or communication methods. For instance, an EGM  12  may couple directly to the network  50  without any intervening hardware, other than hardware that is built into the EGM  12  to connect it to the network  50 . Likewise, a player kiosk  14  may be directly coupled to the gaming network. The player kiosk  14  allows players, managers, or other personnel to access data on the gaming network  50 , such as a player tracking record, and/or to perform other functions using the network. For example, a player may be able to check the current holdings of the player account, transfer balances, redeem player points for credits, cash, or other merchandise or coupons, such as food or travel coupons, for instance. 
     A wireless transceiver  32  couples the gaming network  50  to a wireless EGM  36 , such as a handheld device, or, through a cell phone or other compatible data network, the transceiver  32  connects to a cellular phone  34 . The cellular phone  34  may be a “smart phone,” which in essence is a handheld computer capable of playing games or performing other functions on the gaming network  50 , as described in some embodiments of the invention. 
     The gaming network  50  also couples to the internet  70 , which in turn is coupled to a number of computers, such as the personal computer  72  illustrated in  FIG.  1   . The personal computer  72  may be used much like the kiosk  14 , described above, to manage player tracking or other data kept on the gaming network  50 . More likely, though, is that the personal computer  72  is used to play actual games in communication with the gaming network  50 . Player data related to games and other functions performed on the personal computer  72  may be tracked as if the player were playing on an EGM  10 . 
     In general, in operation, a player inserts a starting credit into one of the games, such as an EGM  10 . The EGM  10  sends data through its SAS or other data communication port through the MID  20  and/or bonus controller  50  to the gaming network  50 . Various servers  60  and databases  70  collect information about the gameplay on the EGM  10 , such as wagers made, results, various pressing of the buttons on the EGM  10 , for example. In addition, the SAS port on the EGM  10  may also be coupled, through the MID  20  as described below, to other systems, such as player tracking systems, accounting, and ticketing systems, such as Ticket-In-Ticket-Out (TITO) systems. 
     In addition, the EGM  10  accepts information from systems external to the EGM itself to cause the EGM  10  to perform other functions. For example, these external systems may drive the EGM  10  to issue additional credits to the player. In another example, a promotional server may direct the EGM  10  to print a promotional coupon on the ticket printer of the EGM. 
     The bonus controller  40  is structured to perform some of the above-described functions as well. For example, in addition to standard games on the EGM  10 , the bonus controller  40  is structured to drive the EGM  10  to pay bonus awards to the player based on any of the factors, or combination of factors, related to the EGM  10 , the player playing the EGM  10 , particular game outcomes of the game being played, or other factors. 
     In this manner, the combination of the bonus controller  40  and MID  20  are a subsystem capable of interfacing with each of the EGMs on a gaming network  50 . Through this interface, the MID  20  may gather data about the game, gameplay, or player, or other data on the EGM  10 , and forward it to the bonus controller  40 . The bonus controller  40  then uses such collected data as input and, when certain conditions are met, sends information and/or data to the EGM  10  to cause it to perform certain functions. 
     In a more detailed example, suppose a player is playing an EGM  10  coupled to the MID  20  and the bonus controller  40  described above. The player inserts a player tracking card so the gaming network  50  knows the player identity. The MID  20  also stores such identifying information, or perhaps stores only information that the player is a level-2 identified player, for instance. The MID  20  passes such information to the bonus controller  40 , which has been programmed to provide a welcome-back bonus to any level-2 player after he or she has played two games. Gameplay on the EGM  10  continues and, after the player plays two games, the bonus controller  40  instructs the EGM  10  to add an additional 40 credits to the EGM  10  as the welcome-back bonus. Such monitoring and control of the EGM  10  can occur in conjunction with, but completely separate from any player tracking or bonusing function that is already present on the gaming network  50 . In other words, the server  60 , when structured at least in part as a bonusing server, may be set to provide a time-based bonus of 10 credits for every hour played by the player of the EGM  10 . The above-described welcome-back bonus may be managed completely separately through the bonus controller  40  and MID  20 . Further, all of the actions on the EGM  10  caused by the bonus controller  40  are also communicated to the standard accounting, tracking, and other systems already present on the gaming network  50 . 
       FIG.  2    is a functional block diagram that illustrates an example gaming device that can be a part of the gaming system shown in  FIG.  1   . Referring to  FIG.  2   , the illustrated gaming device  100  is an example of the EGMs  10 ,  12  that are shown in  FIG.  1   . These EGMs  10 ,  12  may include all types of electronic gaming machines, such as physical reel slot machines, video slot machines, video poker gaming devices, video blackjack machines, keno games, and any other type of devices may be used to wager monetary-based credits on a game of chance. As mentioned above, various other types of gaming devices may be connected to the network  50  ( FIG.  1   ) such as wireless gaming devices  36 , computers used for gaming purposes  72 , cellular phones  34 , multi-player gaming stations, server-based gaming terminals, etc. 
     Returning to  FIG.  2   , the illustrated gaming device  100  includes a cabinet  105  to house various parts of the gaming device  100 , thereby allowing certain components to remain securely isolated from player interference, while providing access to player input/output devices so that the player may interact with the gaming device. The securely housed components include the game processor  120 , memory  110 , and connection port  130 . The game processor  120 , depending on the type of gaming device  100 , may completely or partially control the operation of the gaming device. For example, if the gaming device  100  is a standalone gaming device, game processor  120  may control virtually all of the operations of the gaming device and attached equipment. In other configurations, the game processor  120  may implement instructions generated by or communicated from a remote server (e.g., server  60  shown in  FIG.  1   ) or other controller. For example, the game processor  120  may be responsible for running a base game of the gaming device  100  and executing instructions received over the network  50  from a bonus server or player tracking server. In a server-based gaming environment, the game processor  120  may simply act as a terminal to perform instructions from a remote server that is running game play on the gaming device  100 . 
     The memory  110  is connected to the game processor  120  and may be configured to store various game information about gameplay or player interactions with the gaming device  100 . This memory may be volatile (e.g., RAM), non-volatile (e.g., flash memory), or include both types of memory. The connection port  130  is also connected to the game processor  120 . This connection port  130  typically connects the gaming device  100  to a gaming network, such as the gaming network  50  described above. The connection port  130  may be structured as a serial port, parallel port, Ethernet port, optical connection, wireless antenna, or any other type of communication port used to transmit and receive data. Although only one connection port  130  is shown in  FIG.  1   , the gaming device  100  may include multiple connection ports. As described above, in many existing gaming devices, this connection port  130  is a serial connection port utilizing a SAS protocol to communicate to one or more remote game servers, such as player tracking servers, bonus servers, accounting servers, etc. 
     The player input/output devices housed by the gaming cabinet  105  include a game display  130 , a button panel  140  having one or more buttons  145 , a ticket printer  150 , a bill/ticket reader  170 , a credit meter  175 , a player club interface device  160 , and one or more game speakers  195 . Various gaming devices may include fewer or more input/output devices (e.g., a game handle, a coin acceptor, a coin hopper, etc.) depending upon the configuration of the gaming device. 
     The gaming display  130  may have mechanical spinning reels, a video display, or include a combination of both spinning reels and a video display, or use other methods to display aspects of the gameplay to the player. If the gaming display  130  is a video display, the gaming display may include a touch screen to further allow the player to interact with game indicia, soft buttons, or other displayed objects. The button panel  140  allows the player to select and place wagers on the game of chance, as well as allowing the player to control other aspects of gaming. For example, some gaming devices allow the player to press a button  145  to signal that he or she requires player assistance. Other buttons may bring up a help menu and/or game information. The buttons  145  may also be used to play bonuses or make selections during bonus rounds. 
     Ticket printers  150  have relatively recently been included on most gaming devices to eliminate the need to restock coin hoppers and allow a player to quickly cash-out credits and transfer those credits to another gaming device. The tickets can also typically be redeemed for cash at a cashier cage or kiosk. The ticket printers are usually connected to the game processor and to a remote server, such as a TITO server to accomplish its intended purpose. In gaming devices that have more than one peripheral device, and which include only a single SAS port, the peripheral devices all share communication time over the connection port  130 . 
     Another peripheral device that often requires communication with a remote server is the player club interface device  160 . The player club interface device  160  may include a reader device and one or more input mechanisms. The reader is configured to read an object or indicia identifying the player. The identifying object may be a player club card issued by the casino to a player that includes player information encoded on the card. Once the player is identified by a gaming device, the player club interface device  160  communicates with a remote player server through the connection port  130  to associate a player account with the gaming device  100 . This allows various information regarding the player to be communicated between the gaming device  100  and the player server, such as amounts wagered, credits won, and rate of play. In other embodiments, the card reader may read other identifying cards (such as driver licenses, credit cards, etc.) to identify a player. Although  FIG.  2    shows the reader as a card reader, other embodiments may include a reader having a biometric scanner, PIN code acceptor, or other methods of identifying a player so as to pair the player with their player tracking account. As is known in the art, it is typically advantageous for a casino to encourage a player to join a player club since this may inspire loyalty to the casino, as well as give the casino information about the player&#39;s likes, dislikes, and gaming habits. To compensate the player for joining a player club, the casino often awards player points or other prizes to identified players during game play. 
     Other input/output devices of the gaming device  100  include a credit meter  175 , a bill/ticket acceptor  170 , and speakers  195 . The credit meter  175  generally indicates the total number of credits remaining on the gaming device  100  that are eligible to be wagered. The credit meter  175  may reflect a monetary unit, such as dollars, or an amount of credits, which are related to a monetary unit, but may be easier to display. For example, one credit may equal one cent so that portion of a dollar won can be displayed as a whole number instead of decimal. The bill/ticket acceptor  170  typically recognizes and validates paper bills and/or printed tickets and causes the game processor  120  to display a corresponding amount on the credit meter  175 . The speakers  195  play auditory signals in response to game play or may play enticing sounds while in an “attract-mode,” when a player is not at the gaming device. The auditory signals may also convey information about the game, such as by playing a particularly festive sound when a large award is won. 
     The gaming device  100  may include various other devices to interact with players, such as light configurations, top box displays  190 , and secondary displays  180 . The top box display  190  may include illuminated artwork to announce a game style, a video display (such as an LCD), a mechanical and/or electrical bonus display (such as a wheel), or other known top box devices. The secondary display  180  may be a vacuum fluorescent display (VFD), a liquid crystal display (LCD), a cathode ray tube (CRT), a plasma screen, or the like. The secondary display  180  may show any combination of primary game information and ancillary information to the player. For example, the secondary display  180  may show player tracking information, secondary bonus information, advertisements, or player selectable game options. The secondary display may be attached to the game cabinet  105  or may be located near the gaming device  100 . The secondary display  180  may also be a display that is associated with multiple gaming devices  100 , such as a bank-wide bonus meter, or a common display for linked gaming devices. 
     In operation, typical play on a gaming device  100  commences with a player placing a wager on a game to generate a game outcome. In some games, a player need not interact with the game after placing the wager and initiating the game, while in other games, the player may be prompted to interact with the gaming device  100  during game play. Interaction between the player and the gaming device  100  is more common during bonuses, but may occur as part of the game, such as with video poker. Play may continue on the gaming device  100  until a player decides to cash out or until insufficient credits remain on the credit meter  175  to place a minimum wager for the gaming device. 
     Communication between gaming devices, such as those described above, and other devices on gaming systems  2  ( FIG.  1   ) is becoming increasingly more complex. The below-described system illustrates a system and method of communication on modern and future gaming systems. 
       FIG.  3 A  is a block diagram of a MID  200 , which may be an example of the MID  20  described with reference to  FIG.  1    above. The MID  200  includes a set of processors  210 , which in this example are termed SAS processors. These SAS processors are capable of accepting, manipulating, and outputting data on a SAS protocol network. 
     The MID  200  is capable of communicating using other communication protocols as well, as described below. Each processor  210  is structured to couple to two Electronic Gaming Devices (EGDs). EGDs may include, for example, gaming devices such as EGM  10  of  FIG.  1   , or other electronic gaming devices. In the illustrated embodiment, each SAS processor  210  includes two ports, A and B, each of which may be coupled to an EGD. In turn, the two ports A and B are attached to a set of physical connectors, illustrated here as a single connector  240  for convenience of explanation. Each section of the physical connector  240 , delineated by dotted lines, includes three separate pairs of communication lines. Each pair of communication lines is illustrated as a single line—a first serial pair labeled EGD, a second serial pair labeled SYS, and a third communication pair that uses two-wire communication, labeled TWI. Note that each of the ports A and B of the SAS processor  210  includes all three communication pairs. Additionally each of the sections of the physical connector  240  includes wires for a voltage and ground reference, though not depicted in  FIG.  3 A . In an embodiment of the MID  200  with four SAS processors  210 , the physical connector  240  includes up to eight sections, each of which may be embodied by a separate, standard, RJ-45 connector to couple to a matching RJ-45 port in the connected EGM  10 , or EGD, as determined by the specific implementation. 
     As illustrated in  FIG.  3 A , the first serial pair of Port A couples to EGD. The second serial pair may be coupled to external devices connected to the EGD, as needed. Specifically, some serial data protocols, such as SAS, do not allow EGMs  10  to interface with multiple external devices over a single serial communication path. Such external devices may include, for example, player tracking systems and accounting systems. If a particular EGM  10  is already connected to such a system, and thus its SAS port is “full,” the MID  200 , and in particular a SAS processor  210 , may insert itself “between” the connected system and the EGM  10  by using both of the serial pairs in a particular port of the SAS processor  210  to couple to the EGM  10  and the other connected system, respectively. In operation, the MID  200 , through the respective SAS processor  210 , passes any information directed from the external device coupled to the SYS communication lines in a particular port to the EGD of the same port, or vice-versa, in real time and without interruption. For example, polls, requests for information, and transmission of information are passed from a connected player tracking system, through the SYS lines of Port A to the serial line EGD of Port A. Only a small communication delay is added using such a communication system, which is well within the tolerance limits of SAS protocol. As a result, both the EGM  10  and external system behave as if the MID  200  were not present. 
     Further, the third communication pair, a two-wire interface labeled TWI, presents opportunity for expansion to future systems installed on the EGM  10 , or a new EGM, so that any data may be communicated between the EGM  10  and the MID  200 . The TWI may be connected to card readers, top boxes, ticket dispensers, lighting panels, etc. that are coupled to or work in conjunction with an EGM  10 . 
     Besides simply passing information between communication interfaces, the MID  200  also generates information directly for connected EGDs, which may originate from the MID  200  or from another device as described below. In such a case the SAS processor  210  sends the appropriate data through its appropriate serial line or two-wire interface directly to the desired EGD. Then the EGD may send its own data to its connected peripheral. 
     Referring back to  FIG.  3 A , the MID  200  additionally includes a communication processor  220 , labeled as COMM processor. The communication processor  220  is coupled to each of the SAS processors  210 , a program/debug circuit  230 , and to a bonus controller  40  ( FIG.  1   ). In practice, the communication processor  220  may be embodied by a small microprocessor, such as the Atmel ATXMEGA256A3, which is readily available to developers, or any other processor or system capable of performing the desired communication functions. 
     The communication processor  220  collects and aggregates information from the EGDs that are coupled to each of the SAS processors  210  and sends the aggregated information to the bonus controller  40  of  FIG.  1   . In some embodiments the communication processor  220  is coupled to the bonus controller  40  through an Ethernet interface. The communication processor is structured to parse information from Ethernet data packets and collect it for use by other systems within the MID  200 . Because Ethernet is an addressed protocol, by which messages may be sent to a particular Ethernet address, the communication processor  220  also includes an address of the Ethernet device in a MAC ID  222 . 
     The communication processor  220  may also accept information from the bonus controller  40 , or other connected devices, and pass such information to the EGDs coupled to the 
     SAS processors  210 . The information may include data, instructions, or commands, for instance. 
     A memory  224 , which may be, for instance Ferroelectric Random Access Memory (FRAM) capable of retaining stored contents for over 10 years may be used by the communication processor for both program and data storage. Of course, other memory technologies may be used instead of or in addition to FRAM. 
     A program/debug circuit  230  in the MID  200  connects to the communication processor  220  as well as to each of the SAS processors  210 . During manufacture of the MID  200 , the programming functions of the program/debug circuit  230  load program code to each of the SAS processors  210  as well as the communication processor  220 . This initial loading may take place through a program/debug communication port. Further, the program codes stored in each of the SAS processors  210  and the communication processor  230  may be updated through commands and data sent from an external device, such as the bonus controller  40 , through the communication processor  220  to the program/debug circuit  230 . The program/debug circuit  230  then formats the updated program data for each of the connected SAS processors  210  and communication processor  220 , and sends a command to each of the processors to be updated to load the new program code. 
       FIG.  3 B  is a block diagram of one of the SAS processors  210  of  FIG.  3 A , which shows additional detail of the SAS processor. 
     As described above, each of the SAS processors  210  include two separate ports, Port A and Port B, illustrated here as separate ports of a microprocessor  260 . The microprocessor  260  in the SAS processor  210  may be embodied by an Atmel ATXMEGA256A3, as described above. 
     Each of the ports of the microprocessor  260  is structured to couple to an EGD, which may be an EGM  10  of  FIG.  1   . Each port of the microprocessor  260  includes two serial connections, which in the example embodiment illustrated in  FIG.  3 B , are RS-232 ports common in the computing industry. The RS-232 ports are contained in an RS-232 interface  270 ,  275 , one for each port of the microprocessor  260 . Each of the interfaces  270 ,  275  includes two separate RS-232 ports, each of which uses a separate transmit and receive wire. Thus, each interface  270 ,  275  includes a total of four wires. It is convenient to include RS-232 ports as the preferred mode of communication because it is the standard interface for SAS ports of the EGMs  10 . In non-standard EGMs  10 , such as very old or future devices that may not include SAS ports, communication ports other than RS-232 may be used simply by exchanging or updating the RS-232 interfaces  270 ,  275 . Another possibility is to include an RS-232 translator in any EGM  10  that does not include its own RS-232 interface. As illustrated in  FIG.  3 B , and as described above, the first of the serial connections, labeled EGD, is connected to an EGD for the particular port of the microprocessor  260 , while the second serial connection, labeled SYS is connected to external devices that may be coupled to the particular EGD. 
     Additionally, and as described above, each SAS processor  210  includes two, two-wire interfaces, illustrated as a separate interface pair and labeled as TWI. In this embodiment, there is one pair for each port of the microprocessor  260 . Each two-wire interface creates a bi-directional serial port that may be used for communicating with peripheral or expansion devices associated with the EGD of the particular microprocessor  260 , or with other devices on the gaming system  2  of  FIG.  1   . 
     The SAS processor  210  includes a memory  280  for storing instruction data of the microprocessor  260  as well as providing data storage used by the SAS processor. The memory  280  is preferably non-volatile memory, such as FRAM that is connected to the microprocessor  260  through a serial interface. 
     As described above, the SAS processor  210  of the MIB  200  ( FIG.  3 A ) includes multiple connections to other components in the MIB  200 , which are illustrated in detail in  FIG.  3 B . Initially, each SAS processor  210  is coupled to each of the other SAS processors  210  in the MIB  200 . In practice, this may accomplished by a direct connection, in which each microprocessor  260  is directly coupled to one another, or such connection may be an indirect connection. In an indirect connection, the microprocessors  260  of each SAS processor  210  is coupled to the communication processor  220  ( FIG.  3 A ). Any data or information to be shared between SAS processors  210  is then originated by or passed through the communication processor  220  to the other SAS processors. 
     Similarly, as described above, the microprocessor  260  of each SAS processor  210  is coupled to a program/debug circuit  230  for initial or later programming. 
     To communicate with each SAS processor  210  individually, each SAS processor is given an individual identification number, which may be set for the microprocessor  260  by tying particular data pins of the microprocessor to permanent low or high signals. Using binary encoding, n individual lines are used to identify  2   n  separate processors. 
     A set of expansion pins couples to the microprocessor  260  of each SAS processor  210  so that each processor may determine system identification and revisions of the MIB  200  and the connected bonus controller  40 . 
     With reference back to  FIG.  1   , recall that the bonus controller  40  couples to each of the MIDs  200 , and by extension to their coupled EGDs, such as EGMs  10 , and possibly to one or more EGMs themselves, to cause data and commands to be sent to the EGMs to control functions on each EGM.  FIG.  4    is a detailed block diagram of such a bonus controller, according to embodiments of the invention. 
     A bonus controller  300  of  FIG.  4    may be an embodiment of the bonus controller  40  illustrated in  FIG.  1   . Central to the bonus controller  300  is a microprocessor  310 , which may be an Atmel AT91SAM9G20, which is readily available to developers. 
     The microprocessor  310  is coupled to one or more memory systems  320 ,  325 . A memory system  320  is a 2 Megabyte FRAM while memory system  325  is a 64 Megabyte Synchronous DRAM (SDRAM). Each memory system  320 ,  325  has various advantages and properties and is chosen for those properties. FRAM maintains its data autonomously for up to ten years, while SDRAM is relatively fast to move data into and out of, as well as being relatively inexpensive. Of course, the sizes and types of memory included in any bonus controller according to embodiments of the invention may be determined by the particular implementation. 
     The microprocessor  310  also couples to a pair of card readers,  340 ,  345 , which are structured to accept easily replaceable, portable memory cards, as are widely known. Each card reader may further include Electro-Static Discharge (ESD) devices to prevent damage to internal circuitry, such as the microprocessor  310 , when cards are inserted or removed from the card readers  340 ,  345 . In practice, a card in one of the card readers  340 ,  345  may store program code for the microprocessor  310  while a card in the other reader may store data for use by the bonus controller  300 . Alternatively a single card in either of the card readers  340 ,  345  may store both program and data information. 
     A port connector  330  includes multiple communication ports for communicating with other devices. With reference back to  FIG.  3 A , the communication processor of each MID  200  couples to a connected bonus controller through such a communication port. The communication port  330  is preferably an Ethernet interface, as described above, and therefore additionally includes a MAC address  331 . The port connector  330  includes multiple separate connectors, such as eight, each of which connect to a single MID  20  ( FIG.  1   ), which in turn connects to up to eight separate EGMs  10 . Thus, a single bonus controller  300  may couple to sixty-four separate EGMs by connecting through appropriately connected MIDs. 
     Further, a second port connector  335  may be included in the bonus controller  300 . The second port connector may also be an Ethernet connector. The purpose of the second port connector  335  is to allow additionally connectivity to the bonus controller  300 . In most embodiments the second port connector  335  may couple to another bonus controller  300  or to other server devices, such as the server  60  on the gaming network  50  of  FIG.  1   . In practice, the second port connector  335  may additionally be coupled to a MID  20 , thus providing the bonus controller  300  with the ability to directly connect to nine MIDs  20 . 
     Yet further, Ethernet connections are easily replicated with a switch, external to the bonus controller  300  itself, which may be used to greatly expand the number of devices to which the bonus controller  300  may connect. 
     Because the bonus controller  300  is intended to be present on a gaming network  50 , and may be exposed to the general public, systems to protect the integrity of the bonus controller  300  are included. An intrusion detection circuit  360  signals the processor  310  if a cabinet or housing that contains the bonus controller  300  is breached, even if no power is supplied to the bonus controller  300 . The intrusion detection circuit may include a magnetic switch that closes (or opens) when a breach occurs. The microprocessor  310  then generates a signal that may be detected on the gaming network  50  indicating that such a breach occurred, so that an appropriate response may be made. An on-board power circuit  370  may provide power to the bonus controller  300  for a relatively long time, such as a day or more, so that any data generated by the processor  310  is preserved and so that the processor  310  may continue to function, even when no external power is applied. The on-board power circuit  370  may include an energy-storing material such as a battery or a large and/or efficient capacitor. 
     Similar to the microprocessor processor  260  of the SAS processor  210  described above, the microprocessor  310  of the bonus controller  300  is additionally coupled to a program/debug port for initially programming the microprocessor  310  during production, and so that program and/or other data for the microprocessor may be updated through the program/debug port. 
     In operation the bonus controller  300  configures and controls bonus features on gaming devices through a gaming network  50  or through other communication systems. Bonus features are implemented through each gaming device&#39;s internal structure and capabilities, and may include integration with additional peripheral devices. Bonusing programs for the connected games may be introduced to the bonus controller  300  by updating data stored in the memory systems directly on the bonus controller, or by inserting new memory cards in one or more of the card readers  340 ,  345 . Such a platform provides a facility for game developers, even third-party developers, to define and program new types of bonus games that may be used in conjunction with existing EGMs on existing gaming networks, or on new games and new networks as they are developed. 
     As discussed above, one issue with conventional gaming devices and gaming systems is that they provide a limited number of paytables that are often difficult to generate while attempting to keep the character of a game intact. Embodiments of the present concept provide means to control the payback percentage of games being played on gaming devices without switching paytables or altering properties of a paytable. For purposes of this application, a paytable used for determining a game outcome in the course of traditional game play will be referred to as a “base game paytable.” The base game paytable includes both outcomes that are the result of what is generally considered part of the “base game,” and also includes outcomes occurring from bonus games, jackpots, or progressive awards that may be awarded to a player during game play. The means for controlling the payback percentage of games is not included in the base game paytable. Rather, it is a mechanism that is independent of the base game paytable. 
     Base game paytables can be developed and implemented on gaming devices in several ways. For video poker gaming devices, one or more fair 52 card decks are typically used with the variations in pays for specified poker hands being the variables used to alter or control payback percentages of the paytables for the gaming device. In some conventional spinning reel slot machines, the paytable includes a table of symbol combinations and awards associated with each symbol combination. Table 1 below provides an example Paytable for a slot machine game: 
     
       
         
           
               
               
               
             
               
                   
                 TABLE 1 
               
               
                   
                   
               
               
                   
                   
                 PAY FOR A 
               
               
                   
                 PAYTABLE 
                 WAGER OF 10 
               
               
                   
                   
               
             
            
               
                   
               
            
           
           
               
               
               
            
               
                   
                 )0( )0(CH 
                 5 
               
               
                   
                 AB AB AB 
                 10 
               
               
                   
                 1B 1B 1B 
                 20 
               
               
                   
                 2B 2B 2B 
                 30 
               
               
                   
                 3B 3B 3B 
                 50 
               
               
                   
                 7 7 7 
                 100 
               
               
                   
                 JP JP JP 
                 1000 
               
               
                   
                   
               
            
           
         
       
     
     In actual game play, random numbers are used to determine reel stops that correspond to game symbols (or blanks) on the game reels. The gaming device then analyzes the determined reel stops to see if they include a symbol combination that is found on the paytable and is associated with an award. Another method of determining a game outcome is described in co-pending U.S. patent application Ser. No. 12/542,587 entitled DETERMINATION OF GAME RESULT USING RANDOM OVERALL OUTCOME, filed Aug. 17, 2009, the contents of which are incorporated herein. As described in the &#39;587 application, a game may also be determined by using a paytable that includes weighted values for each of the game outcomes. For example, Table 2 below may represent a paytable used to determine a game outcome. 
     
       
         
           
               
               
               
               
               
             
               
                 TABLE 2 
               
               
                   
               
               
                   
                 PAY FOR A 
                   
                   
                   
               
               
                 Outcome 
                 WAGER OF 10 
                 Weight 
                 Hit Freq 
                 Contribution 
               
               
                   
               
             
            
               
                   
               
            
           
           
               
               
               
               
               
            
               
                 )0( )0( )0( 
                 0 
                 661 
                 0.537398 
                 0 
               
               
                 )0( )0(CH 
                 5 
                 200 
                 0.162602 
                 0.81300813 
               
               
                 AB AB AB 
                 10 
                 157 
                 0.127642 
                 1.276422764 
               
               
                 1B 1B 1B 
                 20 
                 100 
                 0.081301 
                 1.62601626 
               
               
                 2B 2B 2B 
                 30 
                 75 
                 0.060976 
                 1.829268293 
               
               
                 3B 3B 3B 
                 50 
                 25 
                 0.020325 
                 1.016260163 
               
               
                 7 7 7 
                 100 
                 10 
                 0.00813 
                 0.81300813 
               
               
                 JP JP JP 
                 1000 
                 2 
                 0.001626 
                 1.62601626 
               
               
                 Avg. Pay 
                 9 
                 1230 
                 100.00% 
                 9.0000 
               
               
                 Avg. Hit 
                 46.26% 
                   
                 46.26% 
                 (90.00%) 
               
               
                 Freq 
               
               
                   
               
            
           
         
       
     
     Here, an outcome may be selected by selecting a random number between 0 and 1229. If the selected value is between 0 and 660, the game outcome is a losing game outcome, and a set of reel stops may be selected to show a losing outcome as detailed in the &#39;587 application. If, on the other hand, the selected value is between 661 and 1229, the outcome is a winning game outcome. Here, if the value is between 661 and 860 the game outcome is a Cherry winning outcome with an associated pay of 5 credits. If the selected value is between 861 and 1017 the game outcome is an ANYBAR outcome with an associated award of 10 credits. Similarly, other winning outcomes may be determined to be the winning outcome for other selected values. Again, the actual reel stops to display may be selected according to one of the embodiments discussed in the &#39;587 application. 
     The above paytable has an overall payback percentage of 90.00%. Embodiments of the present invention allow manipulation of an overall game payback percentage without needing to alter the weights in the above paytable, or create many different fixed percent paytables. Instead, these embodiments allow the payback percentage to be modified up or down without affecting or interfering with this single base game paytable. This, in turn, provides flexibility in altering aspects of game play due to player or gaming conditions. 
     To allow this flexibility, the gaming device or gaming system have a payback controlling means. In some embodiments, this payback controlling means includes an inquiry that takes place before a gaming event. If this inquiry indicates that action is to be taken, a payback controlling event is triggered to provide a specific type of game outcome that is not controlled by the base game paytable.  FIG.  5    is an exemplary basic method of using the payback controlling means to control the payback percentage of a gaming device. More particularly,  FIG.  5    is a flow diagram of a method of controlling payback percentage on a gaming device according to embodiments of the invention. 
     Referring to  FIG.  5   , flow  400  begins with process  405  where a game initiating input is received. After the game initiating input is received in process  405 , flow  400  proceeds to process  410  to determine if a payback controlling event has been triggered. As mentioned above, the payback controlling event is an event that modifies the overall payback percentage of a base game paytable without manipulating amounts or features within the base game paytable. 
     If the payback controlling event has not been triggered in process  410 , process  400  proceeds to process  415  where a game outcome is determined. Here, the game outcome is determined using the base game paytable. The game outcome may be a winning outcome or losing outcome depending upon the results of the game outcome determination in process  415 . If for example, the gaming device is a mechanical three reel slot machine that uses conventional methods for determining a game outcome, a random number generator would indicate numbers associated with specific reel stop positions on each of the three reels and the game processor would determine if this combination of reel stops resulted in a winning combination of symbols appearing on a played payline. 
     After the game outcome has been determined, the determined outcome is displayed to the player in process  425 . This process may include displaying intermediate game action or game steps, such as the spinning and stopping of mechanical or video reels, providing a player the option of holding and drawing cards in video poker, or otherwise displaying portions of game play prior to the display of the ultimate game outcome. If any prizes are associated with the game outcome, they are awarded to the player. 
     If the payback controlling event has been triggered in process  410 , flow  400  proceeds to process  420  where a payback-controlling outcome is determined. Here, various types of game outcomes or game play variations may be used to alter the ultimate average payback percentage of the gaming device. The payback-controlling outcome is then displayed to the player in process  425  using similar methods described above. 
     One such payback controlling means is a Loss Insertion Mechanism (LIM). A LIM can insert losing or winning outcomes into a typical game session to alter the theoretical payback percent of the gaming device. Although it is referred to as a “Loss” Insertion Mechanism, embodiments of LIMs may be configured to raise a theoretical payback percent of a base game paytable by inserting free spins, credit awards, extra multipliers, or other bonuses mechanisms. These LIMs will be referred to generally as “high LIMs” since they will be raising a theoretical payback percentage of a gaming device. General references to LIMs may include both LIMs that provide losing outcomes and high LIMs, depending sometimes on the context of how it is used. 
     In one embodiment the LIM is created through software running on a computer such as a microprocessor. In another embodiment the LIM may be implemented in discrete logic, built using programmable logic or through other means. For purposes of this application, the LIM may include any mechanism in a game device or game system that allows for some control of typical game events. In some embodiments, the LIM may be directly implemented in the gaming device to control the payback percent on that gaming device. In other embodiments, the LIM may be implemented into a bonus controller (such as the bonus controller  40  shown in  FIG.  1   ) or other peripheral device connected to the gaming device that allows control over aspects of game play. In yet other embodiments, the LIM may be implemented on a remote server that has at least some control over game play on a connected gaming device. 
     In one embodiment, the LIM has a single output (TRUE or FALSE) and a single input (True %). The LIM is designed to select an output value that is TRUE for the percentage designated by True %. For example, if True % is set to 75%, the LIM will output a TRUE value 75% of the times it is executed and will output a FALSE value 25% of the times it is executed. The distribution of TRUE outputs may be random or nonrandom. 
     The LIM may be executed at the start of each game. If the output is TRUE, the normal process for deciding a game outcome is called and the game presents a winning or losing outcome based upon its normal behavior. If the LIM output is FALSE, the normal process for determining a game outcome is bypassed and a losing result is displayed. The losing result may utilize a single outcome presentation or may be selected, either randomly or nonrandomly, from a number of losing outcome presentations. By decreasing the value of True %, the payback % of the game is reduced without altering the existing structure of its game. For example, if True %=90% and the game&#39;s payback percentage was 95%, the adjusted payback percentage would become 90% * 95%=85.5%. 
     Effectively, the LIM reduces payback percentage by reducing the frequency of winning outcomes. By creating a LIM capable of accepting precise values of True %, the payback percentage of the game can be adjusted precisely as well. A True % capable of accepting values to a 0.01% tolerance could adjust the payback % to 0.01% * game Payback %. If game Payback %=90%, the overall game payback percentage is then adjusted in steps of 0.01% * 90%=0.009% steps. 
     A game&#39;s payback percentage may be adjusted upward by inserting free games, instead of losing outcomes, each time LIM output=TRUE. The free game could automatically execute upon completion of the prior game or the game execution could require player action. Effectively, insertion of free game outcomes increases the frequency of wins during paid games. Examples of these methods are discussed in further detail below with respect to  FIG.  8   . 
     There are many alternative ways to construct and operate a LIM to accomplish precise control of payback %. In one embodiment, a separate LIM is utilized with each wager amount allowed on a game. In this way, payback % may vary according to wager amount. For example, a game that allows wagers of 1 to 5 credits, could insert fewer losses on larger wagers than on smaller wagers. In another embodiment, more free game insertions may occur on larger wagers than smaller ones. The same benefit is available to games that accept multiple denominations. For example, a set of LIMs could be configured so that a game that accepts 25 cent, 50 cent and $1 denominations could have fewer losses inserted on high denominations than lower ones or insert more wins on high denominations than lower ones. 
     LIM systems can be used for both traditional game play, where outcomes are randomly selected for each gaming event that is initiated, or for event list based gaming outcomes where multiple game outcomes are selected prior to receiving game initiating inputs that ultimately correspond to the selected game outcomes. Additional details about event list based gaming are discussed in co-pending application No. 12,981,048, entitled EVENT-BASED GAMING OPERATION FOR GAMING DEVICE that is set out above. In either case, gaming machine operators want to configure overall payback % to match perceived marketing needs. It is difficult to alter weighted paytables and event list contents to account for the quantity and resolution of configuration options desired. 
     This system addresses that issue by use of Loss Insertions. In one example, a process begins with an event list being completed created from a base game paytable. Weighted paytables are used exactly as before but it is preferred to configure the weighted paytable for a high payback percent, such as 100% payback, or very slightly under (if using a strictly loss inserting embodiments of an LIM). Here, at the start of each game, rather than calling the Event List processor directly, a LIM process is first executed. This LIM process has a single binary output of TRUE or FALSE. It also has the single input called True %, which determines how often the LIM process returns a TRUE outcome as described above. 
     Whenever the output of the LIM process returns a value of TRUE, the Event List Processor is executed exactly as described. However, when the output comes back FALSE, a losing outcome is displayed and the Event List Processor remains undisturbed (i.e., its index does not increment). If the Weighted Paytable/Event List Processor pays 100% and the LIC is set to 95%, the frequency of winning events is reduced by 5% and payback % is effectively reduced to 95%. 
     As mentioned in the event list application referenced above, one goal of an event list is to create more personalized experiences for players. In some embodiments, each player has their own event list so that the play of others does not trespass on their likelihood of winning. However, the LIM mechanism can be used to further personalize the uniformly created event list by adding losses, free spins, bonuses, or other events. Additionally, the event lists can be manipulated in response to certain gaming conditions, such as the time of day or day of the week. For example, players of Platinum status may have fewer loss insertions and/or more free spin or bonus insertions than do players of Gold status. Further, players visiting during slow times may have fewer loss insertions and/or more free spin or bonus insertions than if the same player visited on New Year&#39;s Eve. 
     In another implementation, a player&#39;s win frequency is increased by eliminating loss insertions for a period of time and/or skipping over LOSS outcomes in an event list without charging the player for the game. This latter technique is useful for temporarily converting standard games into tournament games. In tournaments, a player is typically given a fixed number of games, or a fixed duration of play, during which the player accumulates as many credits as possible. These credits are not allowed to be cashed out and are good for no purpose other than establishing a score that is compared against other players. The highest scores usually wins cash prizes. One significant limitation for using traditional gaming devices as tournament games is the difficulty in changing out the pay tables of the game for the brief time a tournament lasts. 
     In sum, this payback percent controlling means simplifies math calculation, ensures more consistent delivery of awards, provides precise control of payback % and provides differentiated experiences for varying wager sizes, player rankings and time/date of visit. 
       FIG.  6    is a block diagram of an example means for controlling payback percentage on a gaming device according to embodiments of the invention. 
     Referring to  FIG.  6   , a payback controlling means  500  includes a control system  505  and a payback controlling event device  510 . The control system  505  may take inputs from a casino operator or from aspects of the player or game play to output a “True %” value. The payback controlling event device  510  may take the outputted “True %” value and determine if an LIM process is TRUE or FALSE. 
     Here, the control system  505  may include a display to show a current True % along with a knob, keypad, or other input device to allow an operator to set a True %. Alternatively, the control system  505  may know the percent payback of a base game paytable, allow an operator to input a desired payback percent, and then calculate the True % necessary to reach the operators desired payback percent of the game. In other embodiments, the control system  505  may receive inputs from a game device, player loyalty system, remote server, or other device that provides information about how a particular player or game session should be treated with regard to the payback controlling functions implemented by the payback controlling event device  510 . For example, if it is determined that a player is a new player, a high roller, or is otherwise valuable, the control system  505  may prevent payback lowering events from taking place and implementing a high True % value for a high LIM event. 
     The payback controlling event device  510  may include an input buffer  515  to receive a True % from the control system  505 . The payback controlling event device  510  also includes a random number generator (RNG)  520  to generate a random number within a set range and a comparison unit  525  to see if the value generated by the RNG is greater than or equal to the inputted True %. If the RNG value is greater than or equal to the True % value, the value in the output buffer  540  is set to TRUE from an output register or address location  530 . If the RNG value is less than the True % value, the value in the output buffer  540  is set to FALSE from an output resister or address location  535 . The value in the output buffer  540  is then outputted from the payback controlling event device  510 . 
       FIG.  7    is a flow diagram of an example method of controlling payback percentage on a gaming device according to embodiments of the invention. 
     Referring to  FIG.  7   , flow  600  begins with process  605  where a game initiating input is received. In process  610  a Loss Insertion Mechanism (LIM) process is triggered to generate a TRUE or FALSE outcome. An example LIM process is described above with respect to  FIG.  6   , where a random number is compared against a predetermined value in a set range to determine what value is outputted by the LIM process. Process  615  is then used to determine a flow path based on the output of the LIM process in process  610 . 
     If it is determined that the value outputted by the LIM process is FALSE, flow  600  moves to process  620  where a losing outcome is selected. Since it is determined that a losing outcome is to be used as a game outcome, process  620  uses a random or scripted process to select the outcome that the player ultimately receives on the game display. For example, process  620  may randomly select reel positions to display, check to see if the random reel positions result in a losing outcome, and repeat the process until a selected outcome is determined to be a losing outcome. Once a losing outcome has been selected in process  620 , flow  600  moves to process  635  to display the losing outcome. 
     If, on the other hand, it is determined that the value outputted by the LIM process is TRUE, flow  600  proceeds to process  625  where a game outcome is determined using the base game paytable. Process  630  is then used to determine if the determined game outcome is a winning or losing game outcome. If the game outcome is a losing game outcome, flow  600  moves to process  635  to display the losing game outcome. If, however, the game outcome is determined to be a winning game outcome, flow  600  instead proceeds to process  640  where the winning game outcome is displayed to the player. Following the display of the winning game outcome, flow  600  moves to process  645  to pay the awards associated with the winning game outcome to the player. 
       FIG.  8    is a flow diagram of another example method of controlling payback percentage on a gaming device according to embodiments of the invention. 
     Referring to  FIG.  8   , flow  700  begins when a game initiating input is received in process  705 . After the game initiating input is received, it is determined whether a payback lowering event has taken place in process  710 . In some embodiments, process  710  includes an initial inquiry to see if the game device has been configured to allow payback lowering processes to take place. For example, in a tournament style game or in a locals&#39; casino, it may be determined that a payback lowering process is not needed or desirable. Here, if a payback lower process is disabled, flow  700  simply proceeds down to process  730  as there is no possible payback lower event to take place. In other embodiments, it may simply be determined that payback lower process is not needed in for this game event. For example, if it is determined that player is a newly registered player, the payback lowering process may not be activated for that player for their first gaming session to improve their overall theoretical game results. In another example, if a player is placing high value or denomination wagers, the payback lower process may be disabled. In other examples, other criteria may be used to determine whether or not to use payback lowering processes, such as time of day criteria, day of the week criteria, or other criteria. In yet other embodiments, this initial inquiry may not be carried out in process  710  at all. That is, the payback lowering process will be carried out for the game event without any inquiry or question. 
     If it is determined that payback lowering process is to take place, process  710  continues by triggering a payback-lowering event to generate a TRUE or FALSE outcome and then proceed to a payback lowering process starting with process  715 . The payback-lowering event may be similar to the LIM process described above with respect to  FIG.  6   , where a random number is compared against a predetermined value in a set range to determine what value is outputted by the LIM process. However, other types of triggering processes may be used to determine whether a payback lowering process should be carried out. Process  715  is then used to determine a flow path based on the output of the LIM process in process  710 . 
     If it is determined that the value outputted by the LIM process is FALSE, flow  700  moves to process  720  where a losing outcome is selected. Since it is determined that a losing outcome is to be used as the game outcome, process  720  may use a random or scripted process to select a losing outcome as described above. In process  725  the selected losing outcome is displayed on the game display. If, on the other hand, it is determined that the value outputted by the LIM process is TRUE in process  715 , flow  700  proceeds to process  745  where a game outcome is selected using a base game paytable. 
     If it is determined that a payback lowering process is disabled or otherwise not needed in process  710 , flow  700  proceeds to process  730  where it is determined if a payback raising process is to be carried out. Similar to process  710  described above, process  730  may initially determine if a payback raising process is activated or needed. This may again depend on a variety of factors such as player rating, time of day, day of the week, etc. If it is determined that payback raising process is to take place, process  730  continues by triggering a payback-raising event to generate a TRUE or FALSE outcome and then proceed to a payback raising process starting with process  735 . The payback-raising event may be similar to the payback lowering event discussed above, such as, for example, having a random number compared against a predetermined value in a set range to determine what value is outputted by the High LIM process. Process  735  is then used to determine a flow path based on the output of the High LIM process in process  730 . 
     Here, if it is determined that the value outputted by the High LIM process is FALSE, flow  700  moves to process  740  where a free game, bonus credit value, or other bonus is indicated as being won by the player. As described above, this bonus award may be immediately shown to the player, or the game outcome may be selected and displayed prior to revealing the bonus awarded in process  740 . In either case, after the bonus award is at least determined, flow  700  proceeds to process  745  to select a game outcome. If, on the other hand, it is determined that the value outputted by the High LIM process is TRUE in process  713 , flow  700  proceeds to process  745  where a game outcome is selected using a base game paytable. 
     If it is determined that a payback raising process is disabled or otherwise not needed in process  730 , flow  700  proceeds to process  745  where a game outcome is determined using a base game paytable. The selected game outcome is displayed to the player in process  750 . Process  755  may inquire to see if a free game or games has been awarded to the player in a payback raising process. If no free games or spins has been awarded to the player in the previous game event, flow  700  proceeds to process  760 , where any award associated with the game outcome are given to the player. If it is determined that a free game or spin had been awarded in process  755 , flow  700  would proceed to either process  745  to select another game outcome, or to process  710  to check again for payback lowering events and payback raising events prior to selecting a game outcome for the free game or spin. 
     Some embodiments of the invention have been described above, and in addition, some specific details are shown for purposes of illustrating the inventive principles. However, numerous other arrangements may be devised in accordance with the inventive principles of this patent disclosure. Further, well known processes have not been described in detail in order not to obscure the invention. Thus, while the invention is described in conjunction with the specific embodiments illustrated in the drawings, it is not limited to these embodiments or drawings. Rather, the invention is intended to cover alternatives, modifications, and equivalents that come within the scope and spirit of the inventive principles set out in the appended claims.