Patent Publication Number: US-7901282-B2

Title: Gaming device having competitive/bonus matching game

Description:
BACKGROUND 
     The present disclosure relates in general to gaming devices, and more particularly, to new and different gaming machines and methods which employ Keno type games. 
     Keno in the United States traces back to a game brought to the United States by Chinese immigrants in the 1800&#39;s. The Chinese game used a board and a set of up to one hundred twenty characters instead of numbers. Early versions of American Keno used characters on the keno ticket, rather than the numbers used today. The American game dropped the number of characters to the more familiar eighty. 
     When gambling was legalized in the state of Nev. in 1931, the Chinese lottery game was referred to instead as Horse Race Keno, referring to the idea that the numbers are horses and the player wants the wagered horse to come in. Later, the name was shortened to simply keno, although the game is still referred to often as Horse Race Keno. 
     Keno is similar to a lottery game. The goal, like a lottery, is to choose a winning number or numbers from a plurality of numbers. In most versions of keno, the player receives a card with eighty squares numbered one to eighty, arranged in rows of ten. The player can bet on any number or numbers, up to fifteen numbers, which the player does by marking selected numbers on a keno card. A clerk records the player&#39;s bet(s). 
     The keno numbers also appear on eighty ping pong type balls, which can be tossed about in a clear plastic sphere or spun around in a wire bird cage. Keno numbers were at one time drawn using a manually powered keno goose. Later, a number of different lottery styles were used. Today, computers using random number generators generate the keno numbers. When a number is chosen, the number is shown electronically on keno boards throughout the casino. 
     A number of keno outlets and keno monitors are typically placed in various places around a casino or gaming establishment. In certain types of keno, the player must return a winning ticket to the keno ticket writer before the next game starts (usually about five minutes) or forfeit the win. Other types of keno allow the player additional time. 
     Many casinos offer multi-race cards, which allow the player to play the same set of numbers over multiple games. One type of multi game allows the player to wager a single set of numbers over as many as twenty games. When finished, the player must return to the keno station and cash in any wins. Stray and play tickets are also available to allow the player to play a version of keno called walk away keno. Here a player can purchase a keno ticket for an extended number of games, enjoy other activities in the casino and return at a later time or even a later date to have the tickets checked by a computer for winning games. 
     Another option for keno players is a combination or way ticket. A combination ticket enables the player to group different numbers, wherein each group has the same amount of numbers, creating more than one way to win. For example, a 3×3×3, nine spot ticket enables the player to select a combination of three groups of three numbers. The player can, for example, mark a first group of three numbers with the letter “A,” mark a second group with the letter “B” and mark a third group the letter “C.” This ticket enables the player to win on any winning combination of three numbers for any of the three groups. Hitting any winning combination pays as though a single ticket had been played. Essentially, the player plays three games on one card. In some keno games, playing three numbers in three games enables the player to play, or provides to the player an additional nine spot game. In one known Keno game, the player wagers on all combinations of the sets of numbers with each combination essentially being a separate wager. Thus, the player has 3 groups of 3 numbers. The player is wagering on each of the 3 groups of 3 and on each of the 3 groups of 6 formed by pairing the groups of 3, and on the group of 9 formed from all 3 of the groups of 3. 
     The way ticket supposedly makes keno more exciting, enabling players to wager more money on more numbers. In reality, playing a way or combination ticket offers no mathematical advantage, and no disadvantage, to the player. Some casinos offer discounted minimum bets with way tickets. If the player plays three or more ways, many casinos will discount the price per way (e.g., let the player bet $0.50 per wager instead of a usual $1 minimum). The casino however only pays back on the player&#39;s actual bet. 
     Known variations on keno can affect the expected return which will vary versus how many numbers are chosen. Generally, in the design of the game (selecting the pay amounts versus the number of hits for each number of picks), an effort is made for some consistency, but the nature of the math leads to some variation. It does not mathematically matter how many numbers the player chooses or if the player combines wagers. The player can choose less numbers if the player likes to win smaller amounts a little more often. The player can choose more numbers if the player does not care about the frequency of the wins and wants bigger payouts. 
     Providing bonuses, bonus variations and other features to existing games has increased popularity in other gaming areas, such as slot. There is a need to provide new and different Keno game implementations. 
     SUMMARY 
     The present disclosure includes two primary embodiments. The first primary embodiment provides a gaming device having a competition matching game. The second primary embodiment provides a gaming device having a matching game with a bonus feature. Each embodiment can be played with any of various different matching games, such as keno, bingo and lotto. In one embodiment, and as described in the Detailed Description below, the embodiments operate with keno. As illustrated, certain embodiments can be employed either for a primary game or a secondary game. 
     The competition matching game includes two main embodiments. In one main embodiment, the competition takes place between a single player and the gaming device. In another main embodiment, the competition takes place between two (or more) players. In the single player competition matching game, the player picks an amount of symbols (by picking symbols) from a field of a plurality of symbols. The gaming device makes two random generations from the field. In a first random generation, the gaming device draws the same amount of symbols from the field as picked by the player but draws different symbols than does the player. In an alternative embodiment, all of the gaming device picked symbols do not need to be different than the player picked symbols. At this point, the two competitors (single player and game) have chosen their symbols. Next, the gaming device randomly draws symbols from the entire field. 
     In the single player competition matching game, the gaming device makes two counts: (i) a first count of matched player-picked and game-drawn symbols; and (ii) a second count of matched game-picked and game-drawn symbols. At this point, the single player competition matching game can be played according to different implementations. In a first implementation, the first and second counts are compared for the purpose of determining the player&#39;s primary award, if any. In a second implementation, the first count is used to determine the player&#39;s primary award, if any, according to a suitable keno paytable. The second count is then used as part of a bonus game or bonus pay according to a bonus paytable. 
     In the multiple player competition matching game, each player picks an amount of symbols (the same amount of symbols in one embodiment) from a field of symbols. At this point, the two competitors (Player  1  and Player  2 ) have chosen their symbols. The gaming device randomly draws symbols from the entire field. 
     The multiple player competition matching game also has two main implementations, namely, one in which the competition is for a primary award and one in which the competition is for a secondary award. In the primary award implementation, the gaming device makes two counts: (i) a first count of matched Player  1 -picked and game-drawn symbols; and (ii) a second count of matched Player  2 -picked and game-drawn symbols. If Player  1  has a higher count than Player  2  (or a threshold level difference), Player  1  wins an award. If Player  2  has a higher count than Player  1  (or a threshold level difference), Player  2  wins an award. 
     In the secondary award multiple player implementation, the gaming device uses the first and second counts to determine a primary award, if any, according to a suitable keno paytable. The first and second counts are then compared with each other according to a bonus paytable to determine if either player wins a secondary or bonus award. 
     In both multiple player implementations, the gaming device keeps track of each player&#39;s credits according to a suitable scheme such as the one described in detail below. The gaming device keeps track of the total credits on a displayed total credit meter, which is reduced by each wager made and increased by each award generated, for either player, and for primary and secondary awards. In one embodiment, the gaming device keeps track of the difference in performance between Player  1  and Player  2  via an offset meter, which is internal to the gaming device in one embodiment. After a game play, the gaming device uses the updated credit meter and the updated offset meter to determine each player&#39;s credits displayed on a Player  1  meter and a Player  2  meter. 
     As mentioned above, the second primary embodiment involves a matching game with a bonus feature. Here again, the gaming device provides a field of symbols. The player picks symbols from the field of a plurality of symbols. The gaming device draws symbols from the field. A first count is made to determine how many player-picked symbols match the game-drawn symbols. 
     At some point in the sequence, the gaming device randomly selects a designated number of one or more symbols to be bonus symbols. In one embodiment, the gaming device makes such determination from the pool of game-drawn symbols only. In another embodiment, the gaming device makes such determination from the entire field of symbols. The amount of symbols designated can vary according to a range of possible amounts. The range can also vary according, for example, to the pool or field of symbols selected from and the amount of symbols picked by the player. 
     The gaming device makes a second count of how many player-picked and game-drawn hits occur via bonus symbols. The gaming device can use the first and second counts in a primary award capacity for example by awarding the player if more bonus hits than non-bonus hits are achieved. Alternatively, the gaming device can use the first count in a primary capacity according to a suitable keno and the first and second counts in a secondary award capacity for example by awarding the player if more bonus hits than non-bonus hits are achieved. Alternatively, the gaming device uses the first and second counts to determine if the player plays a separate bonus game. 
     It is therefore an advantage of the present disclosure to provide an improved wagering game. 
     Another advantage of the present disclosure is to provide an improved matching game. 
     It should be appreciated that although the multiple player embodiments are discussed in relation to a gaming device, more than one gaming devices in communication with each other or a central controller processor or server can be employed to provide the apparatus and the method of these embodiments. 
     A further advantage of the present disclosure is to provide a wagering game having a competition aspect. 
     Another advantage of the present disclosure is to provide a wagering game allowing multiple players to play on one gaming machine. 
     A further advantage of the present disclosure is to provide a wagering game allowing multiple players to play against one another. 
     Another advantage of the present disclosure is to provide a wagering game having a scheme to monitor each player&#39;s credits in a multiple player wagering game. 
     A further advantage of the present disclosure is to provide a matching game having a bonus feature. 
     Moreover, it is an advantage of the examples disclosed herein to provide matching game features that can be implemented in a primary game or a secondary game. 
    
    
     
       BRIEF DESCRIPTION OF THE FIGURES 
         FIG. 1  is a perspective view of a gaming device incorporating the matching game examples discussed herein. 
         FIG. 2  is an electrical schematic for one embodiment of a gaming device employing the matching game examples discussed herein. 
         FIG. 3  is a perspective view of a gaming device showing player selected and game generated numbers. 
         FIG. 4  is a schematic flow diagram of one embodiment of a single player competitive matching game. 
         FIGS. 5 ,  6 ,  7 ,  8 ,  9  and  10  are elevation views of a display device of the gaming device illustrating various aspects of the example of the sequence of  FIG. 4 . 
         FIG. 11  is a schematic flow diagram of one embodiment of a multiple player competitive matching game. 
         FIGS. 12 ,  13 ,  14  and  15  are elevation views of a display device of the gaming device illustrating various aspects of the example of the sequence of  FIG. 11 . 
         FIG. 16  shows results of examples of game play of the multiple player competitive matching game of  FIG. 11 . 
         FIG. 17  is a schematic flow diagram of another embodiment of a multiple player competitive matching game. 
         FIG. 18  is a schematic flow diagram of one embodiment of a matching game having a bonus feature. 
         FIGS. 19 to 22  are elevation views of a display device of the gaming device illustrating various aspects of the example of the sequence of  FIG. 18 . 
     
    
    
     DETAILED DESCRIPTION 
     Referring now to  FIG. 1 , each of the embodiments described herein is provided in one embodiment in a gaming device  10 . Alternatively, the embodiments are provided on various monitors throughout a casino or gaming establishment or in any other suitable manner such as through remote gaming access devices. Gaming device  10  is in one embodiment a video gaming device and includes a cabinet  12  having at least one video monitor. The illustrated embodiment includes two video monitors  14  and  16 . Cabinet  12  is illustrated as being of a type where the player stands or sits. The cabinet is alternatively a bar top cabinet, wherein the player sits to play the keno game of the present disclosure. 
     The cabinet  12  also provides controls for a player to operate gaming device  10 . In the illustrated embodiment, various electromechanical input devices  18  are provided on a tilted portion  20  of the cabinet  12 , below video monitors  14  and  16 . Electromechanical input devices  18  each send a discrete signal to a microprocessor located within cabinet  12 . These input devices enable the player to perform the various functions, such as keno functions, including but not limited to, selecting at least one of the keno numbers, playing ways or multiple games at once, wagering a number of credits per game or way and cashing out. The input devices  18  also enable the player to play multiple keno games in a row, analogous to the multi-run or stray and play keno tickets offered by the casino. While the features of the present invention are described using the game of keno, the features are applicable to other suitable wagering matching games, such as lotto and bingo. 
     Similar to the electromechanical input devices  18 , cabinet  12  of gaming device  10  can provide electromechanical displays that show, for example, the player&#39;s credits maintained within gaming device  10 , the amount of keno numbers played, the bet per game, etc. In one embodiment, however, these functions as well as others are provided on one or more video monitor or display devices  14  and  16 . In the illustrated embodiment, display device  14  shows the pays for a number of hits or matches between the numbers that the player selects and the numbers that gaming device  10  generates. Displays  14  and  16  can also inform the player of the rules concerning the operation of and the generation of free games while playing the keno game of the present invention. 
     Video monitor  16  displays, any one or more or all of: (i) the keno numbers randomly generated by the gaming device; (ii) the numbers played by the player; (iii) the number of ways or simultaneous games played by the player, and the numbers selected by the player for each way, (iv) the wager per game; (v) the player&#39;s total wager; (vi) one or more bonus game generations; (vii) the characters that the player may associate with the player&#39;s picks or that the game may associate with the game&#39;s picks (described below); (viii) players&#39; individual credit amounts in a multiple player embodiment (described below); (ix) base game wins; (x) bonus game wins; and (xi) other features described herein. In one embodiment, when the player selects a number, the gaming device highlights it as a certain color, for example, yellow. When the gaming device generates a number, the gaming device highlights it as a different color, for example, blue. When a match occurs, the number is highlighted by a third color, for example, green, a combination of blue and yellow. 
     Cabinet  12  of gaming device  10  also includes one or more monetary input device  22 . The monetary input device  22  can accept coins, cash, a smart card, a credit card, a debit card, a casino card or other type of gaming device card. Keno gaming device  10  can also include a ticket reader and a ticket printer (not illustrated) that enables the player to input and receive a redeemable ticket in lieu of cash. The ticket reader/validator and printer operate with a processor housed inside gaming device  10 . Cabinet  12  or display device  16  also provides an electromechanical (as illustrated) or simulated (shown below) credit meter  64  showing the player&#39;s total credits. 
     Referring now to  FIG. 2 , gaming device  10  in one embodiment is run by a processor or central processing unit (“CPU”)  38  and a memory device  40  that operates with one or more display devices  14  and  16 , which display the generated keno or matching numbers. Processor  38  can be a microprocessor and have a microcontroller-based platform. The memory device  40  includes random access memory (“RAM”)  46  and read only memory (“ROM”)  48 . The platform for the processor  38  and memory device  40  can be: (i) inside gaming device  10 ; or (ii) as stand alone components in the casino, part of a server/client system, data network, one or more application-specific integrated circuits (ASIC&#39;s) or one or more hard-wired devices. 
     Gaming device  10  can house its own gaming program or be linked in a client/server manner via a data network, wherein the present invention provides some or all of the functions of the processor and memory device at a central location, such as a network server for communication to a playing station over a local area network (LAN), wide area network (WAN); Internet connection, microwave link and the like. Cabinet  12  of gaming device  10  also provides a number of speakers  24  that operate via a soundcard  42  with processor  38  to inform the player of any type of output, outcome or instruction of gaming device  10 . 
     Gaming device  10  provides an electromechanical input device  18  or simulated input device via a touch screen  50  that operates with display device  16 , a touch screen controller  52 , a video controller  54  and processor  38 . The input devices enable the player(s) to operate the matching gaming device  10 . Any one, or more or all of video monitors  14  and  16  and speakers  24  can be used to explain: (i) the operation of the single player competitive matching game of  FIGS. 4 to 10 ; (ii) the operation of the multiple player competitive matching game of  FIGS. 11 to 16 ; (iii) the operation of the multiple player competitive matching game of  FIG. 17 ; and (iv) the operation of the bonus feature matching game of  FIGS. 18 to 22 . 
     Gaming device  10  in one embodiment operates the matching games described herein as well as another type of wagering game, such as slot, poker, blackjack, craps or other suitable game. In one embodiment, the matching game is displayed on one video monitor  14 , while a secondary game or paytable is displayed on the video monitor  16  or vice versa. Besides providing the matching features described herein, any of the embodiments can also provide a free or bonus slot, poker, blackjack or craps games, etc., or non-monetary awards such as a free casino beverage or meal. 
     The matching games described herein, whether provided in the gaming device or as a floor game, can include any suitable variation of keno, bingo, lotto or other type of matching game. For purposes of the present disclosure, the embodiments are illustrated using a variation of keno sometimes referred to as horse race or Nev. Keno. In this keno game, one or more players typically plays against the house. The keno display or card includes eighty different symbols, e.g., numbers, from which the player chooses. The player circles or marks a combination of symbols, e.g., numbers. The player decides which symbols to choose and how many to choose, usually anywhere from one to fifteen numbers in floor play and two to ten numbers for play on the gaming device. 
     In the casino version, the player brings a marked card to a keno clerk. The clerk records the player&#39;s numbers and issues a receipt to the player. The player finds a keno monitor and watches the numbers being posted as they are chosen. As the player watches the generation of the keno numbers, the player marks the generated numbers on the card. For an eighty number game of keno, twenty numbers are typically generated. 
     As illustrated in  FIGS. 1 and 3 , with gaming device  10  the player presses one of the electromechanical pushbuttons  18  or touches the touch screen  50  that operates with display device  16  to select the ten numbers (bolded and bordered) 4, 28, 30, 34, 44, 48, 54, 59, 65 and 77. Gaming device  10  randomly selects twenty numbers (slashed-through) 3, 7, 12, 15, 16, 21, 28, 32, 34, 37, 44, 49, 52, 54, 60, 65, 68, 71, 76 and 80. There are five matches shown, namely, 28, 34, 44, 54 and 65 (bearing both markings). According to the paytable displayed in display device  14 , gaming device  10  pays $4.00 per coin wagered for five matches (assuming player picks ten numbers). 
     With the video and casino embodiments, at the end of drawing twenty numbers, the amount of matched numbers determines: (i) whether or not player wins and (ii) how much the player wins. The greater percentage of the player&#39;s numbers that are randomly generated by the gaming device or the casino&#39;s number generator, the more the player wins. On the floor, if the player has enough matches to claim a winning ticket, which depends on how many numbers the player has selected, the player can return to the keno clerk to redeem the winning ticket. 
     Keno payouts vary from gaming device to gaming device and from casino to casino. For example, if the player picks five numbers, the game can require that the random generation device generate three of those five numbers for the player to receive any award. If the game generates three matches, the game usually pays the player back at three to one. However, certain gaming devices or casinos could pay back at 2.5 or 3.5 to one. If the game generates four matches for the same player pick of five numbers, the game typically pays the player back at around twenty-six to one. If the game generates all five matches, the game pays the player back at around 332 to 1. 
     Competition Matching Game 
     Referring now to  FIG. 4 , one embodiment of a single player competitive matching game illustrated by sequence  100 . Upon starting sequence  100  (oval  102 ), the gaming device presents a field of symbols, for example, the eighty numbers shown in  FIGS. 1 and 3  (block  104 ). In one embodiment, the gaming device also presents a plurality of characters to the player, one of which the player may choose to associate with the player&#39;s picks. Examples of characters  66 a to  66 d are shown and described in connection with  FIG. 5 . The gaming device prompts the player visually and/or audibly to pick one of the characters for association with the player&#39;s picks (block  104 ). 
     The gaming device waits until the player picks a character before proceeding with the rest of sequence  100  (diamond  106 ). After the player picks a character, the gaming device prompts the player to pick symbols from the field of symbols (block  108 ). In the illustrated keno embodiment, the player in one implementation is enabled to pick from two to ten symbols from a field of eighty symbols. 
     The gaming device waits until the player picks the symbols before proceeding with the rest of sequence  100  (diamond  110 ). After the player picks the symbols, the gaming device visually associates the player&#39;s character with the picked symbols (block  112 ). The characters may be any suitable type of color, symbol, person, place, animal, caricature, cartoon figure, characters, foods, locations, monuments, vehicles, games sporting events, etc. The picked characters may be the same, e.g., all the same color, or different but related, e.g., players on the same sports team. In an embodiment, display  16  shows the character behind or combined with the picked symbol. 
     The gaming device picks one of the characters to associate with the gaming devices picks (block  114 ). The gaming device may provide a visual and/or audio display via video monitor  16 /speakers  24  to inform the player of gaming device&#39;s selected character. 
     As will be seen, the gaming device makes two random selections of certain ones of the symbols. One random generation is for the competition feature of the matching game (gaming device&#39;s picks) and another for matching with the player&#39;s picks and the gaming device picks. In the first random generation, gaming device randomly picks symbols from the field that have not been picked by the player. In an alternative embodiment, the gaming device may pick one or more but preferably not all of the same numbers as the player. In one embodiment, the gaming device picks the same number of symbols that the player picks. For example if the player picks three numbers, 10, 44 and 67, from a field of eighty numbers, the gaming device also picks three numbers, but different numbers, e.g., 13, 47 and 71, from the field of eighty. The gaming device associates its character (block  114 ) with its picks (block  116 ). 
     Gaming device then makes the second random generation in which it draws, e.g., twenty symbols from the field of eighty symbols for the purpose of matching with the player&#39;s picks and gaming device other picks (block  118 ). It should be appreciated that gaming device may make the separate random determinations at any suitable time during sequence  100 , in any order, or simultaneously. For purposes of description, it is logical to present the separate random generations sequentially and in the order shown. 
     Gaming device makes two counts (block  120 ). In a first count, gaming device counts the amount of matched player-picked symbols (from block  108 ) and gaming device drawn symbols (from block  118 ). In a second count, gaming device counts the amount of matched game-picked symbols (from block  116 ) and gaming device&#39;s drawn symbols (from block  118 ). 
     Once gaming device knows the first and second counts, sequence  100  may operate differently as desired by the game implementer (block  122  therefore shown in phantom because it may not be used). In one embodiment, the competition aspect of gaming device is provided as a secondary or bonus game played in addition to a base game such as keno. Here, gaming device provides a primary award to the player based solely on the first count, for example, according to the rules and paytable of keno (block  122 ), e.g., the paytable discussed above and shown in  FIGS. 1 and 3 . For example, if the player picks ten numbers (from block  108 ), six of which match with six of the gaming device&#39;s twenty drawn numbers (from block  118 ), the player has a base game win of $18.00 times the player&#39;s bet. 
     The gaming device provides a bonus or secondary award, if any, based on a difference between the first and second counts (block  124 ). For example, if the player picks ten numbers (from block  108 ), six of which match with six of the gaming device&#39;s twenty drawn numbers (from block  118 ), the player wins as described above. If the amount of matches (second count) between gaming device&#39;s pick of ten numbers (from block  116 ) and the gaming device&#39;s random draw of twenty numbers (from block  118 ) is more than six (or equal to six in one embodiment), the player wins no secondary award. If the player&#39;s count (first count) is greater than gaming device count (second count), the player may win a secondary award for example based on the disparity. One suitable secondary award paytable is shown and described in connection with  FIG. 10 . 
     In a further alternative embodiment, if the first count is greater than the second count by a threshold difference, e.g., three matches based on a ten symbol pick by the player, gaming device displays and plays a secondary or bonus game (e.g., theme-based or character based) leading to a bonus award. Here, the bonus game may be structured to give the player better odds to win more based on the difference between count  1  and count  2 . For example, the player gets more picks of award selections for having four more matches versus three. 
     As discussed above, once gaming device knows the first and second counts, sequence  100  may operate differently as desired by the game implementer. In another embodiment, the competition aspect of the gaming device is provided as the primary game (block  124 , block  122  not used). Here, the player&#39;s primary award, if any, is based on the difference between the first count and the second count. If the amount of matches (second count) between the gaming device&#39;s pick of ten numbers (from block  116 ) and device&#39;s random draw of twenty numbers (from block  118 ) is more than (or equal to in one embodiment) the amount of matches (first count) between the player&#39;s pick of ten numbers (from block  108 ) and device&#39;s random draw of twenty numbers (from block  118 ), the player wins no secondary award. If the player&#39;s count (first count) is greater than gaming device&#39;s count (second count), the player may win a primary award for example based on how much greater and according to a primary award paytable. One suitable primary award paytable is shown and described in connection with  FIG. 9 . 
     In any case, after any primary and possible secondary award is issued to the player, the gaming device prompts the player to decide whether to play again (diamond  126 ). If the player decides not to play again, the player may cash out and the game of sequence  100  ends (oval  128 ). If the player decides to play again, the gaming device prompts the player to decide whether to keep any one or more of: (i) the player&#39;s selected character; (ii) the player&#39;s number of picks; and (iii) the actual symbols picked. In one embodiment, a threshold value or wager may be required to play the game again. Although not illustrated, the player is also allowed to adjust the player&#39;s wager if desired. If the player decides not to change any of the three game parameters listed above, the gaming device proceeds to randomly draw, e.g., twenty numbers from the field for matching purposes (block  118 ) and the remaining portion of sequence  100  is repeated as described above. If the player decides to change any of the three game parameters listed above, the gaming device proceeds to prompt the player to pick new characters (block  104 , or the same character again if the player wishes instead to change symbols and/or amount of symbols picked) and the remaining portion of sequence  100  is repeated as described above (the gaming device may also change character or particular symbols selected). It should thus be appreciated that the Yes arrow from diamond  130  could alternatively extend to block  108 , block  114  or block  116  or at any other suitable location. 
     Referring now to  FIGS. 5 to 10 , screenshots of video monitor  16  of the gaming device illustrate various features of sequence  100  described above in connection with  FIG. 4 . In  FIG. 5 , the gaming device displays on video monitor  16  a field  68  of symbols. The gaming device provides visually and/or audibly a message  70  informing the player  72  to pick one of the characters  66   a  to  66   d  and to pick, e.g., from two to ten symbols from the field  68 . Once player  72  picks a character and symbols, the player then presses a simulated play button  74  to continue the gaming sequence. Although not illustrated, the gaming device also includes prompts and buttons allowing player  72  to choose a desired wager. 
     In  FIG. 6 , the gaming device displays on video monitor  16  the field  68  of symbols. Player  72  has selected the circle symbol  66   b  and ten numbers 4, 18, 20, 30, 32, 44, 46, 48, 50 and 54. The gaming device has accordingly associated circle  66   b  with the player&#39;s numbers and provided a corresponding visual and/or audio message  76 . It should be appreciated that one or more player picked symbols or numbers and the processor picked symbols or numbers may be shared. 
     In  FIG. 7 , the gaming device displays on video monitor  16  the field  68  of symbols. The gaming device has selected the diamond symbol  66   a  and ten numbers 1, 6, 10, 23, 25, 39, 51, 62, 67 and 69. The numbers in an embodiment are required to be different than the numbers picked by payer  72 . The gaming device has accordingly associated diamond  66 a with the player&#39;s numbers and provided a corresponding visual and/or audio message  78 . 
     In  FIG. 8 , the gaming device displays on video monitor  16  the field  68  of symbols. The gaming device has drawn twenty numbers from the field  68  of symbols. Here, the gaming device can draw any of the field  68  of symbols. The gaming device has randomly drawn twenty numbers 3, 4, 8, 11, 18, 30, 32, 34, 37, 39, 42, 46, 50, 54, 59, 62, 67, 73, 75 and 80. Message  80  visually and/or audibly indicates that the game-drawn symbols are marked by a slash and that the picks and draw resulted in seven hits for player  72  and three hits for the gaming device. 
     In  FIG. 9 , the gaming device displays a paytable  82  for the situation in which sequence  100  is played as a base game. Here, paytable  82  is shown for a ten player-pick game. The gaming device in one embodiment provides and shows a different primary paytable for a two, three, four, five, six, seven, eight and nine player-pick game. As seen in paytable  82 , if the player has two additional hits or matches (over the number of hits or matches between the game&#39;s picks and the game-drawn symbols), the player wins $10.00 per coin bet. Three additional hits yields $50.00 per coin wagered and so on up to ten possible additional hits. Message  84  informs the player visually and/or audibly that the player&#39;s award is $100 per coin for the four additional hits. 
     In  FIG. 10 , the gaming device displays a paytable  86  for the situation in which sequence  100  is played as a bonus game. Paytable  86  is provided again for a ten player-pick game. According to message  88  and the keno paytable of  FIG. 3 , the player&#39;s base game win for seven hits out of ten numbers picked is $106 per coin wagered. Message  88  and paytable  86  also show that for the four additional hits the player wins $4.00 per coin wagered as a bonus or secondary award. Message  88  further informs the player that the player&#39;s total award is accordingly $110.00 per coin wagered based on seven total hits (base game) and four additional hits (bonus game). Thus, it should be appreciated that sequence  100  can be employed for a base or a bonus game. 
     The gaming device in one embodiment provides and shows a different bonus paytable for a two, three, four, five, six, seven, eight and nine player-pick game. As seen in paytable  86 , if the player has two additional hits or matches (over the number of hits or matches between the game&#39;s picks and the game-drawn symbols), the player wins a bonus of $2.00 per coin bet. Three additional hits yields $3.00 per coin wagered and so on up to ten possible additional hits. 
     The above-described competition matching sequence  100  is for a single player. Referring now to  FIG. 11 , one embodiment of a multiple player competitive matching game is illustrated by sequence  150 . Although not illustrated, a simulated or electro-machine input device  18  may be provided to enable a player(s) to play a single multi-player version of the competition matching game. Upon starting sequence  150  (oval  152 ), the gaming device initializes various credit meters (block  154 ). Namely, the gaming device sets credit meter  64  to initially equal the total amount of money placed on the machine by both players. Credit meter  64  is displayed in  FIGS. 1 and 3 . An offset meter, which essentially keeps track of the relative success between the two players, is described below. Initially the offset meter is set to zero. The offset meter in one embodiment is not displayed. Each player has a separate credit meter (i.e., Player  1  meter, Player  2  meter), which may or may not be displayed. The player meters show a combination of the credit meter and the offset meter as described below. It should thus be appreciated that the gaming machines be located over a suitable network. The controller of the network may track the players&#39; separate meters. 
     The gaming device presents a field of symbols to both players, for example the eighty numbers shown in  FIGS. 1 and 3  (block  156 ). The gaming device also presents a plurality of characters to both players, one of which each player chooses to associate with that player&#39;s picks. Examples of characters  66   a  to  66   d  are shown and described in connection with  FIG. 5 . The gaming device prompts the players visually and/or audibly to each pick one of the characters for association with that player&#39;s picks (block  156 ). 
     The gaming device waits until each player picks a character before proceeding with the rest of sequence  100  (diamond  158 ). After each player picks a character, the gaming device prompts the players to each pick, e.g., two to ten from field of eighty symbols (block  160 ). 
     The gaming device waits until the players each pick their symbols before proceeding with the rest of sequence  100  (diamond  162 ). After the players each pick their respective symbols, the gaming device visually associates each player&#39;s character with the picked symbols (block  164 ). The characters as before may be any type of color, symbol, person, place, animal, caricature, cartoon figure, etc. (characters may be the same, e.g., all the same color, or different but related, e.g., players on the same sports team). In an embodiment, display  16  shows each player&#39;s characters behind or combined with the player&#39;s respective symbols. 
     Unlike the single player sequence, the gaming device here does not pick one of the characters to associate with the gaming devices picks. Instead, the players play against each other. In this sequence  150 , the gaming device makes one random selection of certain ones of the symbols, namely, in which it draws, e.g., twenty symbols from the field of eighty symbols, for the purpose of matching with each player&#39;s picks (block  166 ). It should be appreciated that the gaming device may make this random determination at any suitable time during sequence  150 . For purposes of description, it is logical to present the random generation sequentially after each player&#39;s picks. 
     The gaming device makes two counts (block  168 ). In a first count, the gaming device counts the amount of matched Player  1 -picked symbols (from block  160 ) and gaming device&#39;s drawn symbols (from block  166 ). In a second count, the gaming device counts the amount of matched Player  2 -picked symbols (from block  160 ) and gaming device&#39;s drawn symbols (from block  166 ). 
     The competition aspect of sequence  150  is provided as a primary game. Here, either player&#39;s primary award, if any, is based on the difference between the first count and the second count. If the amount of matches (second count) between Player  2 &#39;s picks of, e.g., ten numbers (from block  160 ), and gaming device&#39;s random draw of twenty numbers (from block  166 ) is more than the amount of matches (first count) between the Player  1 &#39;s pick of, e.g., ten numbers (from block  160 ) and gaming device&#39;s random draw of twenty numbers (from block  166 ), Player  2  may win an award (game may have threshold difference that must be met for any award). If the amount of matches (second count) between Player  1 &#39;s picks of, e.g., ten numbers (from block  160 ), and gaming device&#39;s random draw of twenty numbers (from block  166 ) is more than the amount of matches (first count) between the Player  2 &#39;s pick of, e.g., ten numbers (from block  160 ) and device&#39;s random draw of twenty numbers (from block  166 ), Player  1  may win an award. 
     Suitable primary award paytables for ten, six and two player-picks are shown and described in connection with  FIGS. 12 ,  13  and  14 . 
     Next, sequence  150  of the gaming device updates the various meters. The gaming device updates the overall credit meter  64  (block  172 ) by (i) subtracting the total wager made by each player and (ii) adding the amount won if any to the initial or current total credit amount. The gaming device updates the offset meter (block  174 ) by (i) adding Player l&#39;s win to the initial or current offset amount or (ii) subtracting Player  2 &#39;s win from the initial or current offset amount. The gaming device updates Player  1 &#39;s meter (block  178 ) by adding the newly updated offset meter amount to the newly updated total credit meter and dividing that sum by  2 . The gaming device updates Player  2 &#39;s meter (block  178 ) by subtracting the newly updated offset meter amount from the newly updated total credit meter and dividing that result by  2 . 
     Examples of the updating of the meters are discussed below in connection with  FIG. 16 . 
     After any primary award is issued to either player and the meters are updated, the gaming device prompts the players to decide whether to play again (diamond  180 ). If the players decide not to play again, the players cash out and the game of sequence  150  ends (as indicated by oval  182 ). If the players decide to play again, the gaming device prompts the players to decide whether to keep any one or more of: (i) each player&#39;s selected character; (ii) each players number of picks; and (iii) each player&#39;s actual symbols picked. Although not illustrated, the players are also allowed to adjust their wager if desired. In one embodiment, each player has to wager the same amount. In one implementation, one amount is wagered and split evenly between the players. The corresponding paytable can therefore pay in half-credits. The gaming device may alternatively require a wager of an even number of credits. Likewise, in one implementation, when a monetary amount is placed on the machine, it is split evenly between the players. The corresponding player meters may therefore be able to indicate half-credits. The gaming device may alternatively require that an even credit amount of money be placed on the machine. 
     If the players decide not to change any of the three game parameters listed above, the gaming device proceeds to randomly draw, e.g., twenty numbers, from the field for matching purposes (as indicated by block  166 ) and the remaining portion of sequence  150  is repeated as described above. If either player decides to change any of the three game parameters listed above, the gaming device proceeds to prompt the players to pick new characters (as indicated by block  156 , or the same character again if the players wish instead to change symbols and/or amount of symbols picked) and the remaining portion of sequence  150  is repeated as described above. 
     Referring now to  FIGS. 12 to 14 , three different paytables are shown on video monitor  16  of the gaming device  10 . Because the game of keno, for example, enables the players to pick different amounts of symbols, gaming device in essence is capable of playing X No. of different games, wherein X is the number of different amounts of picks available. For a keno game allowing the players to pick from two to ten symbols, the gaming device  10  will maintain nine different paytables. In an embodiment, each paytable leads to the same or substantially the same expected value, so that no amount of picks is advantageous relative to other amounts of picks. In other embodiments, the range of awards and volatility vary. 
       FIG. 12  shows a sample paytable for a pick of ten symbols. It shows a non-linear increase in pay with the top pay occurring when all ten of one player&#39;s picks yield a match and none of the ten of the other player&#39;s picks yield a match.  FIG. 13  shows a sample paytable for a pick of six symbols. It shows a non-linear increase in pay with the top pay occurring when all six of one player&#39;s picks yield a match and none of the six of the other player&#39;s picks yields a match.  FIG. 14  shows a sample paytable for a pick of two symbols. It shows a non-linear increase in pay with the top pay occurring when both of one player&#39;s picks yields a match and none of the two of the other player&#39;s picks yields a match. As seen, while the top award increases as the number of picks increases, the lower ends of the paytables are more advantageous for the players when they pick less symbols, leveling the expected values. 
       FIG. 15  shows one possible display arrangement for the multiple player competition matching game. The arrangement is provided on video monitor  16  of gaming device  10 . The arrangement shows the field  68  of symbols, credit meter  64 , Player  1  meter  90  and Player  2  meter  92 . As seen, credit meter  64  shows the sum of Player  1  meter  90  and Player  2  meter  92 . In the illustrated embodiment, the offset meter is not shown and is instead an internal meter. 
       FIG. 16  shows four examples or game states, which helps to explain the initiation and meter updating steps of sequence  150 . In an initiation step, after two players each wager $10 (or single wager of $20) on a $1 per coin machine, credit meter  64  reads twenty credits, the offset meter reads zero. Player  1  meter reads: (credit+offset)/2 or (20+0)/2 or ten credits. Player  2  meter reads: (credit−offset)/2 or (20−0)/2 or ten credits. 
     In game play # 1 , each player wagers two credits (four total). Neither player wins. Credit meter  64  reads (initial−wager) or (20−4) or sixteen credits. The offset meter reads zero because neither player won. Player  1  meter reads: (credit+offset)/2 or (16+0)/2 or eight credits. Player  2  meter reads: (credit−offset)/2 or (16−0)/2 or eight credits. 
     In game play # 2 , each player wagers two credits (four total). Player  1  receives two more hits than Player  2 , winning five credits per coin or $10 according to, e.g., the ten pick paytable of  FIG. 12 . Credit meter  64  reads (current−wager+win) or (16−4+10) or twenty-two credits. The offset meter reads (current+win, because Player  1  won) or (0+10) or ten credits. Player  1  meter reads: (credit+offset)/2 or (22+10)/2 or sixteen credits. Player  2  meter reads: (credit−offset)/2 or (22−10)/2 or six credits. 
     In game play # 3 , each player again wagers two credits (four total). Player  2  receives three more hits than Player  1 , winning twelve credits per coin or $24 according to, e.g., the ten pick paytable of  FIG. 12 . Credit meter  64  reads (current−wager+win) or (22−4+24) or forty-two credits. The offset meter reads (current−win) because Player  2  won (or (10−24) or negative fourteen credits. Player  1  meter reads: (credit+offset)/2 or (42+−14)/2 or fourteen credits. Player  2  meter reads: (credit−offset)/2 or (42−−14)/2 or twenty-eight credits. 
     The meters are updated in the above-described manner until the players cash out. Gaming device may payout separately to each player according to the player meters. In an embodiment, the gaming device employs a suitable ticket wagering system. Here, the gaming device can issue two separate bar-coded tickets coding the amounts of money according to the player meters. 
     Referring now to  FIG. 17 , an alternative multiple player competition matching sequence is illustrated by sequence  200 . Here, the primary difference is that the multiple player matching game is played and paid as a secondary game to a primary game of keno. 
     Sequence  200  operates the same in many respects as sequence  150 . Upon starting sequence  250  (oval  252 ), the gaming device initializes various credit meters (block  204 ). Again, the gaming device sets credit meter  64  to initially equal the total amount of money placed on the machine by both players. The offset meter is set initially to zero. The player meters each show one-half the total wager. 
     The gaming device presents the field of symbols and characters to both players and prompts the players visually and/or audibly to each pick one of the characters for association with that player&#39;s picks (block  206 ). 
     The gaming device waits until each player picks a character before proceeding with the rest of sequence  100  (diamond  208 ). After each player picks a character, the gaming device prompts the players to each pick, e.g., from two to ten symbols from the field of eighty symbols (block  160 ). 
     The gaming device waits until the players each pick their symbols before proceeding with the rest of sequence  100  (diamond  212 ). After the players each pick their respective symbols, the gaming device visually associates each player&#39;s character with the picked symbols (block  214 ). 
     In sequence  200 , the players again play against each other. The gaming device draws, e.g., twenty symbols from the field of eighty symbols, for the purpose of matching with each player&#39;s picks (block  216 ). It should be appreciated that the gaming device may make the this random determination at any suitable time during sequence  200 . 
     The gaming device again makes two counts (block  218 ). In a first count, the gaming device counts the amount of matched Player  1 -picked symbols (from block  210 ) and gaming device&#39;s drawn symbols (from block  216 ). In a second count, the gaming device counts the amount of matched Player  2 -picked symbols (from block  210 ) and gaming device&#39;s drawn symbols (from block  216 ). 
     In sequence  200 , the competition aspect of the gaming device is provided as a secondary or bonus game played in addition to a base game, such as keno. Here, the gaming device provides a primary award to each player if any based solely on the first and seconds count, without comparison, for example, according to the rules and paytable of keno (block  220 ), e.g., via the paytable discussed above and shown in  FIGS. 1 and 3 . For example, if either of the players picks ten numbers (from block  210 ), six of which match with six of gaming device&#39;s twenty drawn numbers (from block  216 ), the corresponding player has a base game win of $18.00 times the player&#39;s bet. 
     The gaming device provides a bonus or secondary award, if any, based on a difference between the first and second counts (block  222 ). For example, if Player  1  picks ten numbers (from block  210 ), six of which match with six of gaming device&#39;s twenty drawn numbers (from block  216 ), the player wins as described above. If Player  1  receives more matches than Player  2 , Player  1  receives an additional bonus award according to a suitable paytable. 
     In steps  224 ,  226 ,  228  and  230 , method or sequence  200  updates the credit meter, offset meter and player meters as described above. In doing so, the credit meter and offset meters take into account all base and secondary awards issued to either Player  1  or Player  2 . 
     As before, after a primary and/or secondary award is issued to either player and the meters are updated, the gaming device prompts the players to decide whether to play again (diamond  232 ). If the players decide not to play again, the players cash out and the game of sequence  150  ends (oval  234 ). If the players decides to play again, the gaming device prompts the players to decide whether to keep any one or more of: (i) each player&#39;s selected character; (ii) the players&#39; number of picks; and (iii) each players actual symbols picked. 
     Although not illustrated, the players are also allowed to adjust their wager if desired. In one embodiment each player has to wager the same amount, leading to half-credits or a wager requirement of an even number of credits. Likewise, in one implementation, when a monetary amount is placed on the machine, it is split evenly between the players. The corresponding player meters may therefore be able to indicate half-credits. The gaming device may alternatively require that an even credit amount of money be placed on the machine. 
     If the players decide not to change any of the three game parameters listed above, the gaming device proceeds to randomly draw, e.g., twenty numbers from the field for matching purposes (as indicated by block  216 ) and the remaining portion of sequence  200  is repeated as described above. If either player decides to change any of the three game parameters listed above, the gaming device proceeds to prompt the players to pick new characters (as indicated by block  206 , or the same character again if the players wish instead to change symbols and/or amount of symbols picked) and the remaining portion of sequence  200  is repeated as described above. 
     The secondary multiple player matching game of sequence  200  may be provided with each primary game, at randomly selected times, as a bonus based on another primary game outcome, as a separate wagerable game, and so on. In a further alternative embodiment, if one player achieves a threshold difference, e.g., three matches based on a ten symbol pick by the player, the gaming device displays and plays a secondary or bonus game (e.g., theme-based or character based) leading to a bonus award. Here, the bonus game may be structured to give the player better odds to win more based on how well the player performed. For example, the player gets more picks of award selections for having four more matches versus three. 
     Matching Game With Bonus Feature 
     Referring now to  FIGS. 18 to 22 , a matching game with a bonus feature is illustrated. Again, for purposes of illustration, the matching game is shown as a keno game described in connection with  FIGS. 1 to 3 . It should be appreciated, however, that the bonus feature shown and described below may be combined with other matching games, such as bingo, lotto, etc. 
       FIG. 18  illustrates a sequence  250 . Upon starting sequence  250  (oval  252 ), the gaming device presents a field of symbols, for example the eighty numbers shown in  FIGS. 1 and 3  (as indicated by block  254 ). The gaming device prompts the player to pick symbols from the field of symbols (as indicated by block  256 ). In the illustrated keno embodiment, the player in one implementation is enabled to pick from two to ten symbols from a field of eighty symbols. 
     After the player picks the symbols, the gaming device can proceed in one of two implementations. In one implementation (as indicated by block  258 ), the gaming device randomly determines how many processor drawn symbols (done in connection block  262 ) from the field to make bonus symbols. The random determination can be made based on how many symbols that the player picks. For example, the gaming device can make the random determination according to ranges of possibilities shown in the following table: 
     
       
         
           
               
               
               
             
               
                   
                   
               
               
                   
                 # of Player picks 
                 range of possible bonus symbols 
               
               
                   
                   
               
             
            
               
                   
               
            
           
           
               
               
               
            
               
                   
                 2 
                 (1 to 3) 
               
               
                   
                 3 
                 (1 to 5) 
               
               
                   
                 4 
                 (2 to 5) 
               
               
                   
                 5 
                 (2 to 6) 
               
               
                   
                 6 
                 (2 to 7) 
               
               
                   
                 7 
                 (3 to 7) 
               
               
                   
                 8 
                 (12 to 22) 
               
               
                   
                 9 
                 (13 to 13) 
               
               
                   
                 10 
                 (14 to 24) 
               
               
                   
                   
               
            
           
         
       
     
     As seen below, in one embodiment, the more symbols the player picks, the more bonus symbols the player needs for a bonus award. So as to not make any one amount of player picks advantageous over any other, the ranges are scaled, for example, as above so that each amount of player picks has at least substantially the same expected value bonus award. Although not seen in the table, any one or more or all of the ranges may include a zero result in which no drawn symbols are made bonus symbols. Alternatively, the bonus feature is provided intermittently, randomly, upon a certain base game event, upon a certain wager or after a certain amount wagered or lost. 
     Alternatively, the gaming device determines randomly how many symbols are bonus symbols from the full field of, e.g., eighty symbols, and not just from the drawn symbols (as indicated by alternative block  260 ). Again, the random determination can be made based on how many symbols that the player picks. For example, the gaming device can make the random determination according to the ranges of possibilities shown in the following table: 
     
       
         
           
               
               
               
             
               
                   
                   
               
               
                   
                 # of Player picks 
                 range of possible bonus symbols 
               
               
                   
                   
               
             
            
               
                   
                 11 
                 (5 to 15) 
               
               
                   
                 12 
                 (6 to 17) 
               
               
                   
                 13 
                 (7 to 19) 
               
               
                   
                 14 
                 (8 to 21) 
               
               
                   
                 15 
                 (9 to 23) 
               
               
                   
                 16 
                 (10 to 25)  
               
               
                   
                 17 
                 (11 to 27)  
               
               
                   
                 18 
                 (12 to 29)  
               
               
                   
                   
               
            
           
         
       
     
     In one embodiment, the more symbols the player picks, the more bonus symbols the player needs for a bonus award. So as to not make any one amount of player picks advantageous over any other, the ranges are scaled, for example, as above so that each amount of player picks has at least substantially the same expected value a bonus award. The ranges are bigger than for the case above in which the symbols are all drawn symbols because there is no guarantee that any symbol designated as a bonus symbol will be drawn by the game. Any one or more or all of the ranges may include a zero result in which no drawn symbols are made to be bonus symbols. Alternatively, the bonus feature is provided intermittently, randomly, upon a certain base game event, upon a certain wager or after a certain amount wagered or lost. 
     Regardless of whether the bonus symbol determination is made based only on drawn symbols (as indicated by block  258 ) or the entire field of symbols (as indicated by block  260 ), the gaming device draws, e.g., twenty symbols from the field of eighty symbols, for the purpose of matching with the player&#39;s picks (as indicated by block  262 ). It should be appreciated that the gaming device may make the draw at any suitable time during sequence  250 . For purposes of description, it is logical to present the draw sequentially after the player&#39;s picks. 
     The gaming device makes the counts in a first count, the gaming device counts (as indicated by block  264 ) the amount of matched player-picked symbols (from block  256 ) and gaming device&#39;s drawn symbols (from block  264 ). In a second count, the gaming device counts how many of the matched player-picked and game-drawn symbols that are bonus symbols (block  264 ). 
     In the next step, the gaming device provides a base game award to the player if earned (as indicated by block  266 ). The gaming device provides the base game award to the player based on the first count, for example, according to the rules and paytable of keno (as indicated by block  220 ), e.g., via the paytable discussed above and shown in  FIGS. 1 and 3 . For example, if either of the players picks ten numbers (from block  256 ), six of which match with six of gaming device&#39;s twenty drawn numbers (from block  262 ), the corresponding player has a base game win of $18.00 times the player&#39;s bet. 
     The gaming device provides a bonus or secondary award, if any, based on the second count or a combination of the first and second counts (as indicated by block  268 ). The secondary is provided in one embodiment only if the number hits involving bonus symbols exceeds the number of hits involving non-bonus symbols. The second count can be directly related to the secondary award, e.g., according to a paytable that pays more for more bonus symbol hits. The second count can alternatively be indirectly related to the secondary award, e.g., threshold amount of bonus symbol hits triggers separate bonus game that pays according to its own paytable, independently of the amount of bonus symbol hits. Further alternatively, the bonus game can also be played or paid based on the amount of bonus symbol hits. For example, the player may obtain more tries in the bonus game for obtaining more bonus symbol hits. The bonus game paytable may be more favorable when obtaining more bonus symbol hits. 
     After a primary and/or secondary award is issued to the player, gaming device prompts the player to decide whether to play again (as indicated by diamond  270 ). If the player decides not to play again, the player cashes out and the game of sequence  250  ends (as indicated by oval  272 ). If the player decides to play again, the gaming device prompts the players to decide whether to keep any one or more of: (i) the players&#39; number of picks; and (ii) the actual symbols picked. 
     Although not illustrated, the player is also allowed to adjust the wager if desired. If the player decides not to change any of the game parameters listed above, gaming device proceeds to randomly draw, e.g., twenty numbers from the field for matching purposes (as indicated by block  258 ) and the remaining portion of sequence  250  is repeated as described above. If the player decides to change any of the game parameters listed above, the gaming device proceeds to prompt the player to pick new symbols and/or amount of symbols picked (as indicated by blocks  254  and  256 ) and the remaining portion of sequence  250  is repeated as described above. 
     Referring now to  FIGS. 19 to 22 , screenshots of video monitor  16  of gaming device  10  illustrate various features of sequence  250  described above in connection with  FIG. 18 . In  FIG. 19 , the gaming device displays on video monitor  16  the field  68  of symbols. The gaming device provides visually and/or audibly a message  94  informing the player  72  to pick, e.g., from two to ten symbols from the field  68 . Message  94  also informs the player that the player-picked symbols are marked with an “O.” Once player  72  picks a desired number of symbols, the player then presses a simulated play button  74  to continue the gaming sequence. Although not illustrated, the gaming device also includes prompts buttons allowing the player to choose a desired wager. 
     In  FIG. 20 , the bonus symbols are selected from the game-drawn symbols. Player  72  has selected five numbers 18, 30, 34, 49 and 54. The gaming device has also randomly drawn twenty numbers 6, 12, 13, 17, 19, 25, 31, 34, 35, 37, 42, 49, 51, 54, 56, 59, 62, 70, 75 and 77. Of those symbols, symbols  18  and  34  are randomly made to be bonus symbols. Message  96   a  visually and/or audibly indicates that non-bonus game-drawn symbols are marked by a slash, bonus game-drawn symbols are marked by a diamond. Meter  98   a  shows that the player has achieved two non-bonus hits (numbers 49 and 54, with slash and circle). Meter  98 b shows that the player has achieved one bonus hit (number 34, with diamond, slash and circle). Alternatively, the game device provides a bonus for symbols like number 13 in  FIG. 20 , which are drawn and bonus but not player-picked. 
     In one embodiment, the player wins a bonus award (or goes to a bonus game) for achieving more bonus hits than non-bonus hits. Here, the player has two non-bonus hits and only one bonus hit, and would not receive a bonus award. The player would still achieve a base game award for hitting on three out of five picks. Alternatively, the player wins a bonus award for having any bonus hits and wins more for achieving more bonus hits. 
     In  FIG. 21 , the gaming device displays another embodiment on video monitor  16  the field  68  of symbols. In this embodiment, the bonus symbols are selected from the full field  68  of game-drawn symbols and are not necessarily game-drawn symbols. The player has selected the five numbers 18, 34, 44, 54 and 58. The gaming device has also randomly drawn twenty numbers 6, 12, 13, 18, 19, 25, 31, 34, 35, 37, 42, 49, 51, 54, 56, 59, 62, 70, 75 and 77. The message visually and/or audibly indicates that player-picked symbols are marked with a circle, bonus symbols (not necessarily game-drawn symbols) are marked with a diamond, and game-drawn symbols are marked with a slash. Here, for example, the numbers 2, 58 and 73 are determined randomly to be bonus symbols but are not game-drawn symbols. Also, number 58 is picked by the player and determined randomly to be a bonus symbol, but is not a game-drawn symbol. Meter  98   a  shows that the player has achieved one non-bonus hit (number 54). Meter  98   b  shows that the player has achieved two bonus hits (numbers 18 and 34). 
       FIG. 22  shows a paytable on screen  16  of the gaming device for the example of  FIG. 21 . Here, the paytable is shown for a five player-pick game. As seen in the paytable, the player wins a base game award of $20 per coin for hitting on a total of three out of five picks. The player wins a bonus award of $50 per coin for achieving more bonus hits (two) than non-bonus hits (one). Alternatively, the player wins a bonus award for having any bonus hits and wins more for achieving more bonus hits. Further alternatively, the player wins a bonus award for the case of number 58, in which the player&#39;s pick is made a bonus symbol, but in which the symbol is not drawn by the gaming device. Still further alternatively, the gaming device provides a bonus for symbols like number 6, which are drawn and determined randomly to be bonus but are not player-picked. 
     It should thus be appreciated that the above disclosure generally addresses various situations where the paytable provides award amounts in accordance with the difference in the number of hits in the two sets of picks. In the various embodiments, this can be provided as the base award or as a bonus award over any base award. 
     It should be appreciated that other approaches of determining and providing awards may be implemented. For instance, the difference in the number of hits in the two sets can be used to determine a multiplier value that is applied to a base award, a bonus award or both. The multiplier existence/value can be based upon any suitable relationship of the two hit counts: greater, lesser, or equal. 
     The difference in number of hits can also serve to trigger a second screen bonus feature, free games, fever mode or any other suitable bonus outcome or award. The feature can have higher award potentials when specified characteristics of the differences exist (e.g., higher awards for being much higher, much lower, or closer in the number of hits). The award can also be a multiple of the difference between the amounts. 
     It should also be appreciated that the various embodiments of the present disclosure could be employed with a single player (as described above) or with multiple players. For instance, the different sets can be picked by different players, or a same picked set can be used for multiple players. 
     In another alternative, the base game can use the two sets of picks combined. For example, if there are 4 picks in each set, the base game is based upon the number of hits on those 8 picks. The difference in the number of hits can then go to either alter the award (such as a bonus award, multiplier, etc.) or determine which player gets the award. 
     It should be understood that various changes and modifications to the presently preferred embodiments described herein will be apparent to those skilled in the art. Such changes and modifications can be made without departing from the spirit and scope of the present invention and without diminishing its intended advantages. It is therefore intended that such changes and modifications be covered by the appended claims.