Patent Publication Number: US-7594850-B2

Title: Gaming device having high-low game

Description:
PRIORITY CLAIM 
   This application is a divisional of, claims priority to and the benefit of U.S. patent application Ser. No. 10/888,111, filed on Jul. 9, 2004, which is a non-provisional application of, claims priority to and the benefit of U.S. Provisional Patent Application Ser. No. 60/488,676 filed on Jul. 18, 2003, the entire contents of which are incorporated herein. 

   COPYRIGHT NOTICE 
   A portion of the disclosure of this patent document contains or may contain material which is subject to copyright protection. The copyright owner has no objection to the photocopy reproduction by anyone of the patent document or the patent disclosure in exactly the form it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever. 
   BACKGROUND OF THE INVENTION 
   The present invention relates in general to a gaming device, and more particularly to a gaming device having a high-low game. 
   Gaming devices provide enjoyment and excitement to players, in part, because they may ultimately lead to a monetary award for the player. Gaming devices also provide enjoyment and excitement to players because they are fun to play. Bonus or secondary games, in particular, provide gaming device manufacturers with an opportunity to add enjoyment and excitement to that which is already expected from a primary or base wagering game of the gaming device. Bonus games provide extra awards to the player and enable the player to play a game that is different than the base game. 
   A continuing need exists to provide gaming devices that issue awards in an exciting and enjoyable manner. In this respect, it is desirable to enable the player to have an impact on, or a hand in, determining the player&#39;s ultimate award. It is also desirable to enable a player to optimize an award. It is further desirable to increase the level of player interaction. Each of these features can be desirable in a base or primary game and in a bonus or secondary game. 
   One popular game requiring players to think and decide before making a selection, the success of which is decided by a random selection, is the game of High-Low. High-Low is normally played with a conventional deck of cards. Different forms of this game exist, but they each include a common component; namely, the player is shown at least one card and must guess whether the next card is higher. 
   In one known High-Low Card game, the player is dealt a card. The player guesses whether the next card will be higher or lower than the dealt card. If the player is wrong, the player pays a penalty. If the player is right, the player keeps the card and guesses again. If the player guesses right three times in a row, the player may hand off the three accumulated cards to the next player. When a player guesses wrong, the player pays a penalty for each accumulated card. In one embodiment, the game ends and the player loses all money wagered in the game and all money won in the game previously. 
   Other High-Low Card games require the player to guess right five times in a row to win. When played merely for excitement and enjoyment, if the same card is generated after the player&#39;s guess, the player loses because the card is not higher or lower. In other variations, however, the same card yields a draw. 
   In gaming establishments, a High-Low Card game concept is employed in manual or video poker “double-ups.” In “double-up” poker gaming, a player can risk a currently achieved award to double the player&#39;s award. In such games, the dealer deals the player and the dealer a card. If the player&#39;s card beats the dealer&#39;s card, the player obtains double the award. If the dealer&#39;s card wins, the player gets nothing. In another game, the dealer deals a plurality of displayed cards and the player picks one of the cards the player believes will be less than or greater than the next card dealt. In poker double-ups, a tie typically results in a draw, whereby the player can double-up again or keep the previously accumulated win. 
   High-Low Card games are fun, exciting, simple, interactive and involve mathematical thought. Accordingly, new and different high-low games can make an entertaining primary or bonus game for a wagering gaming device. 
   SUMMARY OF THE INVENTION 
   The present invention provides a gaming device having a High-Low game that may be implemented in a primary or secondary game of wagering gaming device. More specifically, the present invention provides a processor controlled gaming device that randomly generates and displays a set of amounts on a display device. In one embodiment, the game generates three amounts. The game asks the player to pick one of the amounts for which the player thinks that the game will generate a comparison amount having a higher value. That is, the game asks the player to pick an amount that will be less than the generated comparison amount. Or, the game can ask the player to pick an amount that will be higher than the generated comparison amount. Alternatively, the game can ask the player to pick, for one of the displayed amounts, whether a generated comparison amount will be higher or lower than the displayed amount. In any of these three embodiments, if the player is correct, the game may provide an award or increment an award meter. 
   If the player is not correct, the game provides one of three responses in one embodiment. First, the game ends and provides the player with the most recently incremented award displayed on the award meter. Second, the game provides the player a strike or other partial termination result, which may or may not be the last strike. When the player achieves the last strike, the game ends and the player receives the award displayed on the award meter. Third, the game removes the amount that the player has selected from the set of amounts. When the game has removed a predefined number of amounts, the game ends and the player receives an award. 
   In each of these embodiments, the award meter has a limit so that if the player increments the award to its limit through successful play, the game ends. The game may, in addition to or instead of the award limit, maintain a predefined number of tries, so that the game ends after the number of tries. 
   As the player plays the game until termination, the game may provide one of the select higher, select lower or select higher or lower comparison types, described above, for each of the player&#39;s selections. The player may begin the game with any of the comparison types and alternate between one or both of the other types. The game may switch types after every three, four, five, or other designated number of selections. The game may randomly choose from two or three of the comparison types, wherein one or more of the types is adapted to be generated more often than one or more other types. 
   The game in one embodiment generates a comparison amount for each displayed amount even though the player only picks one displayed amount per try. This is because the game provides and displays a fresh set of displayed amounts for each try. The game in one alternative embodiment replaces the displayed amounts of a new try with the comparison amounts generated in the previous try. That is, if in one try the game displays the comparison amounts of 4, 3 and 6 in a first try, the game displays the amounts of 4, 3 and 6 in the second try. In this manner, the player selects from a different set of amounts in each try or section of the game. 
   In alternative embodiments, the game does not provide a preset award or increment an award meter by a preset amount. Instead, either the set of amounts or the set of comparison amounts forms the player&#39;s award. Thus, if on the player&#39;s last try, the game generates the comparison numbers 4, 3 and 6, the player&#39;s award is in one embodiment  436 . In another alternative embodiment, the player attempts to upgrade the award, which is the set of amounts, by trying to pick a higher number for one of the digits. The player, for example may pick the 3 in  436  and upgrade the award to  486 . In this embodiment, the player must live with a lower number if it is generated. 
   In these alternative embodiments, the game may be adapted to eliminate a digit if the player incorrectly guesses if a generated comparison number is higher or lower. The player here must weigh the risk of losing a digit against the potential gain and likelihood of success of upgrading one of the digits. In any of these embodiments, the game may also be adapted to provide a “keep” button or input, so that the player can stop and keep an award or continue to attempt to upgrade the award. In other embodiments, the player must make a predefined or randomly determined number of selections, or the player must play until a predefined or randomly determined number of digits of the award are eliminated. 
   It is therefore an advantage of the present invention to provide a new base or bonus game for a wagering gaming device. 
   Another advantage of the present invention is to provide a number of different types of High-Low games for a wagering gaming device. 
   A further an advantage of the wagering gaming device of the present invention is to integrate an incrementing award meter with one or more of the High-Low games. 
   A further advantage of the wagering gaming device of the present invention is to combine High-Low selections with an offer and acceptance game. 
   Other objects, features and advantages of the invention will be apparent from the following detailed disclosure, taken in conjunction with the accompanying sheets of drawings, wherein like numerals refer to like parts, elements, components, steps and processes. 

   
     BRIEF DESCRIPTION OF THE DRAWINGS 
       FIGS. 1A and 1B  are perspective views of alternative embodiments of the gaming device of the present invention. 
       FIG. 2  is a schematic block diagram of the electronic configuration of one embodiment of the gaming device of the present invention. 
       FIGS. 3A and 3B  illustrate various embodiments of the present invention, wherein the game generates a single amount with which to compare to a set of player selectable displayed amounts. 
       FIGS. 4A through 4H  illustrate various embodiments of the present invention, wherein the game generates a set of comparison amounts with which to compare to a set of player selectable displayed amounts, and wherein the game employs an incrementing award meter. 
       FIGS. 5A and 5B  illustrate various embodiments of the present invention, wherein the game generates a set of comparison amounts with which to compare to a set of player selectable displayed amounts, and wherein the game awards the player with a combination of the amounts or the comparison amounts. 
   

   DETAILED DESCRIPTION OF THE INVENTION 
   Gaming Device and Electronics 
   Referring now to the drawings, and in particular to  FIGS. 1A and 1B , gaming device  10   a  and gaming device  10   b  illustrate two possible cabinet styles and display arrangements and are collectively referred to herein as gaming device  10 . The present invention includes the game (described below) being a stand alone base or primary game or a bonus or secondary game that coordinates with a base or primary game. When the game of the present invention is a bonus game, gaming device  10  in one base game is a slot machine having the controls, displays and features of a conventional slot machine, wherein the player operates the gaming device while standing or sitting. Gaming device  10  also includes being a pub-style or table-top game (not shown), which a player operates while sitting. 
   The base games of the gaming device  10  may include slot, poker, blackjack or keno, among others. The gaming device  10  also embodies any suitable bonus triggering events, bonus games as well as any suitable progressive game coordinating with these base games. The symbols and indicia used for any of the base, bonus and progressive games include mechanical, electrical or video symbols and indicia. 
   In a stand alone base or a bonus embodiment, the gaming device  10  includes monetary input devices.  FIGS. 1A and 1B  illustrate a coin slot  12  for coins or tokens and/or a payment acceptor  14  for cash money. The payment acceptor  14  also includes other devices for accepting payment, such as readers or validators for credit cards, debit cards or smart cards, tickets, notes, etc. When a player inserts money in gaming device  10 , a number of credits corresponding to the amount deposited is shown in a credit display  16 . After depositing the appropriate amount of money, a player can begin the game by pulling arm  18  or pushing play button  20 . Play button  20  can be any play activator used by the player which starts any game or sequence of events in the gaming device. 
   As shown in  FIGS. 1A and 1B , gaming device  10  also includes a bet display  22  and a bet one button  24 . The player places a bet by pushing the bet one button  24 . The player can increase the bet by one credit each time the player pushes the bet one button  24 . When the player pushes the bet one button  24 , the number of credits shown in the credit display  16  decreases by one, and the number of credits shown in the bet display  22  increases by one. A player may cash out by pushing a cash out button  26  to receive coins or tokens in the coin payout tray  28  or other forms of payment, such as an amount printed on a ticket or credited to a credit card, debit card or smart card. Well known ticket printing and card reading machines (not illustrated) are commercially available. 
   Gaming device  10  also includes one or more display devices. The embodiment shown in  FIG. 1A  includes a central display device  30 , and the alternative embodiment shown in  FIG. 1B  includes a central display device  30  as well as an upper display device  32 . The display devices display any visual representation or exhibition, including but not limited to movement of physical objects such as mechanical reels and wheels, dynamic lighting and video images. The display device includes any viewing surface such as glass, a video monitor or screen, a liquid crystal display or any other static or dynamic display mechanism. In a video poker, blackjack or other card gaming machine embodiment, the display device includes displaying one or more cards. In a keno embodiment, the display device includes displaying numbers. 
   The slot machine base game of gaming device  10  displays a plurality of reels  34  such as three to five reels  34 , in mechanical or video form on one or more of the display devices. Each reel  34  displays a plurality of indicia such as bells, hearts, fruits, numbers, letters, bars or other images which preferably correspond to a theme associated with the gaming device  10 . If the reels  34  are in video form, the display device displaying the video reels  34  is preferably a video monitor. Each base game, especially in the slot machine base game of the gaming device  10 , includes speakers  36  for making sounds or playing music. 
   Referring now to  FIG. 2 , a general electronic configuration of the gaming device  10  for the stand alone and bonus embodiments described above preferably includes: a processor  38 ; a memory device  40  for storing program code or other data; a central display device  30 ; an upper display device  32 ; a sound card  42 ; a plurality of speakers  36 ; and one or more input devices  44 . The processor  38  is preferably a microprocessor or microcontroller-based platform which is capable of displaying images, symbols and other indicia such as images of people, characters, places, things and faces of cards. The memory device  40  includes random access memory (RAM)  46  for storing event data or other data generated or used during a particular game. The memory device  40  also includes read only memory (ROM)  48  for storing program code, which controls the gaming device  10  so that it plays a particular game in accordance with applicable game rules and pay tables. 
   As illustrated in  FIG. 2 , the player preferably uses the input devices  44  to input signals into gaming device  10 . In the slot machine base game, the input devices  44  include the pull arm  18 , play button  20 , the bet one button  24  and the cash out button  26 . A touch screen  50  and touch screen controller  52  are connected to a video controller  54  and processor  38 . The terms “computer” or “controller” are used herein to refer collectively to the processor  38 , the memory device  40 , the sound card  42 , the touch screen controller and the video controller  54 . 
   In certain instances, it is preferable to use a touch screen  50  and an associated touch screen controller  52  instead of a conventional video monitor display device. The touch screen enables a player to input decisions into the gaming device  10  by sending a discrete signal based on the area of the touch screen  50  that the player touches or presses. As further illustrated in  FIG. 2 , the processor  38  connects to the coin slot  12  or payment acceptor  14 , whereby the processor  38  requires a player to deposit a certain amount of money in to start the game. 
   It should be appreciated that although a processor  38  and memory device  40  are preferable implementations of the present invention, the present invention also includes being implemented via one or more application-specific integrated circuits (ASIC&#39;s), one or more hard-wired devices, or one or more mechanical devices (collectively or alternatively referred to herein as a “processor”). Furthermore, although the processor  38  and memory device  40  preferably reside in each gaming device  10  unit, the present invention includes providing some or all of their functions at a central location such as a network server for communication to a playing station such as over a local area network (LAN), wide area network (WAN), Internet connection, microwave link, and the like. 
   With reference to the slot machine base game of  FIGS. 1A and 1B , to operate the gaming device  10 , the player inserts the appropriate amount of tokens or money in the coin slot  12  or the payment acceptor  14  and then pulls the arm  18  or pushes the play button  20 . The reels  34  then begin to spin. Eventually, the reels  34  come to a stop. As long as the player has credits remaining, the player can spin the reels  34  again. Depending upon where the reels  34  stop, the player may or may not win additional credits. 
   In addition to winning base game credits, the gaming device  10 , including any of the base games disclosed above, also includes bonus games that give players the opportunity to win credits. The gaming device  10  preferably employs a video-based display device  30  or  32  for the bonus games. The bonus games include a program that automatically begins when the player achieves a qualifying condition in the base game. 
   In the slot machine embodiment, the qualifying condition includes a particular symbol or symbol combination generated on a display device. As illustrated in the five reel slot game shown in  FIGS. 1A and 1B , the qualifying condition includes the number seven appearing on, e.g., three adjacent reels  34  along a payline  56 . It should be appreciated that the present invention includes one or more paylines, such as payline  56 , wherein the paylines can be horizontal, diagonal or any combination thereof. An alternative scatter pay qualifying condition includes the number seven appearing on, e.g., three adjacent reels  34  but not necessarily along a payline  56 , appearing on any different set of reels  34  three times or appearing anywhere on the display device the necessary number of times. 
   Award Meter Game 
   Referring now to  FIG. 3A , one of the display devices  30  or  32  displays a screen  100  having one embodiment of a High-Low game of the present invention. The screen  100  displays a set of amounts  102 , which are randomly generated by a random number generator stored in the memory device  40  and operable by the processor. The set may include any suitable number of amounts  102 . In one embodiment, as illustrated herein, the set includes three amounts  102 . 
   The amounts  102  are preferably Arabic numerals such as 3, 2 and 8 as illustrated, and in one embodiment are generated from a non-weighted database of the numerals zero through nine. In other embodiments, the game may be adapted such that the amounts  102  are Roman numerals, face cards, or face card symbols, or other symbols. In other embodiments, one or more amounts  102  may be weighted such that they are selected more often than at least one other amount. For instance, a 1 amount may be weighted to be selected more times than a 9 amount. 
   The screen  100  also includes a paid display  104 , which indicates the player&#39;s award when the player wins or finishes at the High-Low game of the present invention. The screen  100  and the other screens illustrated herein may include other indicators, such as a simulated credit display  16  ( FIGS. 1A and 1B ), a bet lines display, a bet per line display and total bet display, or others which are not illustrated here for convenience. The screen  100  and the other screens may also contain indicia and symbols relating to a theme of the present invention. 
   In one embodiment, the game increments an award meter  106  when the player successfully plays the High-Low game of the present invention. The award meter  106  is stored in the memory device  40 , and the screen  100  displays the award meter  106  in the embodiment. 
   The award meter  106  may be adapted differently depending upon whether the game is implemented as a primary or secondary game. In a primary game, if the player does not successfully play the game at least once, the game does not pay anything to the player. Accordingly, the meter  106  does not display an award for no successful or correct plays. In a bonus game, the game preferably pays the player a consolation award if the player has no successful plays. The screen  100  illustrates a bonus game embodiment, wherein the award meter  106  indicates that the player receives an award of 2 for no successful plays. 
   The remainder of the award meter  106  of the screen  100  shows an award distribution that in one embodiment grows non-linearly as the number of consecutive successful plays increase. The award meter may be adapted to have any suitable distribution desired by the implementor. The award meter  106  applies to embodiments requiring successful plays in a row or to embodiments enabling the player to accumulate successful plays until a predefined condition occurs. 
   The awards can represent any suitable type of gaming device  10  value, such as a number of game credits, a game credit multiplier, a number of selections from a prize pool or a number of free games. If the award is a credit multiplier, the multiplier value in the paid display  104  preferably multiplies a number of game credits displayed elsewhere on the gaming device  10 , such as the player&#39;s total bet, total credits indicated by the credit display  16  ( FIGS. 1A and 1B ), bet per one or more active slot paylines or wins along one or more slot paylines. 
   The screen  100  provides an audio, visual or audiovisual message  108  that sets forth the game procedure for this embodiment. The message  108  indicates that the game will generate a comparison amount from the numerals zero through nine (the same range as for the amounts  102 ) and that the player should pick the amount that the player feels will be lower than the comparison amount. In this embodiment, since the game only generates one comparison amount, the player&#39;s best odds to win occurs by picking the lowest amount  102  of two. However, this embodiment entices the player to pick an amount other than the lowest amount by indicating in the message that the pick is a multiplier award. 
   In the screen  100 , the player  112  picks the amount  102  of three, whereby the game generates the comparison amount  114  of five, as illustrated in the screen  116  of  FIG. 3B . A message  118  indicates that the player correctly picked a winner. The player&#39;s award for winning one time is five as indicated by the award meter  106 . In one embodiment, the game multiples the five award by the selected three amount  102  and pays the player fifteen credits as indicated by the paid display  104 . The game, in one embodiment, continues by generating a fresh set of amounts  102  and repeating the above sequence. 
   In one embodiment, each player selectable input including the amount  102  inputs and any other inputs associated with the High-Low game are preferably areas of a touch screen  50  ( FIG. 2 ) in communication with the processor  38  and a touch screen controller  52 . In another embodiment, one or more or all of these inputs may be separate electromechanical input devices, mounted elsewhere on the gaming device  10 , which are in communication with the processor  38 . 
   In the touch screen embodiment, the player picks the desired amount  102  or a visually defined simulated area around the desired amount, as it appears through the touch screen  50  of the display device  30  or  32 . Otherwise, the display device  30  or  32  may be adapted to have a separate simulated or electromechanical input (not illustrated) associated with each comparison  102 , whereby the player selects the appropriate input to pick a desired comparison  102 . In other embodiments, separate one or more sets of mechanical reels (not illustrated but similar to mechanical form of the reels  34 ), wheels, dice or another suitable mechanical device display the generated amounts  102  and/or the comparison amounts  114 , and the game provides separate simulated or electromechanical inputs (not illustrated) associated with each comparison  102 , whereby the player selects the appropriate input to pick a desired comparison  102 . 
   Referring now to  FIG. 4A , in this embodiment illustrated by the screen  120 , the game generates a set of comparison amounts  114 , so that each amount  102  has a corresponding comparison amount  114 . The message  108 , setting forth the procedure of the game, indicates that the game will generate a set of comparison amounts  114  (from the numerals zero through nine), and that the player should pick the amount that the player feels will be lower than its corresponding comparison amount. 
   In this embodiment, the game generates a first comparison amount  114  and compares it to the first displayed amount  102  of five. The game generates a second comparison amount  114  and compares it to the second displayed amount  102  of two. The game generates a third comparison amount  114  and compares it to the third displayed amount  102  of eight. The player picks the amount  102  that the player is most sure will be below the generated comparison amount  114 . Another suitable instruction  108  would inform the player to pick the amount  102  for which the game will generate a higher comparison amount  114 . 
   In this embodiment, like the last, picking the smallest amount  102  (here two) provides the best odds that the game will generate a higher value and that the player will win. Unlike the last embodiment in which the game only generates one comparison amount  114 , the player might feel that the comparison amount  114  for the three amount  102  has a better chance at being higher than three than does the comparison amount  114  for the two amount  102 . In one implementation, the game may be adapted to draw the comparison amounts  114  from one or more separate decks of cards for each amount  102 , so that a player may determine that more “high” cards remain in the comparison amount deck(s) for the three amount  102  than in the comparison amount deck(s) for the two amount  102 . 
   In the screen  120 , the player  112  plays the best odds and picks the two amount  102 , whereby the game generates the set of comparison amounts  114 , four, three and six, as illustrated in the screen  122  of  FIG. 4B . Since the player has picked the two amount  102 , the game compares the corresponding three comparison amount  114 . Because the player correctly picked an amount  102  that is lower than its corresponding comparison amount (note that other two choices in this example would have been losers), the game displays the outcome message  118  indicating that the player is a winner. The player&#39;s award for winning one time is five as is suitably indicated by the award meter  106 . 
   In connection with  FIGS. 3A and 3B  as indicated above, the game may be adapted to regenerate a new set of amounts  102  after the player&#39;s pick. The screen  124  of  FIG. 4C  illustrates a method for generating a new set of amounts  102 , wherein the previously generated set of comparison amounts  114  becomes the new set for the amounts. As illustrated in the screen  124 , the amounts  102  are now four, three and six. These were the comparison amounts  114  generated in the previous screen  122  of  FIG. 4B . 
   The procedure message  108  in the screen  124  of  FIG. 4C  indicates that the player should pick the amount that the player feels will be lower than its corresponding comparison. In the screen  124 , the player  112  plays the best odds and picks the three amount  102 , whereby the game generates the set of comparison amounts  114 , five, two and seven, as illustrated in the screen  126  of  FIG. 4D . Since the player has picked the three amount  102 , the game compares the corresponding two comparison amount  114 . Because the player incorrectly picked an amount  102  that is higher than its corresponding comparison amount (note that in this example other two choices would have been winners), the game displays the outcome message  118  indicating that the player lost. The award meter  106  consequently does not increment. 
   Upon incorrectly picking an amount  102  in an embodiment employing the incrementing award meter, the game may be adapted to perform one of at least three procedures. One procedure includes ending the game and providing the award indicated by the award meter  106  to the player. The game downloads the amount to the player&#39;s credits and displays the amount on the paid display  104 . This embodiment thus enables the player to keep incrementing the award meter  106  until the player loses a single time. As illustrated in one embodiment, the award meter  106  places a limit at six wins. The game in each of the endings preferably places a limit on the number of games the player may win. In this ending embodiment, a tie between the amount  102  and the comparison amount  114  may result in the game ending or a draw or push occurring. 
   In a second embodiment, the game provides the player with one of a number of strikes, such as three strikes, wherein the player gets to keep incrementing the award meter  106  until the player obtains the allotted number of strikes. The number of strikes may be predefined and constant or randomly determined at the start of the game. If randomly determined, a table stored in the memory device  40  may be weighted so that the game chooses at least one set of strikes, such as three strikes, more often than at least one other. In this embodiment, the game may be adapted to place a limit on the number of player selections, such as ten selections, in addition to or as a replacement for the award meter  106  limit on the number of wins. In this embodiment, the game may be adapted such that a tie results in a strike, the game ending or a draw occurring. 
   The screen  128  of  FIG. 4E  illustrates a third game ending embodiment, wherein the game removes the amount  102  selected in  FIG. 4D  and its respective comparison amount  114  from the screen. That is, the game reduces the set of amounts  102  and the set of comparison amounts  114  by one amount, for instance, by removing the player selected amount such as the middle amount on screen  126 . In the illustrated embodiment, the screen  128  illustrates only two amounts  102 . In addition, the game converts the remaining five and seven comparison amounts  114  into selectable amounts  102 . In an alternative embodiment, in certain instances, the game may increase the number of selectable amounts  102 . 
   In this third game ending embodiment, the game ends: (i) when a predefined number including all of the selectable amounts have been removed from the playing screen; or (ii) when the player makes a predefined number of selections or the player wins a predefined number of times (whichever first). In this game ending embodiment, the game may be adapted so that a tie results in the removal of the selected amount  102  (and corresponding comparison  114 ) or results in a draw. 
   The screen  128  of  FIG. 4E  illustrates that the game at any random or predefined time, may switch comparison types and ask, via the procedural message  108 , the player to pick which amount  102  will be greater than a generated comparison amount. Another suitable instruction  108  would inform the player to pick the amount  102  for which the game will generate a lower comparison amount  114 . The game may initially employ either comparison type and ask the player to pick a higher amount  102  as opposed to initially asking the player to pick a lower amount  102  as discussed above. In either case, the game may be adapted to alternate comparison types, switch every third player selection, every fourth selection, etc. The game may also be adapted to randomly pick a comparison type according to a non-weighted or weighted table stored in the memory device  40 . It should also be appreciated that other comparisons instead of higher or lower may be employed. For instance, darker or lighter, smaller or bigger, or other suitable relationships may be employed. For purposes of this application, the words higher and lower are respectively defined to include such other types of comparisons. 
   In the screen  128 , the player  112  plays the best odds for picking an amount  102  that will be greater than a generated comparison amount and picks the seven amount  102 . The game generates the set of comparison amounts  114 , six and three as illustrated in the screen  130  of  FIG. 4F . Since the player has picked the seven amount  102 , the game compares the corresponding three comparison amount  114 . Because the player correctly picked an amount  102  that is greater than its corresponding comparison amount (note the other choice in this example would have been a loss), the game displays the outcome message  118  indicating that the player is a winner. The player&#39;s award for winning two times is ten as is suitably indicated by the award meter  106 . 
   The screen  132  of  FIG. 4G  illustrates that the game at any random or predefined time, may switch comparison types and ask, via the procedural message  108 , the player to pick, for any displayed amount  102 , whether a generated comparison  114  will be higher or lower than the selected amount  102 . In this embodiment, the player selects a higher area on a touch screen if the player thinks the comparison amount  114  will be higher. Likewise, the player selects a lower area on a touch screen if the player thinks the comparison amount  114  will be lower. Or, the player selects a higher or lower electromechanical input  114 , for a desired amount  102  in the alternative embodiment, where the amounts  102  are preferably generated on mechanical reels. 
   The game may initially ask the player to pick a higher or lower comparison amount  114  as opposed to initially asking the player to pick a lower amount  102  or a higher amount  102  as discussed above. In any case, the game may be adapted to alternate between any two or three comparison types, switch every third player selection, every fourth selection, etc. The game may also be adapted to randomly pick a comparison type according to a non-weighted or weighted table stored in the memory device  40 . 
   In the screen  132 , the player  112  has equal odds of picking a generated comparison amount  114  for the six amount  102  that will be less than six (i.e., 0-5) of  FIG. 4G  as the player has for picking a generated comparison amount  114  for the three amount  102  will be greater than three (4-9). The player  112  bets that the comparison amount  114  will be less than six, as illustrated. The game generates the set of comparison amounts  114 , two and four as illustrated in the screen  134  of  FIG. 4H . Since the player has played the displayed six amount  102 , the game compares the corresponding comparison amount  114  of two. Because the player correctly picked that the comparison amount  114  is less than six, the game displays the outcome message  118  indicating that the player is a winner. The player&#39;s award for winning three times is twenty as indicated by the award meter  106  in  FIG. 4H . 
   In one alternative embodiment, the selections or amounts  102  are weighted such that a selection or amount with a lower probability of success (such as 8) has a higher payout or move up the award meter than a selection or amount with a higher probability of success (such as 2) which has a lower payout or move up the award meter. Each selection could have a different range of possible payouts or different paytable. 
   Referring now to  FIGS. 5A and 5B , in other embodiments, the game may award the player based on the set of displayed amounts  102  or the set of comparison amounts  114 . In one embodiment illustrated in the screen  136  of  FIG. 5A , the game invokes the player to guess which generated comparison amount  114  will be higher than the displayed amount  102 , as indicated by the procedural message  108 . In this embodiment, the player is initially provided an award of  528  (or some mathematical combination thereof), and the player attempts to upgrade the award by replacing a digit with a higher number. If the game instead generates a lower number, the game replaces the digit of the award with the lower number and the award or combination decreases accordingly. 
   The game may be adapted to provide a number of disincentives for the player not to attempt to upgrade the displayed award. Assuming the award is the placement of the displayed amounts, such as  528 , one disincentive occurs when the game provides a limit to the number of times that the player can attempt to upgrade a digit. For instance, in the screen  136  of  FIG. 5A , if the game provides three tries and the player is contemplating making the last try, the player must weigh the risk against the award. If the player selects the eight amount  102 , the player is likely to be incorrect, because the game will likely generate a zero to seven amount. However the player is only risking a total of eight credits. If the player selects the two amount  102 , the player could lose up to twenty credits but could gain up to seventy credits. If the player selects the five amount  102 , the player could lose up to five hundred credits but could gain up to four hundred credits. 
   The game may be adapted to remove a digit if the player incorrectly picks whether a generated comparison amount is higher or lower than a displayed amount  102 , as described in connection with  FIGS. 4D and 4E . In one implementation, the player must select amounts  102  until the player loses a number of times and the game removes a predefined number of amounts from the award. 
   In another embodiment illustrated in the screen  138  of  FIG. 5B , the game provides a keep input  140 . The game enables the player to upgrade the award as described above or keep the award displayed by the amounts  102  at any time by selecting the keep input  140 . In an embodiment wherein the game removes a digit if the player incorrectly picks whether a generated comparison amount is higher or lower than a displayed amount  102 , the player must weigh the benefit of upgrading the award against losing an order of magnitude, i.e., one&#39;s, ten&#39;s or hundred&#39;s digit, from the award. 
   In the embodiments described in connection with the screens  136  and  138 , the game may be adapted to provide an award that includes or combines the comparison amounts  114  rather than the amounts  102 . That is, in the previous embodiments described in connection with the screens  136  and  138 , the game replaces the amount  102  or digit that the player selects. Here, however, the game generates a set of comparison amounts  114 , and if the player incorrectly selects higher or lower, the game provides an award that is a combination of the comparison amounts  114 . In this embodiment, the player must consider that each digit or amount of the award could change. This consideration becomes especially crucial: (i) on the player&#39;s last try; (ii) whenever the player has a keep option; and (iii) on any try which may result in the termination of the game. 
   It should be appreciated that while the invention is primarily described as a high-low game, where the player guesses higher or lower comparisons, other embodiments can be employed in accordance with the present invention which employ the same or similar concepts and the use of higher and lower herein are meant to include such concepts. 
   While the present invention is described in connection with what is presently considered to be the most practical and embodiments, it should be appreciated that the invention is not limited to the disclosed embodiments, and is intended to cover various modifications and equivalent arrangements included within the spirit and scope of the claims. Modifications and variations in the present invention may be made without departing from the novel aspects of the invention as defined in the claims, and this application is limited only by the scope of the claims.