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Patent 2341020 Summary

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Claims and Abstract availability

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(12) Patent Application: (11) CA 2341020
(54) English Title: GAMING MACHINE FOR PLAYING A BOARD GAME
(54) French Title: MACHINES DE JEU PERMETTANT DE JOUER A UN JEU SUR PLATEAU
Status: Dead
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 13/00 (2006.01)
  • G07F 17/32 (2006.01)
  • A63F 3/00 (2006.01)
  • A63F 7/00 (2006.01)
(72) Inventors :
  • FROHM, ERICA (United States of America)
  • GRUPP, WILLIAM A. (United States of America)
  • DEMAR, LAWRENCE, E. (United States of America)
  • SLOMIANY, SCOTT (United States of America)
  • JAFFE, JOEL R. (United States of America)
  • WILSON, ROBERT J., JR. (United States of America)
(73) Owners :
  • WMS GAMING INC. (United States of America)
(71) Applicants :
  • WMS GAMING INC. (United States of America)
(74) Agent: OYEN WIGGS GREEN & MUTALA LLP
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 1999-08-27
(87) Open to Public Inspection: 2000-03-09
Examination requested: 2003-12-17
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US1999/019830
(87) International Publication Number: WO2000/012186
(85) National Entry: 2001-02-16

(30) Application Priority Data:
Application No. Country/Territory Date
09/140,947 United States of America 1998-08-27
09/274,793 United States of America 1999-03-23

Abstracts

English Abstract




Gaming machines (10) are disclosed having a basic mode defining a plurality or
reels and a bonus mode defining a plurality of stations about a game board
(62) (e.g., MONOPOLY board) traversable by a token identifier. The disclosure
describes a plurality of play features for the basic and/or bonus modes
including (1) a feature allowing the player to select a game token; (2) a
feature allowing the player to predict and wager on landing position(s) of the
token identifier; (3) a feature allowing the player to obtain deferred-
execution instruction(s) which are exercisable by the processor to override
later-issued instruction(s) otherwise to be executed by the processor; (4) a
feature in which movements of the token identifier are determined according to
movement tables corresponding to the various stations of the game board (62);
(5) a feature in which escalating bonuses are awarded for reaching a
designated bonus square (e.g., the "GO" square); (6) a feature in which
bonuses are awarded for completing groups of stations (e.g., color groups);
and (7) a feature in which the gaming machine includes two bonus modes, each
entered upon certain symbol combinations in the basic game. The first bonus
game provides an award selected from a plurality of fixed values and
multipliers, and the second bonus game moves a token identifier on a game
board (62) and provides an award determined by the landing station of the
token identifier.


French Abstract

L'invention concerne des machines de jeu (10) à mode de base définissant plusieurs rouleaux de présentation et mode de bonus définissant plusieurs stations autour d'un plateau de jeu (62) (par exemple, plateau de MONOPOLY) que peut traverser un identificateur de jeton. Plusieurs fonctions sont proposées pour le mode de base et/ou le mode de bonus, à savoir: 1) sélection d'un jeton de jeu par le joueur; 2) prévision et pari par le joueur de la ou des positions d'arrivée de l'identificateur de jeton; 3) obtention par le joueur d'une ou plusieurs instructions d'exécution différée pouvant être mises en oeuvre par le processeur pour annuler une ou plusieurs instructions émises ultérieurement, qui seront sinon exécutées par le processeur; 4) détermination des mouvements de l'identificateur de jeton d'après des tables de mouvement correspondant aux différentes stations du plateau de jeu (62); 5) attribution de bonus progressifs si l'on atteint une case de bonus désignée (par exemple, case "GO"); 6) attribution de bonus si l'on boucle un parcours de groupes de stations (par exemple, groupes de couleurs); et 7) utilisation de deux types de bonus, introduits respectivement pour certaines combinaisons de symboles propres au mode de base. Le premier type donne un bonus choisi dans une série de valeurs et de multiplicateurs fixes, et le second type donne un déplacement d'identificateur de jeton sur le plateau (62) ainsi qu'un bonus déterminé d'après la station d'arrivée de l'identificateur.

Claims

Note: Claims are shown in the official language in which they were submitted.





WHAT IS CLAIMED IS:

1. A method of operating a gaming machine under control of a processor, the
method
comprising the steps of:
executing, under control of the processor, a game program defining a plurality
of
stations about a game board traversable by a game token;
selecting, under control of the processor in response to player input, a game
token for
illustrating movement between said stations; and
displaying, under control of the processor, the selected game token at one or
more
stations on the game board determined by execution of the game program.
2. The method of claim 1 wherein the step of selecting a game token includes
the steps
of:
displaying a selection screen showing a plurality of token selection options;
and
selecting, under player control, a game token from among the token selection
options.
3. The method of claim 2 wherein the selection screen comprises a touch-screen
display
and the selecting step comprises the touching the touch screen over one of the
token selection
options.
4. The method of any of claims 1 to 3 wherein the processor is operable in a
basic mode
and a bonus mode, the executing step being accomplished in the bonus mode.
5. A gaming machine comprising:
a processor operable to execute a game program defining a plurality of
stations about a
game board traversable by a game token;
a selection element for selecting, in response to player input, a game token
for
illustrating movement between said stations; and
a display for displaying, under control of the processor, the selected game
token at one
or more stations on the game board determined by execution of the game
program.


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6. A method of operating a gaming machine under control of a processor, the
processor
being operable to execute a game program defining a plurality of stations
about a game board
traversable by a token identifier, the method comprising:
selecting, in response to player input, a predicted position of the token
identifier to be
determined by execution of the game program, the predicted position
corresponding to one of
the stations on the game board;
executing, under processor control, the game program to determine a true
position of the
token identifier;
comparing, under control of the processor, the predicted position of the token
identifier
to the true position of the token identifier; and
awarding a payoff to the player if the predicted position corresponds to the
true position.
7. The method of claim 6 wherein the selecting step is performable a plurality
of times
to select a plurality of predicted positions of the token identifier prior to
executing the game
program, the processor comparing each of the predicted positions of the token
identifier to the
true position of the token identifier and awarding a payoff to the player if
any of the predicted
positions corresponds to the true position.
8. The method of either of claims 6 or 7 wherein the step of selecting a
predicted
position includes the steps of:
displaying a selection screen showing a plurality of position selection
options; and
selecting, under player control, a predicted position from among the plurality
of position
selection options.
9. The method of claim 8 wherein the selection screen comprises a touch-screen
display
and the selecting step comprises the touching the touch screen over a selected
position selection
option.


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10. The method of claim 6 wherein the processor is operable in a basic mode
and a
bonus mode, the executing step being accomplished in the bonus mode.
11. The method of claim 6 wherein the step of executing the game program
comprises:
identifying, under control of the processor, a first position of the token
identifier on the
game board;
selecting, under control of the processor, an integer movement value from
among a
plurality of integer movement values;
moving the token identifier a number of steps on the game board from the first
position,
the number of steps corresponding to the selected integer movement value; and
identifying, under control of the processor, a second position of the token
identifier on
the game board resulting from the moving step, the second position defining
the true position of
the token identifier.
12. The method of claim 11 further comprising the step of defining a target
integer
movement value, the step of awarding a payoff to the player comprising
awarding a bonus
payoff to the player if the selected integer movement value matches the target
integer movement
value.
13. The method of claim 11 wherein the step of selecting an integer movement
value
comprises:
selecting a first integer value corresponding with one of the faces of a first
die;
selecting a second integer value corresponding with one of the faces of a
second die; and
summing the first and second integer values to define a selected integer
movement
value.
14. A gaming machine comprising:
a processor operable to execute a game program defining a plurality of
stations about a
came board traversable by a token identifier:


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means for identifying, under control of the processor, a first position of the
token
identifier comprising one of the stations on the game board;
means for selecting, under control of the processor in response to player
input, a
predicted position of the game token to be determined by execution of the game
program, the
predicted position corresponding to one of the stations on the game board;
means for executing, under processor control, the game program to determine a
second
position of the token identifier;
means for comparing, under control of the processor, the predicted position to
the
second position; and
means for awarding a payoff to the player if the predicted position
corresponds to the
second position.

15. A gaming machine comprising:
a processor for controlling a game of chance in a basic mode and a bonus mode,
the
processor being operable in the basic mode to select one or more basic game
outcomes and in
the bonus mode to select one or more bonus game outcomes;
at least one display for displaying respective indicia of the selected
outcomes;
means associated with the processor for issuing game control instructions
associated
with the respective indicia, the game control instructions including a
plurality of nominal
executable instructions adapted for execution by the processor upon display of
the respective
indicia and at least one deferred executable instruction adapted for deferred
execution by the
processor.

16. The gaming machine of claim 15 wherein said at least one deferred
executable
instruction includes an override command executable by the processor in
response to later
displayed indicia.

17. The gaming machine of claims 16 wherein the override command is executable
to
override a nominal executable instruction associated with the later-displayed
indicia.



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18. The gaming machine of any of claims 15 to 17 wherein one of said at least
one
deferred executable instructions is issued by the means for issuing in
response to one of the
basic game outcomes and is executable by the processor in the bonus game.

19. The gaming machine of claim 18 wherein said one of the deferred executable
instructions issued in the basic game comprises an override command executable
by the
processor in response to indicia displayed in the bonus game.

20. The gaming machine of claim 19 wherein said one of the deferred executable
instructions issued in the basic game comprises an override command executable
by the
processor to override an end-bonus outcome displayed in the bonus game.

21. The gaming machine of claim 15 wherein one of said at least one deferred
executable instructions is issued by the means for issuing in response to one
of the basic game
outcomes and is executable by the processor in the basic game.

22. The gaming machine of claim 21 wherein said one of the deferred executable
instructions issued in the basic game comprises an override command executable
by the
processor in response to indicia later displayed in the basic game.

23. The gaming machine of claim 21 wherein said one of the deferred executable
instructions issued in the basic game comprises an override command executable
by the
processor to override a symbol combination displayed in the basic game.

24. The gaming machine of claim 21 wherein the override command causes the
processor to override a lower-paying symbol combination displayed in the basic
game in favor
of a higher-paying symbol combination.



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25. The gaming machine of claim 15 wherein one of said at least one deferred
executable instructions is issued by the means for issuing in response to one
of the bonus game
outcomes and is executable by the processor in the bonus game.

26. The gaming machine of claim 25 wherein said one of the deferred executable
instructions issued in the bonus game comprises an override command executable
by the
processor in response to indicia later displayed in the bonus game.

27. A method of operating a gaming machine under control of a processor in a
basic
mode and a bonus mode, the method comprising the steps of:
selecting, under control of the processor, one or more basic game outcomes in
the basic
mode and one or more bonus game outcomes in the bonus mode;
issuing, under control of the processor, game control instructions associated
with a
plurality of the selected outcomes, the game control instructions including at
least one deferred
execution instruction issued in response to a selected basic game outcome;
executing, under control of the processor, the deferred execution instruction
in response
to a selected bonus game outcome.

28. The method of claim 27 wherein the at least one deferred execution
instruction
comprises an override command executable, under control of the processor, to
override a
nominal instruction associated with the selected bonus game outcome.

29. A gaming machine comprising:
a processor operable to execute a game program defining a plurality of
stations about a
game board traversable by a token identifier;
a game memory operably coupled to the processor, the game memory storing a
plurality
of movement tables each corresponding to one of the stations of the game
board, each of the
movement tables defining a set of possible movement outcomes;



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means for identifying, under control of the processor, a position of the token
identifier
comprising any one of the stations on the game board; and
means for consulting, under control of the processor, one or more of the
movement
tables associated with the position of the token identifier to select a
movement outcome.

30. The gaming machine of claim 29 wherein at least one station of the game
board is
associated with a first and second movement table stored in the game memory,
the processor
determining the movement outcome from said station by selecting a first
outcome from the first
movement table, a second outcome from the second movement table and then
summing the first
and second outcomes to determine said movement outcome.

31. The gaming machine of either claim 28 or 29 further comprising means for
moving
the token identifier a number of steps on the game board corresponding to the
selected
movement outcome.

32. The gaming machine of claim 29 wherein each of the movement tables define
an
equal number of possible movement outcomes.

33. The gaming machine of claim 29 wherein each of the movement tables assigns
a
predefined selection probability to each of the possible movement outcomes.

34. A method of operating a gaming machine under control of a processor, the
processor being operable to execute a game program defining a plurality of
stations about a
game board traversable by a token identifier, the method comprising:
storing a plurality of movement tables in a game memory, each of the movement
tables
defining a set of possible movement outcomes;
identifying, under control of the processor, a position of the token
identifier comprising
any one of the stations on the game board; and



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consulting, under control of the processor. the movement table associated with
the
position of the token identifier to select a movement outcome.

35. A method of operating a gaming machine under control of a processor, the
processor being operable to execute a game program defining a plurality of
stations about a
game board traversable by a token identifier, the method comprising:
designating one of the stations as a bonus station;
executing, under processor control, the game program to advance the token
identifier
along the game board;
awarding a payoff to the player each successive time the token identifier
reaches the
bonus station, the payoff escalating each successive time the token identifier
reaches the bonus
station.

36. The method of claim 35 wherein the bonus station is predefined by the game
program.

37. The method of claim 36 wherein the bonus station comprises a starting
station of
the token identifier upon execution of the game program.

38. The method of claim 35 wherein the processor is operable in a basic mode
and a
bonus mode, the executing step being accomplished in the bonus mode.

39. A gaming machine comprising:
a processor operable to execute a game program defining a plurality of
stations about a
game board traversable by a token identifier, the game program designating one
of the stations
as a bonus station;
means for advancing, in response to execution of the game program, the token
identifier
along the game board;



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a payoff mechanism for awarding a payoff to the player each successive time
the token
identifier reaches the bonus station, the payoff escalating each successive
time the token
identifier reaches the bonus station.

40. A method of operating a gaming machine under control of a processor, the
processor being operable to execute a game program defining a plurality of
stations about a
game board traversable by a token identifier, the plurality of stations having
at least one
discernible subset defining a station group, the method comprising:

(a) executing, under processor control, the game program to determine one or
more
movements of the token identifier along the game board;
(b) identifying, after each of said one or more movements, a landing station
defining the
station occupied by the token identifier and, if the landing station is a
member of a station
group,
(1) assigning a completed station status to the landing station;
(2) evaluating the other stations in the station group associated with the
landing
station and, if each of the other stations has a completed station status,
assigning a completed
group status to the station group; and
(3) providing a reward to a player in response to any of the station groups
having
a completed group status.

41. The method of claim 40 wherein the station groups define color groups.

42. The method of claim 40 wherein, after providing a reward to the player in
response
to a completed group, the method comprises the steps of:
removing the completed group status of the station group; and
removing the completed station status of the stations in the station group.

43. The method of claims 40 wherein the step of executing the game program
comprises determining a first number of movements of the token identifier
along the game



85


board and the step of providing a reward to the player comprises awarding the
player a second
number of additional movements of the token identifier along the game board.

44. The method of claim 43 wherein the step of providing a reward to the
player
comprises awarding the player a single additional movement of the token
identifier along the
game board.

45. The method of claim 40 wherein the landing station has a base value, the
step of
providing a reward to the player in response to a completed group comprising
awarding the
player an amount exceeding the base value.

46. The method of claim 40 wherein the step of providing a reward to the
player in
response to a completed group comprises awarding the player double the base
value.

47. The method of claim 40 wherein the step of executing the game program to
determine one or more movements of the token identifier along the game board
comprises
executing the game program a plurality of times.

48. The method of claim 40 wherein the step of executing the game program to
determine one or more movements of the token identifier along the game board
comprises
executing the game program a plurality of times by a plurality of successive
players.

49. A method of operating a gaming machine under control of a processor, the
processor being operable in a basic mode to display a basic game outcome
defining a symbol
group, the method comprising:
(a) executing a first bonus game if the symbol group includes a first bonus
combination,
the step of executing the first bonus game comprising:
(1) setting up under control of the processor a first bonus game by defining a
plurality of first bonus selection elements: and



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(2) selecting one of the first bonus selection elements;

(3) determining under control of the processor a first bonus value associated
with
the selected one of the first bonus selection elements; and

(4) awarding a credit based on said first bonus value;

(b) executing a second bonus game if the symbol group includes a second bonus
combination, the step of executing the second bonus game comprising:

(1) setting up under control of the processor a second bonus game by defining
a
plurality of stations about a game board traversable by a token identifier;

(2) executing a movement of the token identifier to determine a landing
station;
(3) determining under control of the processor a second bonus value associated
with the landing station; and
(4) awarding a credit based on said second bonus value.

50. The method of claim 49 wherein the step of setting up a first bonus game
comprises
defining a first plurality of selection elements having a fixed value and a
second plurality of
selection elements having a multiplier value.

51. The method of claim 49 wherein the first bonus combination comprises a
basic
winning combination including a first bonus wildcard symbol.

52. The method of claims 49 wherein the second bonus combination comprises a
combination of start-bonus symbols displayed in scatter-pay format.

53. A processor controlled game of chance comprising:
a) a processor, operating according to a game program, for randomly selecting
symbols and for awarding credits when winning symbol combinations are
selected;
b) display means on which said selected symbol combinations are displayed to a
game player;



87


c) said processor operating in a basic mode unless and until a bonus symbol
combination is selected, said processor, in said basic mode, selecting symbols
and awarding
credits or money in response to the input of money or credits by said player;

d) said processor operating in a bonus mode after said bonus symbol
combination
is selected; said processor, in said bonus mode: (1) selecting an outcome as
the result of a trial
having a first probability of a winning outcome; (2) displaying the outcome on
a display; (3)
adding credits to a bonus mode total if said outcome is a winning outcome; (4)
repeating steps
d(1) to d(3) using the same or a different probability of a winning outcome,
until a losing
outcome occurs;
whereby a player who reaches the bonus mode accumulates credits as a function
of the
number of trials survived.

54. A processor controlled game of chance in accordance with Claim 53 wherein
the probability of selecting a non-losing outcome is a variable probability
and is greater than
50% for some trials.

55. A processor controlled game of chance in accordance with either Claim 53
or
54 wherein said bonus mode comprises a trail game; and wherein said step of
selecting an
outcome as the result of a trial comprises selecting a random movement value
to reach a
position on said trail and selecting an outcome from at least one alternative
allowable
outcomes associated with said position.

56. The processor controlled game of chance of Claim 53 wherein the display
means includes at least two physical reels having symbols arranged thereon,
the selected
symbols being displayed to a player by rotation of said reels.

57. The processor controlled game of chance of Claim 53 wherein said processor
is programmed to produce an expected value (EV) for said bonus mode greater
than 1.0 but
wherein the EV of the combined basic and bonus modes is less than 1Ø



88


58. A processor controlled game of chance in accordance with Claims 53 wherein
the bonus game is ended if the number of trials exceeds a predetermined
maximum.

59. A processor controlled game of chance in accordance with Claim 53 wherein
the bonus game is ended if the accumulated winnings exceeds a predetermined
maximum.

60. In a gaming machine including processor means for randomly selecting
outcomes, some of which are winners and the remainder being losers; and for
awarding
credits or money corresponding to said winners, and display means for
displaying the selected
outcomes the improvement comprising:

a) said processor means being programmed to designate certain outcomes as a
bonus event permitting the play of a bonus game;

b) said processor, during bonus game play, iteratively and randomly selecting
outcomes, each of which is the result of a trial wherein the probability of
success may vary
between trials;
c) displaying said outcomes and awarding the credits associated therewith
until a
losing outcome is selected;
whereby a player who reaches the bonus game accumulates credits as a function
of the
number of variable probability trials survived.

61. A processor controlled game of chance comprising:
a) a processor, operating according to a game program, for randomly selecting
symbols and for awarding credits when winning symbol combinations are
selected;
b) display means on which said selected symbol combinations are displayed to a
game player;
c) said processor operating in a basic mode unless and until a bonus symbol
combination is selected, said processor, in said basic mode, selecting symbols
and awarding
credits or money in response to the input of money or credits by said player;



89


d) said processor operating in a bonus mode after said bonus symbol
combination
is selected; said processor, in said bonus mode: (1) selecting an outcome as
the result of a
variable probability trial; (2) displaying the outcome on a display; (3)
adding an award to a
bonus game award total if said outcome is an award paying outcome; (4)
repeating steps d1 to
d3 until a losing outcome occurs; (5) paying out said bonus game award total;

whereby a player who reaches the bonus mode accumulates credits as a function
of the
number of variable probability trials survived.

62. A processor controlled game of chance in accordance with Claim 61 wherein
the bonus game is ended if the number of trials exceeds a predetermined
maximum.

63. A processor controlled game of chance in accordance with Claim 61 or 62
wherein the bonus game is ended if the accumulated winnings exceeds a
predetermined
maximum.

64. A processor controlled game of chance in accordance with Claim 61 wherein
the probability of selecting a non-losing outcome as the result of a variable
probability
variable probability trial is less than 50% for some outcomes.

65. A gaming machine comprising,:
a) processor means for randomly selecting outcomes, some of which are
winners and the remainder being losers; and for awarding credits or money
corresponding to
said winners,
b) display means for displaying the selected outcomes
the improvement comprising:



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i) said processor means being programmed to designate certain outcomes
as a bonus outcome permitting the play of a bonus game; and

ii) said processor, during bonus game play, iteratively and randomly
selecting outcomes as a sequence of variable probability trials, displaying
said outcomes and
awarding the credits associated therewith until a losing outcome is selected;

whereby a player who reaches the bonus game accumulates credits as a
function of the number of variable probability trials survived.

66. A method of operating a gaming machine having a processor for randomly
selecting game outcomes and for awarding credits or money for winning outcomes
and, a
display for displaying said outcomes to a game player comprising the steps of:

a) operating said processor in a basic mode unless and until an outcome,
designated as a bonus outcome, is selected, said basic mode permitting outcome
selection,
display and credit awards only in response to the input of a credit by said
player;

b) operating said processor in a bonus mode after said bonus outcome is
selected, said bonus mode operation causing:

(1) random selection and display of outcomes as a sequence of
variable probability trials which continue until a losing trial occurs;

(2) the award of credits or money for winning outcomes for each trial;
whereby a player who reaches the bonus mode accumulates credits as a
function of the number of variable probability trials survived.



91

Description

Note: Descriptions are shown in the official language in which they were submitted.



CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
GAMING MACHINE FOR PLAYING A BOARD GAME
FIELD OF THE INVENTION
The present invention relates generally to gaming machines and, more
particularly, to
a gaming machine having various play features relating to a board game.
BACKGROUND OF THE INVENTION
Gaming machines, such as slot machines, video poker machines and the like,
have
been a cornerstone of the gaming industry for several years. Generally, the
popularity of such
machines with players is dependent on the likelihood (or perceived likelihood)
of winning
money at the machine and the intrinsic entertainment value of the machine
relative to other
available laming options. Where the available gaming options include a number
of
competing machines and the expectation of winning each machine is roughly the
same (or
believed to be the same), players are most likely to be attracted to the most
entertaining and
exciting of the machines. Shrewd operators consequently strive to employ the
most
entertaining and exciting machines available, because such machines attract
frequent play and
hence increase profitability to the operator.
One concept which has been successfully employed to enhance the entertainment
value of a game is the concept of a "secondary" or "bonus" game which may be
played in
conjunction with a "basic" game. The bonus game may comprise any type of game,
either
similar to or completely different from the basic game, which is entered upon
the occurrence
of a selected event or outcome of the basic game. Generally, bonus games
provide a greater
expectation of winning than the basic game and may also be accompanied with
more
attractive or unusual video displays and/or audio. Because the bonus game
concept offers
tremendous advantages in player appeal and excitement relative to other known
games, and
because such games are attractive to both players and operators, there is a
continuing need to
develop gaming machines with new types of bonus games to satisfy the demands
of players
and operators. The present invention is directed to satisfying this need.
SUBSTITUTE SHEET (RULE Z6)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
SUMMARY OF THE INVENTION
In accordance with one aspect of the present invention, there is provided a
gaming
machine with a feature allowing the player to select a game token. The gaming
machine
comprises a processor, a selection element and a display. The processor is
operable to execute a
game program defining a plurality of stations about a game board traversable
by a game token.
The selection element is operable to select, in response to player input, a
game token for
illustrating movement between the stations, and the display is operable to
display, under control
of the processor, the selected game token at one or more stations on the game
board determined
by execution of the game program.
In accordance with another aspect of the present invention, there is provided
a feature
allowing the player to predict and wager on landing positions) of the token
identifier. The
gaming machine comprises a processor operable to execute a game program
defining a plurality
of stations about a game board traversable by a token identifier. The feature
comprises
selecting, in response to player input, a predicted position of the token
identifier to be
determined by execution of the game program, the predicted position
corresponding to one of
the stations on the game board. Then, the game program is executed under
processor control to
determine a true position of the token identifier. The processor compares the
predicted position
of the token identifier to the true position of the token identifier, and a
payoff is awarded to the
player if the predicted position corresponds to the true position. In one
embodiment, a bonus
payoff is made if the predicted position was reached in response to a target
movement value.
In accordance with still another aspect of the present invention, there is
provided a
gaming machine with a feature allowing the player to obtain deferred-execution
instructions)
which are exercisable by the processor to override later-issued instructions)
otherwise to be
executed by the processor. The gaming machine includes a processor operable in
a basic mode
and a bonus mode, respectively, to select basic game and bonus game outcomes.
A display is
provided for displaying indicia of the selected outcomes. The processor issues
game control
instructions associated with the respective indicia. The game control
instructions include
nominal executable instructions adapted for execution by the processor upon
display of the
respective indicia and at least one deferred executable instruction adapted
for deferred execution
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by the processor. The deferred execution instruction might occur in the basic
game and be
exercised in the bonus game. In one embodiment, the game control instructions
include an end-
bonus instruction (e.g., GO TO JAIL) which nominally cause the processor to
end the bonus
game, and the deferred executions include an overnde command (e.g., GET OUT OF
JAIL,
FREE) executable to overnde the end-bonus instruction.
In accordance with yet another aspect of the present invention, there is
provided a
feature in which movements of the token identifier are determined according to
movement
tables corresponding to the various stations of the game board. The gaming
machine includes a
processor and a game memory. The processor is operable to execute a game
program defining a
plurality of stations about a game board traversable by a token identifier.
Movements of the
token identifier about the game board are determined according to movement
tables stored in
the game memory. Each of the movement tables correspond to one of the stations
of the game
board and define a set of possible movement outcomes from that station. After
identifying the
position (station) of the token identifier on the game board, the processor
consults the
movement table corresponding to that position to select a movement outcome.
Then, the
processor moves the token a number of steps on the game board corresponding to
the selected
movement outcome.
In accordance with still yet another aspect of the present invention, there is
provided a
feature in which escalating bonuses are awarded for reaching a designated
bonus square on the
game board. The gaming machine includes a processor operable to execute a game
program
defining a plurality of stations about a game board traversabie by a token
identifier, one of the
stations being designated as a bonus station. As the token identifier is
advanced along the game
board, payoffs) are made to the player when the token identifier reaches the
bonus station, the
payoffs escalating in value each successive time the token identifier reaches
the bonus station.
In accordance with a still further aspect of the present invention, there is
provided a
feature in which bonuses are awarded for completing groups of stations (e.g.,
color groups) on
the game board. The gaming machine includes a processor operable to execute a
game program
defining a plurality of stations about a game board traversable by a token
identifier, the plurality
of stations having at least one discernible subset defining a station group
(e.a., a color group).
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As the token identifier is advanced along the game board, the processor
identifies respective
landing stations occupied by the token identifier. If the landing station is a
member of a station
group, the processor designates the landing station as a "completed" station.
Then, the
processor evaluates the station status of the other stations in the group. If
each of the other
stations in the group are also completed, the processor designates the group
as a completed
group and provides a reward to the player, which might comprise an extra
"spin" or play of the
game, or might increase the award otherwise associated with the station.
In accordance with a still yet further aspect of the present invention, there
is provided a
gaming machine with a processor operable in a basic mode and two bonus modes.
In the basic
t0 mode, the processor is operable to display a basic game outcome defining a
symbol group. If
the symbol group includes a first bonus combination, the processor enters the
first bonus mode
and, if the symbol group includes a second bonus combination, the processor
enters the second
bonus mode. In the first bonus mode, the processor sets up the first bonus
game by defining a
plurality of first bonus selection elements including fixed values and
multipliers. Then, the
15 processor operates to select one of the selection elements and the player
is awarded a credit
based on the value of the selected selection element. In the second bonus
mode, the processor
operates to define a plurality of stations about a game board traversable by a
token identifier.
Then, the processor executes a movement of the token identifier to determine a
landing station,
and the player is awarded a credit based on the value of the landing station.
BRIEF DESCRIPTION OF THE DRAWINGS
The foregoing and other advantages of the invention will become apparent upon
reading the following detailed description and upon reference to the drawings
in which:
FIG. 1 is a perspective view of a video gaming machine with a board game theme
according to one embodiment of the present invention;
FIG. 2 is a block diagram of the gaming machine of FIG. 1;
FIG. 3 shows the top box glass of the gaming machine of FIG. 1;
FIG. 4 is an illustration of a five-reel, nine-line video gaming machine basic
game
which may be implemented on the gaming machine of FIG. l;
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FIG. 5 is an illustration of a "Pick Token" screen which appears on the video
display
of the gaming machine of FIG. 1 according to one embodiment of the present
invention;
FIG. 6 is an illustration of a bonus round play screen which may appear on the
video
display of the gaming machine of FIG. 1 according to one embodiment of the
present
invention:
FIG. 7 is an illustration of a "Build Houses" screen which appears on the
video
display of the gaming machine of FIG. 1 according to one embodiment of the
present
~nvent~on:
FIG. 8 is a perspective view of a video gaming machine with a board game theme
according to another embodiment of the present invention;
FIG. 9 is a block diagram of the gaming machine of FIG. 8;
FIG. 10 shows the top box glass of the gaming machine of FIG. 8;
FIG. 11 is an illustration of a five-reel, five-line video gaming machine
basic game
which may be implemented on the gaming machine of FIG. 8;
FIG. 12 is an illustration of a "Pick Token" screen which appears on the video
display
of the gaming machine of FIG. 8 according to one embodiment of the present
invention;
FIG. 13 is an illustration of a bonus round play screen which may appear on
the video
display of the gaming machine of FIG. 1 according to one embodiment of the
present
invention;
FIG. 14 is a perspective view of a spinning reel gaming machine with board
game
theme according to yet another embodiment of the present invention;
FIG. 15 is a block diagram of the gaming machine of FIG. 14;
FIG. 16a shows a portion of the top box glass of the gaming machine of FIG.
14;
FIG. 16b shows a game board portion of the gaming machine of FIG. 14;
FIG. I7 is an illustration of three reel strips associated with a basic game
which may
be implemented on the gaming machine of FIG. 14;
FIG. 18 is an illustration of a CHANCE bonus screen which may appear on the
dot
matrix display of the gaming machine of FIG. 14;
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FIG. 19 is an illustration of a WATER WORKS screen which may appear on the dot
matrix display of the gaming machine of FIG. 14;
FIG. 20 is an illustration of an ELECTRIC COMPANY screen which may appear on
the dot matrix display of the gaming machine of FIG. 14;
FIG. 21 is an illustration of a FREE PARKING screen which may appear on the
dot
matrix display of the gaming machine of FIG. 14;
FIG. 22 is a perspective view of a spinning reel gaming machine with board
game
theme according to yet another embodiment of the present invention;
FIG. 23 is a block diagram of the gaming machine of FIG. 22; and
FIG. 24 shows a portion of the top box glass of the gaming machine of FIG. 22;
FIG. 25 is an illustration of three reel strips associated with a basic game
which may
be implemented on the gaming machine of FIG. 22.
FIG. 26 shows a first part of a flowchart showing the operation of a specific
example
of one embodiment.
FIG. 27 shows in detail the bonus game operation of the flowchart of FIG. 26.
While the invention is susceptible to various modifications and alternative
forms,
specific embodiments have been shown by way of example in the drawings and
will be
described in detail herein. However, it should be understood that the
invention is not
intended to be limited to the particular forms disclosed. Rather, the
invention is to cover all
modifications, equivalents, and alternatives falling within the spirit and
scope of the invention
as defined by the appended claims.
DESCRIPTION OF SPECIFIC EMBODIMENTS
Turning now to the drawings and refernng initially to FIG. 1, there is
depicted a
gaming machine 10 with a board game theme. In one embodiment, the gaming
machine 10 is
operable to play a game entitled MONOPOLY ONCE AROUNDT"', based on the popular
MONOPOLY~'~"'' board game. MONOPOLYT"' is a registered trademark owned by and
used
with permission by Hasbro, Inc. and Hasbro International, Inc., Pawtucket,
Rhode Island.
Nevertheless, it will be appreciated that the gaming machine 10 may be
implemented with
any of several other board game themes other than MONOPOLYT~''.
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The gaming machine 10 includes a video display 12 and a top box display 32.
The
video display 12 may comprise a dot matrix, CRT, LED, LCD, electro-luminescent
display or
generally any type of video display known in the art. The top box display 32
has a facing
surface 60 comprising a partially translucent material such as glass, plastic,
Plexiglas or the
like which includes an adaptation of a game board 62 (e.g., MONOPOLY)
displayed thereon.
The game board 62 is backlit by a number of lights 66 (not visible in FIG. 1)
in the top box
display 32. A pair of mechanical dice 64 are displayed near the top of the top
box display 32.
FIG. 2 is a block diagram of a control system suitable for operating the slot
machine
10. Coin/credit detector 82 signals a CPU 70 when a player has inserted a
number of coins or
played a number of credits. Then, after the player has activated a switch 84
(e.g., by pulling a
lever or pushing a button), the CPU 70 operates to display reels 14, 16, 18,
20 and 22 on the
video screen 12. Then, the player activates one or more selected paylines 72-
80 and presses
the "Spin Reels" button 36 or "Max Bet Spin" button 37 to "spin" the reels, as
will be
described in greater detail in relation to FIG. 4. The CPU 70 randomly selects
a game
outcome and causes the video display 12 to display indicia (e.g., symbols on
reels 14, 16, 18,
and 22) corresponding to the pre-selected game outcome. In one embodiment, the
symbols displayed on the reels define the basic game outcome.
A system memory 86 stores control software, operational instructions and data
associated with the gaming machine 10. In one embodiment, the memory 86
comprises a
20 separate read-only memory (ROM) and battery-backed random-access memory
(RAM).
However, it will be appreciated that the memory 86 may be implemented on any
of several
alternative types of memory structures or may be implemented on a single
memory structure.
A payoff mechanism 88 is operable in response to instructions from the CPU 70
to award a
payoff of coins or credits to the player in response to certain winning
combinations stored in
memory 86. As will be described in detail hereinafter, the payoff amounts
corresponding to
certain combinations is predetermined according to a pay table stored in
system memory 86.
A separate I/O controller 71 coupled to the CPU 70 operates the mechanical
dice 64 and top
box lights 66.
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The gaming machine 10 is operable to play a "basic" game and a secondary or
"bonus" game. The basic game is implemented on the video display 12 on five
video
simulated spinning reels, 14, 16, 18, 20 and 22 (hereinafter "reels") with
nine paylines 72-80,
as best observed in FIG. 4. Generally, game play is initiated by inserting a
number of coins or
playing a number of credits, causing the CPU 70 (FIG. 2) to activate a number
of paylines
corresponding to the number of coins or credits played. After activation of
the paylines, the
reels 14, 16, 18, 20 and 22 are set in motion by either pulling a lever (not
shown), pressing a
push button, or touching a touch screen "key" on the video display 12.
In the embodiment of FIG. 4, each of the paylines 72-80 extend through one
symbol
on each of the five reels 14, 16, I8, 20 and 22. Payline 72 starts at the
upper left symbol (e.g.,
"DOG") on reel 14, extends through the center symbol (e.g., "DICE") on reel
16, the lower
symbol (e.g., "CHANCE") on reel 18, the center symbol (e.g., "DICE") on reel
20 and
terminates at the top symbol (e.g., "ELECTRIC CO.," hereinafter "LIGHT") on
reel 22.
Payline 73 starts at the upper left symbol (e.g., "DOG") on reel 14, extends
through the center
symbol (e.g., "DICE") on reel 16, the upper symbol (e.g., "SHOE") on reel 18,
the center
symbol (e.g., "DICE") on reel 20 and terminates at the top symbol (e.g.,
"LIGHT") on reel 22.
Payline 74 extends through the top symbol on each reel (e.g., "DOG" on reel
14,
"COMMUNITY CHEST," hereinafter "CHEST" on reel 16, "SHOE" on reel 18, "CAR" on
reel 20 and "LIGHT" on reel 22.) Payline 75 starts at the center symbol (e.g.,
"FREE
PARKING," hereinafter "PARK") on reel 14, extends through the lower symbol
(e.g.,
"SHOE") on reel 16, the center symbol (e.g., "RING") on reel 18, the lower
symbol (e.g.,
"RICH UNCLE PENNYBAGS," hereinafter "PENNY") on reel 20 and terminates at the
center symbol (e.g., "DOG") on reel 22. Payline 76 extends through the center
symbol on
each reel (e.g., "PARK" on reel I4, "DICE" on reel 16, "RING" on reel 18,
"DICE" on reel
20 and "DOG" on reel 22.) Payline 77 starts at the center symbol (e.g.,
"PARK") on reel 14,
extends through the upper symbol (e.g., "CHEST") on reel 16, the center symbol
(e.g.,
"RING") on reel 18, the upper symbol (e.g., "CAR") on reel 20 and terminates
at the center
symbol (e.g., "DOG") on reel 22. Payline 78 extends through the lower symbol
on each reel
(e.a., "TRAIN" on reel 14. "SHOE" on reel 16, "CHANCE" on reel 18, "PENNY" on
reel 20
8
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and "DICE" on reel 22.) Payline 79 starts at the lower symbol (e.g., "TRAIN")
on reel 14,
extends through the center symbol (e.g., "DICE") on reel 16, the lower symbol
(e.g.,
"CHANCE") on reel 18, the center symbol (e.g., "DICE") on reel 20 and
terminates at the
lower symbol (e.g., "DICE") on reel 22. Payline 80 starts at the lower symbol
(e.g.,
"TRAIN") on reel 14, extends through the center symbol (e.g., "DICE") on reel
16, the upper
symbol (e.g., "SHOE") on reel 18, the center symbol (e.g., "DICE") on reel 20
and terminates
at the lower symbol (e.g., "DICE") on reel 22.
In one embodiment, the player selects the number of paylines (between one and
nine)
to play by pressing one of the five buttons in the top row 28 or by using the
"Select Lines"
key 34 on the video display 12. The player then chooses one of the five
buttons in the bottom
row 30 that correspond to the number of coins or credits to bet on each of the
nine paylines.
Selecting one of the buttons in the bottom row 30 sets the five video reels,
14, 16, 18, 20 and
22 in "motion". As an alternative, the player may touch the "Bet Per Line" key
35 on the
video display 12 until the desired bet is displayed and then touch the "Spin
Reels" key 36 on
the video display 12 to begin the game. As another alternative, if the player
wishes to bet the
maximum amount of lines and the maximum bet per line, the player may touch the
"Max Bet
Spin" key 37 on the video display 12 to begin the game. In one embodiment, the
game can be
set for a maximum bet of 5 or 10 credits on each payline for a maximum total
bet of 45 or 90
credits per game. The CPU 70 assigns an equal amount of credits bet for each
payiine and
then spins all five reels 14, 16, 18, 20 and 22.
The CPU 70 uses a random number generator (not shown) to select a game outcome
(e.g., "basic" game outcome) corresponding to a particular set of reel "stop
positions". The
CPU 70 then causes each of the video reels 14, 16, 18, 20 and 22 to stop at a
preselected stop
position. Video symbols (see FIG. 4) are displayed on the reels 14, 16, 18, 20
and 22 to
graphically illustrate the reel stop position and indicate whether the stop
position of the reels
represents a winning game outcome. Winning "basic" game outcomes (e.g., symbol
combinations resulting in payment of coins or credits) are identifiable by a
pay table (see
Table A-1). In one embodiment, the pay table is affixed to the machine 10
and/or displayed
by the video display 12 in response to a command by the player (e.g., by
pressing the "PAY
9
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TABLE" button 45).. The pay table enables the player to view the winning
combinations and
their associated payoff amounts. If the displayed symbols stop in a winning
combination, the
game awards the player the award corresponding to the award in the pay table
for that
combination multiplied'by the amount of credits bet on the winning payline.
SUBSTITUTE SHEET (RULE 26)


CA 02341020 2001-02-16
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Table A-1 is a pay table identifying various winning combinations of symbols
in the
MONOPOLY ONCE AROUNDT~'~ basic game and their mathematical probabilities and
expected values. The various symbols used in the MONOPOLY ONCE AROUNDTM basic
game include: "RICH UNCLE PENNYBAGS" ("PENNY"'), "DICE," "CAR," "DOG,"
"SHOE," "RING," "TRAIN," "PARK," "LIGHT," "CHEST" and "CHANCE." The "WIN
COMBINATIONS" column identifies the various win combinations which may occur
by
symbols stopping on an active payiine. Generally, winning combinations require
that at least
two of five corresponding symbols be displayed, left to right, starting on
reel 14 (designated
"R #1" in Table A-1) on an active payline. For example, two "PENNY" symbols
displayed
on adjacent reels 14 ("R #1") and 16 would be a winning combination. The "ANY
TOKEN"
combination is satisfied by any combination of three or more "CAR," "DOG" and
"SHOE"
symbols stopping on an active payline, left to right, starting on reel 14 ("R
#1"). For example,
a "DOG" symbol on reel 14 ("R #1"), followed by a "SHOE" symbol on reel 16 ("R
#2") and
another "DOG" symbol on reel 18 ("R #3") would be a winning "ANY TOKEN"
combination.
In one embodiment, the "PENNY" symbol acts as a wildcard for the "RING,"
"TRAIN," and "PARK" symbol combinations. Thus, for example, the combination of
"RING," "PENNY" and "RING" on adjacent reels 14 ("R #1"), 16 ("R #2") and 18
("R #3")
is a winning combination.
The "SCATTERED PAYS" column identifies the various win combinations which
may occur by symbols which are not necessarily aligned with an active payline.
A winning
combination of the scatter-pay type occurs when scatter-pay symbols are
displayed, in any
position, on the appropriate reels. In the MONOPOLY ONCE AROUND"' basic game,
the
"CHEST" and "CHANCE" symbols are scatter-pay symbols and winning combinations
occur
when three or more of these symbols are displayed on consecutive and adjacent
interchangeable reels. For example, three "CHEST" symbols displayed on
adjacent reels 16
("R #2"), 18 ("R #3") and 20 ("R #4"), is a winning scatter-pay combination in
the
MONOPOLY ONCE AROUNDTM same.
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The "# OF HTTS" column of Table A-1 identifies, for each winning combination,
the
product of the number of symbols on each reel supporting the combination. For
example,
consider the combination of five "PENNY" symbols. This combination is the
highest value
combination in the MONOPOLY ONCE AROUND basic game because there are
relatively few "PENNY" symbols on each reel and, consequently, the probability
of hitting a
"PENNY" symbol on each reel is very low. Specifically, in the embodiment of
Table A-l,
there is one "PENNY" symbol on reel 14 ("R #1"), two "PENNY" symbols on reel
16 ("R
#2"), two "PENNY" symbols on reel 18 ("R #3"), two "PENNY" symbols on reel 20
("R
#4") and four "PENNY" symbols on reel 22 ("R #5"). Thus, the "# OF HTTS" for
the
combination of five consecutive "PENNY" symbols is 32 (i.e., 1 x 2 x 2 x 2 x
4).
The "PAY" column of Table A-1 identifies the amount of coins) or credits)
awarded
for the various winning combinations in the basic game, per unit wagered.
Thus, for example,
the "PENNY," "PENNY" combination appearing on reels 14, 16 ("R #1, R #2") will
pay 20
coins or credits with one coin played; that same combination will pay 100
coins or credits
with five coins played.
The "TOTAL" column of Table A-1 lists, for each winning combination, the
product
of the "# OF HITS" value and the "PAY" value. The five "PENNY" combination,
for
example, having 32 hits each paying 20,000 coins or credits, has a "TOTAL"
value of
640,000.
In one embodiment, each of the reels 14, 16, 18, 20 and 22 have 48 symbol
positions,
thus the odds of hitting each unique combination relative to a single active
payline is one in
about 254 million (i.e., 1 = (48)5). The "PROB" column identifies the
probability of hitting
the various winning combinations in a single spin. For example, there are only
32 symbol
combinations out of about 250 million symbol combinations that will result in
the
combination of five consecutive "PENNY" symbols. Thus, the probability of
hitting that
combination is 32 = 254 million or about 1.25 x 10-7.
The "EV" column of Table A-1 identifies the expected value of the various
winning
combinations, which is computed as the product of the "PAY" and "PROB" values.
Thus, for
the five "PENNY" combination, the expected value is 0.0025 (?0,000 x 1.25 x 10-
x). The
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payout rate of the basic game, identified at the bottom of the "EV" column, is
computed by
summing each of the expected values. In the embodiment of Table A-1, the
payout rate of the
basic game is 73.60%
The Bonus Game
The bonus game is triggered when a special "start-bonus" outcome occurs in the
basic
game. In the MONOPOLY ONCE AROUNDT" game, a winning combination of three or
more "DICE" symbols in the basic game represents a "start-bonus" outcome which
causes the
CPU 70 to execute a game control instruction which enters the bonus game. In
one
embodiment, the bonus game has a board-game (e.g., MONOPOLY) theme and is
implemented on the top box game board 62 and video display 12. The board game
defines a
plurality of stations or squares about a game board traversable by a game
token, or token
"identifier" indicating the position of a token, or player. For example, a
token "identifier"
comprises in one embodiment an illuminated station of the top box game board
62 indicating
the position of a token, or player otherwise not displayed on the top box game
board 62.
Hereinafter, references to displaying the position of a token, or player,
shall be understood to
mean the display of either an actual game token or a token identifier on a
game board or
portion thereof.
Upon initially entering the bonus game, the CPU 70 operates to replace the
display of
reels 14, 16, 18, 20, 22 on video display 12 with a token selection screen
(FIG. 5) offering a
selection of board game tokens 40. In the MONOPOLY ONCE AROUNDT"' game, the
token
selection screen displays an animated Rich Uncle Pennybags symbol 38 above a
selection of
MONOPOLY tokens 40 (e.g., "CAR," "DOG," "HORSE," "SHOE" and "HAT"), and the
player is prompted to select one of the game tokens 40. In one embodiment, the
video display
12 comprises a touch-screen display and the selection of a game token 40 is
accomplished by
touching the desired token on the display 12. It will be appreciated, however,
that any of
several known player control devices may be used to implement the selection of
a token 40. In
another embodiment, the player scrolls through the tokens 40 and selects a
particular token by
depressing a designated "select" button on the laming machine 10 when the
desired token 40 is
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highlighted. Scrolling through the tokens 40 prior to the selection of the
desired token may also
be accomplished automatically according to the game program or may be
controlled by the
player pressing various buttons. Once the player selects a token 40, the CPU
70 operates to
display a portion of the game board on the video display 12 with the selected
token on a
starting station of the game board. The CPU 70 also signals I/O controller 71
to illuminate the
starting station on the top box game board 62. For example, in the MONOPOLY
ONCE
AROUNDTM game, the starting station is the 'GO' square. The CPU 70 operates to
display
the selected MONOPOLY token on the GO square of a scrolling video MONOPOLY
board
on the video display 12, and also signals I/O controller 71 to illuminate the
GO square on the
top box MONOPOLY board 62.
Next, in one embodiment, the CPU 70 selects an integer movement value defining
a
number of stations or steps which the token is to be moved from the GO square.
In one
embodiment, the integer movement value is selected from a plurality of
movement values
corresponding to the sum of two dice. In this case, the selection of the
movement value might
comprise selecting two integer values, each corresponding to a possible
outcome of one of the
dies, then summing the integer values. For example, in one embodiment, the CPU
70 selects
a first integer value, from one to six, corresponding to the faces of a six-
sided first die, then
selects a second integer value, from one to six, corresponding to the faces of
a six-sided
second die. The CPU 70 sums the two values to define the integer movement
value,
comprising a number from two to twelve. Alternatively, the CPU 70 might select
an integer
movement value from two to twelve without selecting and summing intermediate
values.
In one embodiment, the player "rolls" a pair of dice by touching a "Roll Dice"
key 41
or "Auto Roll" key 42 on the video display 12. The outcome of each roll (e.g.,
the integer
movement value) is selected by the CPU 70 which then issues game control
instructions to
display indicia of the pre-determined "roll." In one embodiment, the displayed
indicia
comprise mechanical dice 64 and a pair of "video" dice 43 on the video display
12 (FIG. 6).
In one embodiment, the mechanical dice 64 are driven by I/O controller 71, in
response to
game control instructions from the CPU 70, to mechanically rotate and then
stop to reveal the
predetermined outcome of the roll. The video dice 43 similarly "rotate" and
then stop to
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reveal the predetermined roll in response to instructions from the CPU 70. The
outcome of
the roll of dice 43 (FIG. 6) and 64 (FIG. 1) determines how many spaces the
token will be
moved from its previous position on the game board. On the top box display 32,
movement is
illustrated by the illumination, in step-wise fashion, of the appropriate
stations (squares) on
the game board 62 (e.g., MONOPOLY board) from the previous position to the
position
determined by the roll of dice. On the video display 12, movement is
illustrated by the
selected game token 40 (e.g., "SHOE" in FIG. 6) moving, one space at a time, a
corresponding number of spaces on a scrolling portion of the game board.
In one embodiment, when the token 40 stops moving for each roll, an animated
character icon (e.g., Rich Uncle Pennybags, in the MONOPOLY ONCE AROUNDT"'
game)
announces the name of the station (square) landed on by the token 40. The
player is awarded
the amount indicated on the station multiplied by the line bet. In one
embodiment, the player
might be awarded an additional amount resulting from a side bet, if any,
associated with the
station (which will be described in relation to FIG. 7). In one embodiment,
the bonus game
continues with consecutive rolls of the dice, with the player collecting
various amounts
corresponding to the landing stations determined by the rolls of dice, until
the player's token
has completed one trip around the game board. If the rolls are initiated by
pressing the "Roll
Dice" key 41, the game will pause between rolls until the player touches the
key 41 or 42. If
the rolls are initiated by the "Auto Roll" key 42, the CPU 70 causes the dice
to roll
automatically after a small delay following the previous roll.
In the MONOPOLY ONCE AROUNDTM game, if the game token 40 lands on a
"Chance" or "Community Chest" station (square) during the bonus round, the CPU
70
triggers an animation on video display 12 which shows the top card of a pile
of cards flipping
up to reveal the "Chance" or "Community Chest" outcomes. The art on the cards
resembles
the cards in an actual MONOPOLYTM game. Generally, the "Chance" and "Community
Chest" outcomes comprise awards of fixed coin values (e.g., "BANK ERROR IN
YOUR
FAVOR, $100), or they can move the piayer to a new space (e.g., GO BACK ONE
SPACE).
If the player is moved to a property, the movement is indicated on the top box
board 62 and
the video display 12. The possible outcomes of the "Chance" and "Community
Chest"
18
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squares in one embodiment of the MONOPOLY ONCE AROUNDT"' bonus game is shown
in Table A-2, below.
TABLE A-2
CHANCE & COMMUNITY CHEST OUTCOMES
Community Chest Pav Chance pa


Beauty Contest 5 3rd Place in Dance 7
Contest


Life Insurance Matures25 Horse Wins the Derb 35


XMAS Fund Matures IS You Win State Lotter 100


You Inherit Mone 60 You Win at Roulette 25
Table


Income Tax Refund 25 You Win at Black'ack 20
Table


Bank Error in Your 100 Lawsuit in our Favor 40
Favor


Receive Pa ment for 12 Find Lost Doe 10
Services


Stock Increases in 40 Buildin and Loan Matures30
Value


Grand O era O enins 9 Bank Pa s You Dividend12


Go Back One S ace 0 Sell Rare Paintin 70


Avers a 32.33 Avers a 34.9


Avers a with Go Back 29.10
1 S ace



In one embodiment of the MONOPOLY ONCE AROUNDTM game, if the game token
40 lands on stations) other than "Chance" or "Community Chest," the CPU 70
causes the
player to be awarded an amount of credits corresponding to the product of the
coins or
credits wagered per line in the basic game and a multiplier value associated
with the
respective station(s). Four of the stations (e.g., "INCOME TAX," "IN JAIL,"
"GO TO JAIL"
and "LUXURY TAX") have zero value in the bonus game, that is, they are
associated with
zero multiplier amounts. All other stations have positive integer multiplier
values which
generally increase as the token progresses farther along the board. The
multiplier values
associated with the respective stations are shown in FIG. 3 and Table A-3,
below.
19
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WO 00/12186 PCT/US99/19830
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SUBSTITUTE SHEET (RULE 26)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830



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21
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In one embodiment, the bonus game gives the player the opportunity to make
side
bets, apart from the coins or credits wagered in the basic game, on the
stations of the game
board which the player predicts will be landed on during the bonus game. The
increments of
the side bets which may be made on the various stations may be varied
according to the name
program. For example, in the MONOPOLY ONCE AROUNDT'" bonus game, the player
has
the opportunity to "build" houses (make side bets) on the properties of the
MONOPOLY
board which the player predicts will be landed on during the bonus game. The
amount of the
side bet corresponds to the "cost" of the houses built on the various
properties, which
generally varies according to the property selected.
If the player wishes to build house(s), the player touches the "Build Houses"
key 46
on the video display 12 (FIG. 5} which appears at the beginning of the bonus
round. If the
"Build Houses" key 46 is selected, the CPU 70 operates to display a "Build
Houses" screen
(FIG. 7) on the video display. In one embodiment, the video display 12
comprises a touch-
screen display and the player bets (builds houses) on a property by touching
the desired
property. It will be appreciated, however, that any of several alternative
player control devices
may be used to implement the selection and building of houses.
After selection of a property, the CPU 70 operates to display a property deed
54
corresponding to the selected property on the video display 12. In FIG. 7, the
property deed
shown on the video display 54 is "Baltic Avenue," thus indicating that the
player has elected
to. build houses on Baltic Avenue. More specifically, the player has
identified the "Baltic
Avenue" station as a predicted landing position of the token, to be determined
by execution of
the game program. The player builds houses on the selected property by
touching the
property again, by touching the deed 54, or by touching the "Build Houses" key
46. Up to
five bets (houses) may be placed on each property. In one embodiment, the
houses on the
bottom side of the MONOPOLYT"' board (from Mediterranean Ave. to Connecticut
Ave.)
cost 5 credits each, the houses on the left side of the board (St. Charles
Place to New York
Ave.) cost 10 credits each, the houses on the top side of the board (Kentucky
Ave. to Marvin
22
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Gardens) cost 15 credits each and the houses on the right side of the board
(Pacific Ave. to
Boardwalk) cost 20 credits each.
The cost of the houses are subtracted from the credits previously earned or
paid into
the machine by the player. In one embodiment, the player may insert coins or
bills into the
machine 10 at any time during display of the "Build Houses" screen as desired
to increase the
credits available for building houses. If the player, having selected a
property and placed
houses) on the property, wants to clear the houses) on the selected property,
the player
touches a "Clear Property" key 48 on the display 12. If the player wants to
clear houses (side
bets) placed on the entire board, the player touches a "Clear All Houses" key
50 on the
display 12.
In one embodiment, the video display 12 displays a number of house and hotel
icons
corresponding to the number of houses built on each selected property. In FIG.
7, for
example, the video display 12 shows four green house icons and a red hotel
icon adjacent to
the Baltic Avenue property deed, thus indicating that the player has placed
five bets on Baltic
Avenue. The four house icons represent the first four bets and the hotel icon
represents the
fifth bet placed on Baltic Avenue. The displayed property deed 54 identifies
the cost per
house (e.g., 5 credits for Baltic Avenue) and the pay value of landing on the
property (e.g.,
125 credits for Baltic Avenue, with five houses).
In one embodiment, the game program defines a target integer movement value
and a
bonus is awarded to the player if the player "rolls" the target integer
movement value to land
on the selected property. The bonus comprises a higher value award, greater
than the award
which would otherwise be awarded by landing on the selected property. In the
illustrated
embodiment, the target integer movement value is two, corresponding to a roll
of "Snake
Eyes" (double ones). The displayed property deed 54 indicates the pay value of
the "Snake
Eyes" bonus, 2000 credits for Baltic Avenue (with five houses). The cost per
house, pay
value per house and Snake Eyes bonus value per house for the various
properties in one
embodiment of the MONOPOLY ONCE AROUNDT~i game is identified in Table A-3.
In one embodiment, a "Help" key 44 is displayed on the "Build Houses" screen.
If
touched by the player. the "Help" key 44 allows the player to access various
information and
23
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instructions associated with the build houses feature. For example, in one
embodiment, the
information associated with the "Help" key 44 may allow the player to
determine how much
the Snake Eyes bonus is worth for the various properties.
After the player has placed the desired number of side bets, the player
touches a
"Return to Game" key 52 on the display 12, causing the CPU 70 to replace the
"Build
Houses" screen with a display of the MONOPOLY board screen (FIG. 6) with the
token
starting on the GO square. Then, the player presses the "Roll Dice" button 41
or "Auto RoII"
button 42 to roll the dice and commence the bonus game.
Then, the CPU 70 executes a game program, selecting integer movement values
corresponding to a roll of dice to advance the game token, or token identifier
along the game
board. The landing stations) of the token identifier determined by execution
of the game
program define "actual" or "true" positions) of the token identifier, as
opposed to the
predicted positions selected via the "Build Houses" screen. After each "roll,"
the CPU 70
compares the true position to the predicted positions) and, if the true
position matches any of
the predicted position(s), the player is paid an amount of coins or credits,
as appropriate,
corresponding to the cost of building the houses) on that property. In one
embodiment, the
amount paid upon landing on an improved property is five times the cost of
building houses
on that property. The "Build Houses" award(s), if any, are supplemental to the
awards given
as a result of landing on the properties in the regular bonus game.
The award of coins) or credits) for the ''Build Houses" feature or the regular
bonus
game may occur immediately upon the token 40 landing on a particular property
or may be
deferred until completion of the bonus game. In one embodiment, the animated
Rich Uncle
Pennybags will celebrate on the display 12 during all large bonus awards.
After the bonus
game is complete, the bonus screen will fade and the video reels screen will
then be displayed
on the display 12 so the player may resuming playing the basic game.
Now turning to FIG. 8, there is depicted another gaming machine 110 with a
board
game theme. In one embodiment, the gaming machine 110 is operable to play a
game entitled
MONOPOLY REEL ESTATET"', based on the MONOPOLY board game.
MONOPOLYTM is a registered trademark owned by and used with permission by
Hasbro,
24
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Inc. and Hasbro International, Inc., Pawtucket, Rhode Island. Alternatively,
the gaming
machine 110 may be implemented with any of several other board game themes
other than
MONOPOLY.
The gaming machine 110 includes a video display 112 and a top box display 132.
The
video display 112 may comprise a dot matrix, CRT, LED, LCD, electro-
luminescent display
or generally any type of video display known in the art. The top box display
132 has a facing
surface 160 comprising a partially translucent material such as glass,
plastic, Plexiglas or the
like which includes an adaptation of a game board 162 (e.g., MONOPOLY)
displayed
thereon. The game board 162 is backlit by a number of lights 166 (not visible
in FIG. 1) in
the top box display 132.
FIG. 9 is a block diagram of a control system suitable for operating the slot
machine
110 of FIG. 8. Coin/credit detector 182 signals a CPU 170 when a player has
inserted a
number of coins or played a number of credits. Then, after the player has
activated a switch
184 (e.g., by pulling a lever or pushing a button), the CPU 170 operates to
display reels 114,
116, 118, 120 and 122 (see FIG. 11) on the video screen 112. The player
activates one or
more selected paylines 172, 174, 176, 178, 180 and presses the "Spin Reels"
button 136 or
"Max Bet Spin" button 137 to "spin" the reels, as will be described in
relation to FIG. 11. The
CPU 170 randomly selects a game outcome and causes the video display 112 to
display
indicia (e.g., symbols on reels 114, 116, 118, 120 and 122) corresponding to
the pre-selected
game outcome. In one embodiment, the symbols displayed on the reels define the
basic game
outcome.
A system memory 186 stores control software, operational instructions and data
associated with the gaming machine 110. In one embodiment, the memory 186
comprises a
separate read-only memory (ROM) and battery-backed random-access memory (RAM).
However, it will be appreciated that the memory 186 may be implemented on any
of several
alternative types of memory structures or may be implemented on a single
memory structure.
A payoff mechanism 188 is operable in response to instructions from the CPU
170 to award a
payoff of coins or credits to the player in response to certain winning
combinations stored in
memory 186. As will be described in detail hereinafter, the payoff amounts
corresponding to
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certain combinations is predetermined according to a pay table stored in
system memory 186.
A separate I/O controller 171 coupled to the CPU 170 operates the top box
lights 266.
The gaming machine 110 is operable to play a basic game and a bonus game. The
basic game is implemented on the video display 112 on five video simulated
spinning reels,
114, 116, 118, 120 and 122 (hereinafter "reels") with five paylines 172, 174,
176, 178 and
180, as best observed in FIG. 11. Generally, game play is initiated by
inserting a number of
coins or playing a number of credits, causing the CPU 170 (FIG. 9) to activate
a number of
paylines corresponding to the number of coins or credits played. After
activation of the
paylines, the reels 114, 116, 118, 120 and 122 are set in motion by either
pulling a lever (not
shown), pressing a push button, or touching a touch screen "key" on the video
display 112.
In the embodiment of FIG. 11, each of the paylines 172, 174, I76, I78 and 180
extend
through one symbol on each of the five reels 114, 116, 118, 120 and 122.
Payline 172 starts
at the upper left symbol (e.g., "TRAIN") on reel 114, extends through the
center symbol (e.g.,
"WATER WORKS," hereinafter "WATER") on reel 116, the lower symbol (e.g.,
"WATER")
on reel 118, the center symbol (e.g., "TRAIN") on reel 120 and terminates at
the top symbol
(e.g., "HAT") on reel 122. Payline 174 extends through the top symbol on each
reel (e.g.,
"TRAIN" on reel 114, "ELECTRIC COMPANY," hereinafter "LIGHT" on reel 116,
"COMMUNITY CHEST," hereinafter "CHEST" on reel 118, "RICH UNCLE
PENNYBAGS," hereinafter "PENNY" on reel 120 and "HAT" on reel 122.} Payline
176
extends through the center symbol on each reel (e.g., "FREE PARKING,"
hereinafter
"PARKING" on reel 114, "WATER" on reel 116, "DOG" on reel 118, "TRAIN" on reel
120
and "LIGHT" on reel 122.) Payline 178 extends through the lower symbol on each
reel (e.g.,
"PENNY" on reel 114, "CHANCE" on reel 116, "WATER" on reel 118, "CAR" on reel
120
and "PARKING" on reel 122.) Payline 180 starts at the lower symbol (e.g.,
"PENNY") on
reel 114, extends through the center symbol (e.g., "WATER") on reel 116, the
upper symbol
(e.g., "CHEST") on reel 118, the center symbol (e.g., "TRAIN") on reel 120 and
terminates at
the lower symbol (e.g., "PARKING") on reel 122.
In one embodiment, the player selects the number of payIines (between one and
five)
to play by pressing one of the five buttons in the top row 128 or by using the
"Select Lines"
26
SUBSTITUTE SHEET (RULE 26)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
key 134 on the video display 112. The player then chooses one of the five
buttons in the
bottom row 130 that correspond to the number of coins or credits to bet on
each of the five
paylines. Selecting one of the buttons in the bottom row 130 sets the five
video reels, 114,
1 I6, 118, 120 and 122 in "motion". As an alternative, the player may touch
the "Bet Per
Line" key 135 on the video display 112 until the desired bet is displayed and
then touch the
"Spin Reels" key 136 on the video display 112 to begin the game. As another
alternative, if
the player wishes to bet the maximum amount of lines and the maximum bet per
line, the
player may touch the "Max Bet Spin" key 137 on the video display 112 to begin
the game. In
one embodiment, the game can be set for a maximum bet of S, 9 or 18 credits on
each payline
for a maximum total bet of 25, 45 or 90 credits per game. The CPU 70 assigns
an equal
amount of credits bet for each payline and then spins all five reels 1 I4,
116, 118, 120 and
122.
The CPU 170 uses a random number generator (not shown) to select a game
outcome
(e.g., "basic" game outcome) corresponding to a particular set of reel "stop
positions". The
CPU 170 then causes each of the video reels 114, 116, 118, I20 and 122 to stop
at a
preselected stop position. Video symbols (see FIG. 11) are displayed on the
reels I 14, 116,
118, 120 and 122 to graphically illustrate the reel stop position and indicate
whether the stop
position of the reels represents a winning game outcome. Winning "basic" game
outcomes
(e.g., symbol combinations resulting in payment of coins or credits) are
identifiable by a pay
table (see Table B-1). In one embodiment, the pay table is affixed to the
machine 110 and/or
displayed by the video display 112 in response to a command by the player
(e.g., by pressing
the "PAY TABLE" button 145). The pay table enables the player to view the
winning
combinations and their associated payoff amounts. If the displayed symbols
stop in a winning
combination, the game awards the player the award corresponding to the award
in the pay
table for that combination multiplied by the amount of credits bet on the
winning payline.
27
SUBSTITUTE SKEET (RULE 26)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
Table B-1 -- Pav Table Por REEL ESTATE Basic Game
~cc' I I I I
I MaxBet:
I
I
I
i
I


Win 2 ~ ( PAY ~
Combinations ~ R ~
~ R se4
R *3 ~
*1 R
I *5
R ~
x HITS


TOTAL PROB
I


1 1 1 1
7 I I
PENNY t 1
I t
PENNY
!
PENNY
i
PENNY
1
1


I I 10000 I
PENNY 1 I 10000 8.~i17E-08
PENNY 1
I t
PENNY
I
I


1 I I I 1000 I
1 1 24 I 24000 2.02EO6
PENNY I
I 24
PE


NNY I I t I I I I 100 I
PENNY i I t 22 26 I 56600 4.764E-05
1 r I
566


I 1 I 1 I 1 I 10 I I
1 17 26 26 t 14920 0.0009672
11492


I 1 1 17 26 I i I 21 59758410.0251479
I 26 26 I
I 298792
I


I 1 2 2 2 I
1


CAR CAR I CAR 3 3 I 1000 I I
CAR I CAR ! 2 2 107000 9.006E06
I CA 3 107


R ! I 2 3 3 3 I 150 I I
CAR 24 190800 0
I
1272


.0001071
CAR CAR
I


2 3 3 23 I I 501 10.0008556
CAR I 26 508300
10166


2 3 23 26 I 5 I 3887000.008543
26
77740


1 I I 2 26 26 I f 2 I I 0237
1 23 26 808496 0.034
i
404248


I I


t 3 3 3 1 I
1


H AT HAT IAT HAT 4 4 4 2 I 500 I
H 2 127000
254


I
H AT HAT 1AT J 2.138E-OS
H


4 a 1 2 I 100 I I
a 24 304800 0
3048 0002585


~T ~T ~ 4 4 4 24 ~ 30 117938.
26 0.0033087
39312


0
HAT I 4 4 22 26 26 21 44616010.0187758
I I
2230801


I I I


I I 3 3 3 3 I I
I
1


DOG I DOG DOG DOG 1 1 4
I I 4 4


a I 510 300 I 4.292E-05
DOG I DOG I 153000
2 I


I DOG I 4 I I I 6048 60 I 3628800.000509
DOG I 4 a I I i
DOG 2a
~


4 a I I I 36036201 72072010.003033
OOG a 22 I
I
26


I I I 4 4 I 25 I 223080121 44616010.0187756
22 1
26


i 1 f i


I 1 4 4 3 I
TRAIN I TRAIN TRAIN 4
I TRAIN I
I 4


4 4 f a 4 I 768 120 I 6.464E05
TRAIN I TRAIN I 3 I I 92160
I TRAIN I
I


4 4 3 4 22 I 4224 40 1 1689600.0003555
TRAIN TRAIN I I I
I


4 4 3 22 26 274561 15 I 4118400.0023108
I


I I I


I 1 4 4 4
PARKIN PARKIN PARKIN
PARKIN


~ ~ 4 4 4 5 1280 100 ~ 0.0001077
G ~ G ~ ~ 128000
G G 4
~


PARKIN PARKIN 4 4 4 5 7040 0
PARKIN 22


~ ~ ~ ~ 3 0.0005925
G ~ 2t 1200
G G


P ARKIN 4 4 4
ARKIN
~


G G ~ ~ 21 34944 12 4193280.0029411
~ ~ ~
26


I I I
i WATER t I 4 4 4
I WATER WATER I 1
I :"JATER 4 5
I


I 4 a a a 1280 0.0001077
I WATER I 4 I I I I 80
I 5 I 102400
WATER I I
I
~
rJATER
I


, a 4 a 5376 0.0004525
I WATER I I I I 25
I 21 I 134400
WATER I 1
I


I 4 4 4 22 36608 0.0030811
i I I I I I 10
I 26 I 366060
I I I


I i I I


I I 4 1 3 d 1
I 1 i
I 4 g
I


I
LIGHT
~
LIGHT
_IGHT
!
:
IGHT
a
I
3
i


. 9.696E-05
I
i

i
1152
I
60
I
59120
1
LIGHT
I
LIGHT
:IGH
~
~
4


T 0
I 0003232
3 I
I
-i
20
~
3840
I
20
I
75800
I
i
LIGHT
I
LIGHT


I .0023108
I
4
3
I
a
22
1
26
I
27456
I
5
I
137280
I
0
I
I
I
i


I I
I i
1 f


co
SUBSTITUTE SHEET (RULE 26)


CA 02341020 2001-02-16
WO 00/121$6 PCT/US99/19830
TYPE: I I I
~ I I
F1EEL I MaxBet:
I I


Win ~ ~ ~ ~ ~ ( ~
Combinations R R R R HITS PAY TOTAL
#1 #3 #4 x5 ~
~ PROB
R
#2


I I 1 I i I I


.D AYS I I
P


1 I 1 1 1
1


C HESTC HEST( ST I CHEST3 I 3 I 3 2 4350 12150I
C HESTC HESTCHEST I 3 3 3 3 23 I 63t0 I 2.045E05 I
C HESTI HESTI ST I CHEST23 I 3 3 3 18 6310 18630I
C CHE 3 3 I I 0.0001568
I 1 18 18630I
CHE 3 0.0001568


CHEST I HEST 3 I 3 23 f I 2 32292I
CHEST C HESTI I 23 3 3 3 26 16148 I 285660.0013589 I
I HESTCHEST I CHEST26 f 3 I 23 14283 2 32292t
C I 3 3 I 16146 I 0.0012021
C CHEST I 3 I 2 I
23 I I 0.0013589
I


I ' I I I I I
_
~


I 1 1 1 2
~
1


I CHANGEC HANCECHANCE I CHANCE3 3 3 3 6 486 50 243004.09E05
I I I I I 1


CHANCECHANCE CHANCE 1 3 3 3 3 20 16 2010 162000.0001363
I CH( I CHANCE 1 CHANCEI 3 3 3 6 37 28I I 0.0003136
CHANCECHANCE 1 29 3 3 I I 161 4610 372600.0013589
I I f 23 26 I I
ANCECHANCE 3 2 32292
I I 1 I


CHANCECHANCECHANCE 23 3 3 3 20 12420 2 248400.0010453
I I I I


I CHANCE CHANCECHANCE26 23 3 3 6 32292 2 645840.0027179
I I I


I


I 0.9AB7%


I I I I I
I


TOTAL 26 26 26 26 9x0608
~ ~ ~ ~ ~
26 16=
~


29
SUBSTITUTE SHEET (RULE 26)


CA 02341020 2001-02-16
WO 00/12186 PCT/LJS99/19830
Table B-1 is a pay table identifying various winning combinations of symbols
in the
MONOPOLY REEL ESTATET"' basic game and their mathematical probabilities and
expected values. The various symbols used in the MONOPOLY REEL ESTATES basic
game include: "RICH UNCLE PENNYBAGS" ("PENNY"), "CAR," "HAT," "DOG,"
"TRAIN," "PARKING," "WATER," "LIGHT," "CHEST" and "CHANCE."
The "WIN COMBINATIONS" column identifies the various win combinations which
may occur by symbols stopping on an active payline. Generally, winning
combinations can
occur when one to five corresponding symbols are displayed, left to right,
starting on reel 114
(designated "R #1" in Table B-1) on an active payline. For example, one
"PENNY" symbol
displayed on reel 114 is a winning outcome, as is two "PENNY" symbols
displayed on
adjacent reels 114 ("R #1") and 116 ("R #2").
In one embodiment, the "PENNY" symbol acts as a wildcard for combinations of
game tokens "CAR," "HAT" and "DOG." Thus, for example, the combination of
"CAR,"
"PENNY" and "CAR" on adjacent reels 114 ("R #1"), 116 {R #2) and 118 (R #3) is
a
winning combination.
The "SCATTERED PAYS" column identifies the various win combinations which
may occur by symbols which are not necessarily aligned with an active payline.
A winning
combination of the scatter-pay type occurs when scatter-pay symbols are
displayed, in any
position, on the appropriate reels. In the MONOPOLY REEL ESTATES basic game,
the
"CHEST" and "CHANCE" symbols are scatter-pay symbols and winning combinations
occur
when three or more of these symbols are displayed on adjacent reels. For
example, three
"CHEST" symbols displayed on adjacent reels 116 ("R #2"), 118 (R #3) and 120
(R #4), is a
winning scatter-pay combination in the MONOPOLY REEL ESTATET"'' game.
The "# OF HITS" column of Table B-1 identifies, for each winning combination,
the
product of the number of symbols on each reel supporting the combination. For
example,
consider the combination of five "PENNY" symbols. This combination is the
highest value
combination in the MONOPOLY REEL ESTATES basic game because there are
relatively
few "PENNY" symbols on each reel and, consequently, the probability of hitting
a "PENNY"
symbol on each reel is very low. Specifically, in the embodiment of Table B-I,
there is one
SUBSTITUTE SHEET (RULE 26)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
"PENNY" symbol on each of reels 114 ("R #I"), 1 I6 ("R #2"), 118 ("R #3"), 120
("R #4")
and 122 ("R #5"). Thus, the "# OF HITS" for the combination of five
consecutive "PENNY"
symbols is I (i.e., 1 x 1 x 1 x 1 x 1).
The "PAY" column of Table B-1 identifies the amount of coins) or credits)
awarded
for the various winning combinations in the basic game, per unit wagered.
Thus, for example,
the "PENNY," "PENNY" combination appearing on reels 114, 116 ("R #l, R #2")
will pay
coins or credits with one coin played; that same combination will pay SO coins
or credits
with five coins played.
The "TOTAL" column of Table B-1 lists, for each winning combination, the
product
10 of the "# OF HITS" value and the "PAY" value. The five "PENNY" combination,
for
example, having 1 hit paying 10,000 coins or credits, has a "TOTAL" value of
10,000. As
another example, the four "PENNY" combination, having 24 hits paying 1,000
coins or
credits, has a "TOTAL" value of 24,000.
In one embodiment, each of the reels 114, 116, 118, 120 and 122 have 26 symbol
positions, thus the odds of hitting each unique combination relative to a
single active payline
is one in about 12 million (i.e., 1 = (26)5). The "PROB" calumn identifies the
probability of
hitting the various winning combinations in a single spin. For example, there
is only 1
symbol combination out of about 12 million symbol combinations that will
result in the
combination of five consecutive "PENNY" symbols. Thus, the probability of
hitting that
combination is 1 = 12 million or about 8.4 x 10~g.
The "EV" column of Table B-1 identifies the expected value of the various
winning
combinations, which is computed as the product of the "PAY" and "PROB" values.
Thus, for
the five "PENNY" combination, the expected value is 0.08% (10,000 x 8.4 x
108). The
payout rate of the basic game, identified at the bottom of the "EV" column, is
computed by
summing each of the expected values. In the embodiment of Table B-1, the
payout rate of the
basic game is 74.6%
31
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WO 00/12186 PCTNS99/19830
The Bonus Game
The bonus game is triggered when a special "start-bonus" outcome occurs in the
basic
game. In one embodiment of the MONOPOLY REEL ESTATETM game, the bonus game is
triggered when three or more "CHEST" or "CHANCE" symbols are displayed in
scatter-pay
format on adjacent ones of the reels I 14, 116, 118, 120 and 122.
Alternatively, depending on
the game program, the bonus game might be triggered when the "CHEST" or
"CHANCE"
symbols are displayed on an active payline on the reels 114, 116, 118, 120 and
122. The
bonus game has a board-game (e.g., MONOPOLY) theme and is implemented on the
top box
game board 162 and video display 112.
Upon initially entering the bonus game, the CPU 170 operates to replace the
display
of reels 114, 116, 118, 120, 122 on video display 112 with a token selection
screen (FIG. 12)
offering a selection of board game tokens 140. In the MONOPOLY REEL ESTATETh'
game,
the token selection screen displays an animated Rich Uncle Pennybags symbol
138 above a
selection of MONOPOLY tokens 140 (e.g., "CAR," "DOG," "HORSE," "SHOE" and
"HAT"), and the player is prompted to select one of the game tokens 140. In
one embodiment,
the video display 112 comprises a touch-screen display and the selection of a
game token 140
is accomplished by touching the desired token on the display 112. It will be
appreciated,
however, that any of several known player control devices may be used to
implement the
selection of a token 140. In another embodiment, the player scrolls through
the tokens 140 and
selects a particular token by depressing a designated "select" button on the
gaming machine 110
when the desired token 140 is highlighted. Scrolling through the tokens 140
prior to the
selection of the desired token may also be accomplished automatically
according to the game
program or may be controlled by the player pressing various buttons. Once the
player selects a
token 140,
Once the player selects a token 140, the CPU 170 signals the I/O controller
171 to
illuminate a starting station on the top box game board 162 and then
illuminate successive
stations around the board in step-wise fashion, rapidly at first and then,
after a couple of
revolutions, slowing down and stopping on an indicated station. Generally, the
indicated
station is randomly determined by the CPU 170 prior to the illumination of
successive
32
SUBSTITUTE SHEET (RULE Z6)


CA 02341020 2001-02-16
WO 00!12186 PCT/US99/19830
stations on the top box game board 162. At a certain point, as the light on
the top box game
board 162 begins slowing down, the CPU 170 operates to generate a
corresponding display
on the video display 112, in which the selected token 140 "moves" on a
scrolling portion of
the game board before ultimately stopping on the indicated station. The
movement of the
game token 140 on the video display 112 corresponds exactly to the
illumination of stations
on the top box game board I62.
For example, in the MONOPOLY REEL ESTATET"' game, once the player selects a
token, the stations {squares) of the top box MONOPOLY board 162 are
illuminated in step-
wise fashion, starting with the GO square. The illumination of stations starts
rapidly, then
slows down and stops to reveal an indicated station of the MONOPOLY board. On
the
corresponding video display 112 (FIG. 13), the selected MONOPOLY token 140
(e.g.,
"HORSE") is shown advancing on a scrolling MONOPOLY board and then stopping on
the
indicated station (e.g., the "GO" square in FIG. I3).
In one embodiment, when the token 140 "lands" on the indicated station, an
animated
~ 5 character icon (e.g., Rich Uncle Pennybags, in the MONOPOLY REEL ESTATETM
game)
announces the name of the indicated station and the player is awarded an
amount associated
with the station. If the game token 140 lands on a "Chance" or "Community
Chest" square,
the CPU 170 triggers an animation on video display 112 which shows the top
card of a pile of
cards flipping up to reveal the "Chance" or "Community Chest" outcome. The art
on the
cards resembles the cards in an actual MONOPOLYT"' game. Generally, the
"Chance" and
"Community Chest" outcomes comprise awards of fixed coin values (e.g., "LIFE
INSURANCE MATURES, $12), or they move the player to a new space (e.g., ADVANCE
TO BOARDWALK). If the player is moved to a property, the movement is indicated
on the
top box board 62 and the video display 12. The possible outcomes of the
"Chance" and
"Community Chest" squares in one embodiment of the MONOPOLY REEL ESTATETM
bonus game is shown in Table B-2, below.
33
SUBSTITUTE SHEET (RULE 26)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
TABLE B-2
Chance and Community Chest
Outcomes/Pay Values
Communit Chest Pa Chance ~ pa


Beaut Contest 3 Your Win 3rd Place in Dance 4
Contest


Life Insurance Matures12 Your Horse Wins the Derb 12


XMAS Fund Matures 8 You Win State Lotter 25


You Inherit Mone 15 Your Number Hits at Roulette 15
Wheel


Income Tax Refund 9 Lawsuit in our Favor 12


Bank Error In Your 25 Find Lost Do 3
Favor


Receive For Services 6 Your Build and Load Matures 10


From Sale of Stock 10 Bank Pa s You Dividend g
You Get


Grand O era O enin 5 Sell Rare Paintin at Auction 10


Advance to Boardwalk 50 Advance to Park Place 30


~ Average ~ 14.30~ Average ~ 12.90
~


In one embodiment of the MONOPOLY REEL ESTATET"' game, if the game token
140 lands on stations) other than "Chance" or "Community Chest," the CPU 170
causes the
player to be awarded an amount of credits corresponding to the product of the
coins or
credits wagered in the basic game and a multiplier value associated with the
respective
station(s). All of the stations have positive integer multiplier values which
generally increase
as the token progresses farther along the board. The multiplier values
associated with the
respective stations are shown in FIG. 10 and Table B-3, below.
Table B-3 -- MONOPOLY BONUS SQUARES
Number
of
Scatter
S bola
in
Win



MONOPOLY BONUS Mult No monoswei EV EV w/Bonus
ht


-


Mediterranean 3 0.667 1 1 0.02% 0.03%


Communit Chest 14.30 0.967 2 0.24~ 0.27%
-


Baltic 3 0.667 1 1 0.02% 0.03%


Income Tax 2 1.000 2 0.03% 0.04%


Readin Railroad 10 1.000 2 0.16~ 0.19%


Oriental 4 0.818 2 2 0.07% 0.07%


Chance 12.90 0.967 2 0.215 0.24%


Vermont 4 0.818 2 2 0.07% 0.07%


Connecticut 5 0.818 2 2 0.08% 0.09%


Jail 2 1.000 2 18 0.03% 0.04%


St. Charles 6 0.818 2 2 0.10% 0.11%


Electric Com t2 1.000 2 0.20% 0.22%
an


States Ave ~ 6 ~ 0.818 2 2
~ 0.10% o.t~/


34
SUBSTITUTE SHEET (RULE 26)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
Vir inia Avenue 7 0.818 2 2 0.12% 0.13%


Penns Ivania RR 10 1.000 2 0.16% 0.19%


St. James Place 8 0.818 3 3 0.20% 0.22%


Communit Chest 14.30 0.967 2 0.24% 0.27%


Tennessee Ave 8 0.818 3 3 0.20% 0.22%


New York Ave 9 0.818 3 3 0.22% 0.25%


Free Parkin 4 1.000 2 23 0.07% 0.07%


Kentuck Ave 10 0.818 3 3 0.25~ 0.28%


Chance 12.90 0.967 1 0.11 0.12k
%


Indiana Ave 10 0.818 3 3 0.25% 0.28%


Illinois Ave 12 0.818 3 3 0.30% 0.34%


B & O Railroad 10 1.000 3 0.25% 0.28~


Atlantic Ave_ 15 0.818 4 4 0.49% 0.56%


Ventnor Ave 15 0.818 4 4 0.49% 0.56


Water Works 12 1.000 4 0.395 0.45%


Marvin Gardens 18 0.818 4 4 0.59% 0.67%


Go to Jail 2 1.000 4 33 0.07% 0.07%


PBCific Ave 20 0.818 4 4 0.66~ 0.750


North Carolina 20 0.818 4 4 0.66% 0.75%
Ave


Communit Chest 14.30 0.967 4 0.47% 0.53%


Penns Ivania Ave 25 0.818 4 4 0.82% 0.93%


Short Line 10 1.000 5 0.41% 0.47%


Chance 12.90 0.967 5 _ 0.60%
0.53%


Park Place 30 0.667 5 5 1.23% 1.40%


Luxu Tax 2 1.000 5 0.08% 0.09~


Boardwalk 50 0.667 5 5 2.06k 2.34~


Go 10 1.000 5 0.55 46 0.41 0.47~
%


Total S aces 40 120 Total 13.05% 14.83%


Ex acted Value 13.05~ 0.115


Bonus S ins 1 2 3 4 Extra Total
S ins


Chance of Bonus 1.0000 0.12020.0144 0.00170.0002 1.1365
S ins


Expected Value 13.0459%1.5675%0.1883%0.0226%0.0027%1.78% 14.83%
of Bonus
S ins


The bonus game nominally consists of only one indicated outcome ("spin")
resulting
in a single bonus award, after which the CPU 170 returns to the basic game. In
one
embodiment, an animated Rich Uncle Pennybags will celebrate on the video
display 112
during all large bonus awards. After the bonus game is complete, the CPU 170
causes the
bonus screen to fade and the video reels to be displayed sa the player may
resume playing the
basic game.
In one embodiment, certain of the stations of the game board 162 have
characteristics
which identify them as members of a discernible subset or group of the
stations. For
example, in the MONOPOLY REEL ESTATET"' game, as in the actual MONOPOLY board
game, the various properties of the game board are associated with color
groups:
Mediterranean Ave. and Baltic Ave. define a purple color group, Oriental Ave,
Venmont Ave.
and Connecticut Ave. define a light blue color croup and so forth. In one
embodiment,
SUBSTITUTE SHEET (RULE 16)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
additional spins may be awarded by "completing" all the stations of a
particular color group.
Upon each play of the bonus game, if the token 140 lands on a station (e.g.,
property square]
that is part of a color group, the CPU 170 identifies the station as a
"completed" station and
stores the outcome of that spin in game memory. Then, in one embodiment, the
CPU 170
causes the I/O controller 171 to light an indicator light associated with that
property on the
game board 162, thereby indicating that the property is a "completed"
property.
After each movement of the token, or token identifier, on the game board 162,
the
CPU 170 assigns a "completed" status to the landing station, as appropriate,
then evaluates
the status of the other stations in the group. If the other stations in the
group also have been
completed, the CPU 170 identifies that group as a completed group and provides
a reward to
the player. The reward might comprise an additional bonus game "spin" or an
enhanced
payoff relative to the base value of the property landed on. For example, if
the token lands on
Mediterranean Ave., which is a member of the purple color group, the CPU 170
assigns a
completed status to the Mediterranean Avenue station and then evaluates the
status of the
other purple station, Baltic Avenue. Continuing the present example, if Baltic
Avenue were
also "completed," the CPU 170 would identify the purple group as a completed
group and
reward the player as appropriate, with perhaps an additional bonus game
"spin."
Alternatively or additionally, other incentives might be provided for
completing color groups.
For example, in ane embodiment, if a player's token 140 lands on a property
space that
completes a color group, the player might be awarded double the value
otherwise associated
with that property. For instance, Mediterranean Avenue in one embodiment is
associated
with a "3X" multiplier, and the CPU 170 might cause the payoff to be doubled,
effectively to
a "6X" multiplier upon the game token landing on Mediterranean Avenue and
completing the
purple color group.
In one embodiment, once a station is completed, it retains its completed
status (and its
indicator light remains lit) when the bonus round ends and throughout
additional bonus
rounds until such time as all of the stations in that group are completed,
thus defining a
completed group. The bonus game might be played several times, by several
players, before
completing any station groups. Upon the completion of a group, the CPU 170
rewards the
36
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player as appropriate and then removes the completed status of the stations in
the station
group, causing the indicator lights to be extinguished.
For example, in the MONOPOLY REEL ESTATETM game, a first player might enter
the bonus game five times landing, respectively, on Illinois Ave. (red),
Ventnor Ave.
(yellow), Community Chest (no color), St. James Place (orange) and Pacific
Ave. (green),
causing the CPU 170 to assign completed status and illuminate indicator lights
associated
with those properties. A second player might then enter the bonus game three
times, landing
respectively on North Carolina Ave. (green) and Tennessee Ave. (orange), again
causing the
CPU 170 to assign completed status and illuminate indicator lights associated
with those
properties. A third player might then enter the bonus game and land on New
York Ave.
(orange), thus completing the orange color group. After identifying that New
York Ave. is
completed and that it completes the orange color group, the CPU 170 might then
award the
player a free bonus spin and clear or remove the completed status and
extinguish the indicator
lights on the orange properties. If the player were to land on Pennsylvania
Ave. (green) in the
free spin, thus completing the green color group, the CPU 170 would award the
player
another free bonus spin, clear the completed status and extinguish the
indicator lights on the
green properties. Otherwise, any other outcome would cause the CPU 170 to end
the bonus
game and return to the basic game.
In one embodiment, the free spin feature has a relatively low total payback of
1.9%, so
that players will not feel compelled to keep playing the game until completing
a color group
(or conversely, to immediately leave the game after completing a color group),
and so that
other players will not be enticed to "sit out" and wait for machines which
have a large
proportion of lit properties.
Now turning to FIG. 14, there is depicted another gaming machine 210 with a
board
game theme. In one embodiment, the gaming machine 210 is operable to play a
game entitled
MONOPOLY ADVANCE TO BOARDWALKTM, based on the MONOPOLYT"'' board game.
MONOPOLY is a registered trademark owned by and used with permission by
Hasbro,
Inc. and Hasbro International, Inc., Pawtucket, Rhode Island. Alternatively,
the gaming
37
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machine 210 may be implemented with any of several other board game themes
other than
MONOPOLYTM.
The gaming machine 210 includes a display window 270 through which a player
may
observe three mechanical reels, 214, 216 and 218. The gaming machine 210
includes a top
box 232 which includes a graphics display 212 and an adaptation of a game
board 262 (e.g.,
MONOPOLY). The graphics display 12 may comprise a dot matrix, CRT, LED, LCD,
electro-luminescent display or generally any type of video display known in
the art. The
game board 262 comprises a partially translucent material such as glass,
plastic, Plexiglas or
the like which is backlit by a number of lights 266 (not visible in FIG. 14)
in the top box 232.
As best observed in FIG. 16a, the facing surface 260 of the top box is
imprinted with various
artwork, symbols and text associated with the MONOPOLY ADVANCE TO
BOARDWALKT'" game, including a pay table 250 and instruction table 252. The
game board
is partitioned so that different sections can be independently lit.
FIG. 15 is a block diagram of a control system suitable for operating the slot
machine
210 of FIG. 14. Coin/credit detector 282 signals a CPU 270 when a player has
inserted a
number of coins or played a number of credits. Then, after the player has
activated a switch
284 (e.g., by pulling a lever or pushing a button), the CPU 270 initiates game
play by setting
reels 214, 216, 218 in motion, randomly selecting a game outcome and, using
technology well
known in the art, causes a reel motor and step controller 290 to stop the
reels 214, 216, 218 at
a stop position corresponding to the pre-selected game outcome. A rotational
position
detector 292 provides feedback to the CPU 270 to ensure that the reels 214,
216, 218 are
stopped at the correct stop position. The symbols displayed on the reels at
the preselected
stop position define indicia of the pre-selected game outcome. In one
embodiment, the
symbols displayed on the reels define the basic game outcome.
A system memory 286 stores control software, operational instructions and data
associated with the gaming machine 210. In one embodiment, the memory 286
comprises a
separate read-only memory (ROM) and battery-backed random-access memory (RAM).
However, it will be appreciated that the memory 286 may be implemented on any
of several
alternative types of memory structures or may be implemented on a single
memory structure.
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A payoff mechanism 288 is operable in response to instructions from the CPU
270 to award a
payoff of coins or credits to the player in response to certain winning
combinations stored in
memory 286. As will be described in detail hereinafter, the payoff amounts
corresponding to
certain combinations is predetermined according to a pay table stored in
system memory 286.
A separate 1/O controller 271 coupled to the CPU 270 operates the graphics
display 212 and
top box lights 266.
The gaming machine 210 is operable to play a basic game and a bonus game. In
the
embodiment of FIG. 14, the basic game is implemented on the three mechanical
reels, 214,
216, 218 with a center payline 276. In one embodiment, the player can observe
three symbol
positions (e.g., an upper, center and lower display position) on each reel
214, 216, 218 thus
defining a symbol group of nine symbols visible through the display window
270. Payline
276 extends through the center display position on each reel.
In one embodiment, the symbol group displayed on reels 214, 216, 218 may
indicate
any of four possible basic game outcomes, including (1) a standard winning
outcome causing
the CPU 270 to award the player a predetermined amount of coins) or credits)
corresponding to a displayed pay table; (2) a surprise winning outcome causing
the CPU 270
to award the player a predetermined amount of coins) or credits) corresponding
to a
"surprise" winning outcome not identified on a displayed pay table; (3) a
start-bonus outcome
causing the CPU 270 to enter a bonus game; and (4) a losing outcome causing
the processor
40 to continue operation in the basic mode without awarding any coins) or
credit(s).
Generally, both the standard and surprise winning outcomes are characterized
by the
display of one or more predefined combinations of symbols. The symbols and
payoffs
defining the standard and surprise winning combinations are stored in the game
memory 286.
In one embodiment, the symbols and payoffs defining the standard winning
combinations are
shown in the pay table 250 (FIG. 16a) on the face of the slot machine 210 so
that they may be
observed by the player, whereas the symbols defining the surprise winning
combinations are
not shown on the top box 232 and hence will likely "surprise" the player when
they result in a
payoff. In the MONOPOLY ADVANCE TO BOARDWALKT"' game, the symbols defining
the surprise winning combinations are identified only generally on the top box
232 as a
39
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"mystery blank combination" which starts the ADVANCE TO BOARDWALKTM bonus
game. The specific combination of BLANK symbols which define the "mystery
blank
combination" is predefined and stored in game memory 286.
The symbols defining the start-bonus combinations are preferably identified on
the
pay table or other portions) of the top box display 232. For example, as will
be described in
greater detail hereinafter, the MONOPOLY ADVANCE TO BOARDWALKTM game has two
bonus features: a CHANCE bonus feature and an ADVANCE TO BOARDWALK bonus
feature. In the embodiment of FIG. 16a, the CHANCE bonus feature and the
symbols (i.e.,
start-bonus combinations) which trigger the CHANCE bonus feature are explained
in the text
underlying the CHANCE icon at the center-left of the top box display 232.
Specifically, the
display 232 includes the following description of the CHANCE bonus feature in
the
illustrated embodiment:
CHANCE SYMBOL matches only 7's and BARS on the payline. When
CHANCE symbol is in a winning combination, the CHANCE BONUS
FEATURE starts in the display. The CHANCE BONUS is a randomly
awarded multiplier from 2-10 or 2-25 bonus coins. CHANCE SYMBOL does
not substitute for WILD.
The ADVANCE TO BOARDWALK bonus feature and the symbols (i.e., start-bonus
combinations) which trigger the ADVANCE TO BOARDWALK bonus feature are
explained
in the field 252 at the lower-right of the top box display 232, as follows:
THREE RICH UNCLE MONEYBAGS in any position starts the ADVANCE
TO BOARDWALK GAME. Player starts on 'GO'. A random number shown
on the display will move the player around the board. Player collects the
displayed coins on each space landed upon. Player continues accumulating
coins until the player lands on a 'GAME OVER SPACE', or has been awarded
the '6th PASS GO' BONUS. Drawing a 'GO TO JAIL' CARD from
CHANCE or COMMUNITY CHEST will send the player to the 'IN JAIL'
space, ENDING the BONUS BOARD GAME. GOING TO JAIL does not
award 'PASS GO' Bonuses. CHANCE and COMMUNITY CHEST board
squares award 5-SO credits. Mystery blanks combination start the Advance to
Boardwalk Game. PASS GO SIX TIMES AND WIN OVER 2.100 COINS.
40
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FIG. 17 shows a set of reel strips for use with the slot machine 210 to
implement the
MONOPOLY ADVANCE TO BOARDWALKTM game. The reel strips correspond to the
reels 214, 216, 218 in FIG. 14 and will be identified by corresponding
reference numerals 214,
216, 218. Each of the reel strips 214, 216, 218 include twenty-four symbols
(including blanks)
corresponding to twenty-four available reel stopping positions. The symbols
include WILD,
SEVEN, CHANCE, 3-BAR, 2-BAR, 1-BAR, BLANK and CHERRY which, if displayed in
certain predefined combinations relative to payline 22, define the standard
and surprise winning
combinations. Three of the BLANK symbols on each reel define mystery blanks
which, if
aligned on the payline, will trigger a "surprise" winning outcome Also shown
on the reel strips
214,216,218 are small RICH UNCLE PENNYBAGS (hereinafter "PENNY") symbols which
are displayed on top of (and thereby share the same reel stopping position as)
some of the other
symbols. In one embodiment, the PENNY symbols do not form the basis of
standard winning
combinations in the basic game but instead define start-bonus combination(s),
if displayed in
scatter-pay format on the reels 214, 216, 218. This is achieved in hardware by
treating the
blank symbols above and below the PENNY symbol as special symbols. If any of
those
special symbols or the PENNY symbols appear on the payiine, this is equivalent
to a PENNY
symbol appearing in one of the three scatter-pay positions on the reels.
Specifically, the symbols which appear on reel strip 214 include, in sequence
3-BAR,
Blank, I-BAR, Blank, SEVEN, Blank, 1-BAR, Blank, 3-BAR/PENNY, Blank, I-BAR,
Blank,
2-BAR, Blank, 1-BAR, Blank, 3-BAR, Blank, 2-BAR/PENNY, Blank, 1-BAR, Blank, 2-
BAR
and Blank. The symbols which appear on reel strip 216 include, in sequence, 3-
BAR, Blank,
Blank/PENNY, Blank, 2-BAR, Blank, SEVEN, Blank, 1-BAR, Blank, 2-BAR, Blank,
WILD/PENNY, Blank, 2-BAR, Blank, CHERRY, Blank, 1-BAR, Blank, CHANCE, Blank, 1-

BAR and Blank. Finally, the symbols which appear on reel strip 218 include, in
sequence, 3-
BAR, Blank, 2-BAR, Blank, 1-BAR, Biank, SEVEN/PENNY, Blank, 1-BAR, Blank, 2-
BAR,
Blank, 1-BAR, Blank, 2-BAR, Blank, 1-BAR, Blank, 2-BAR, Blank, 1-BAR, Blank, 2-
BAR
and Blank.
TABLE C-1
Pap Table for ADVANCE TO BOARDWALK Basic Game
41
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CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
1st 2nd 3rd COIN4th COIN
COIN COIN


SEVEN WILD SEVEN 200 400 1000 3 RICH UNCLE PENNYBAGS
in


SEVEN SEVEN SEVEN 70 140 210 any position


3BAR 3BAR 38AR 40 80 t20 Starts the ADVANCE
TO


2BAR 2BAR 2BAR 20 40 60 BOARDWALK bonus
game.


1BAR 1BAR 18AR 10 20 30


an an BAR an 5 10 15
AR BAR


- CHERRY - 2 a 6 (further disclaimers
belowy


- WILD - 1 2 3


Table C-1 is a pay table identifying various winning combinations of symbols
in the
MONOPOLY ADVANCE TO BOARDWALKS game. The winning combinations include
various standard symbol combinations (e.g., SEVEN, WILD, SEVEN) and start-
bonus
combinations (e.g., "Three Rich Uncle Pennybags Starts the Advance to
Boardwalk Bonus
Game). In one embodiment, the game accepts from one to four coins. The winning
standard
combinations can occur for any number of one to four coins played if the
indicated symbols
are displayed on reels 214, 216, 218 in alignment with the center payline 276.
For example,
three "1-BAR" symbols displayed on reels 214, 216, 218 on the center payline
276 is a
standard winning combination which will pay 10 credits for 1 coin played, 20
credits for 2
coins played and 30 credits for 3 or 4 coins played. The "Any Bar" combination
is satisfied
by any combination of three or more "1-BAR," "2-BAR" and "3-BAR" symbols
stopping on
the center payline 276.
In one embodiment, the "WILD" symbol acts as a wildcard for all of the BAR
combinations. Thus, for example, the combination of "2-BAR," "WILD" and "2-
BAR" is a
standard winning combination which would pay the same as the combination of
three "2-
BAR" symbols, corresponding to the number of coins played. In one embodiment,
the
"CHANCE" symbol acts as a wildcard for "SEVEN" and "BAR" combinations and also
triggers the CHANCE bonus feature (to be described later) if it is in a
winning combination.
Thus, for example, the combination of "2-BAR," "CHANCE" and "2-BAR" is a
standard
winning combination which would pay the same as the combination of three "2-
BAR"
symbols, corresponding to the number of coins played and also is a start-bonus
combination
which starts the CHANCE bonus feature.
In one embodiment, if the player wagers 4 coins, and if three Rich Uncle
Pennybags
("PENNY") symbols are displayed in scatter-pay format on reels 214, 216. 318,
the game
42
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CA 02341020 2001-02-16
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starts the ADVANCE TO BOARDWALK bonus feature (to be described later). In the
scatter-pay format, the PENNY symbols are not required to be aligned with the
center payline
276. Rather, the ADVANCE TO BOARDWALK bonus starts if reel 214 displays PENNY
in
either of the upper, center or lower display positions, reel 2I6 displays
PENNY in either of
the upper, center or lower display positions (which need not correspond to the
display
position of PENNY on reel 214) and reel 218 displays PENNY in either of the
upper, center
or lower display positions (which need not con-espond to the display positions
of PENNY on
reels 214 or 216).
43
SUBSTITUTE SHEET (RULE 25)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
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( f C f f


SUBSTITUTE SKEET (RULE Z6)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
Table C-2 summarizes payoffs, probabilities and expected values associated
with
various combinations of the ADVANCE TO BOARDWALKT"' game. The combinations are
designated, in order of appearance: "non-win," "1 Wild," "1 Cherry," "anybar,"
"1 Bars,"
"anybar/Ch," "2 Bars," "1 Bar/Ch," "3 Bars," "2 Bar/Ch," "Sevens," "3 Bar/Ch,"
"Seven/Ch,"
"7-Wild-7," "Uncles" and "Surprise."
The "Pay/1 Coin," "Pay/2 Coin," "Pay/3 Coin" and "Pay/4 coin" columns identify
payoff amounts associated with the respective combinations in Table C-2. In
the case of the
standard winning combinations, the payoff amounts are predetermined amounts
stored in
system memory. For example, the "I Cherry" combination is a standard winning
combination
which will award 2 coins or credits in a 1-coin game, 4 coins or credits in a
2-coin game and 6
coins or credits in a 3- or 4-coin game.
In the case of the "start-bonus" combinations, the payoff amounts represent
average
payoff amounts which may be expected in the bonus game. For example, the
"anybar/Ch"
combination (i.e., a winning "anybar" combination with a CHANCE wildcard
symbol) will
start the CHANCE bonus and will pay, on average, 16.75 coins or credits in a 1-
coin game,
33.5 coins or credits in a 2-coin game and 50.26 coins or credits in a 3- or 4-
coin game. The
"Uncles" and "Surprise" combinations represent combinations of RICH UNCLE
PENNYBAGS ("PENNY") symbols and mystery blank symbols which trigger the
ADVANCE
TO BOARDWALK bonus. Both of these combinations are available only with 4 coins
played
and will pay, on average 98.4 coins or credits.
It should be noted that, using the arrangement of symbols of FIG. 17, the
ADVANCE
TO BOARWALK bonus game can actually be commenced by an arrangement of symbols
with a WILD symbol on the center reel, which would otherwise constitute a
winning base
game combination. According to this embodiment, the base win is ignored, and
the eventual
bonus game win, which is guaranteed to be larger, is instead paid. For this
reason, the 4 Coin
"1 Wild" win in Table C-2 is less likely than in the 1-3 coin modes. However,
embodiments
are envisaged in which the base game win is combined with the bonus win when a
bonus win
SUBSTITUTE SHEET (RULE 26)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
occurs simultaneously with a base game win. The awards might for example be
added or
multiplied.
The "1-3 prob" column identifies the probabilities of hitting the various
outcomes of
Table C-2 associated with a 1-coin, 2-coin and 3-coin game in a single spin.
The "4cn prob"
column identifies the probabilities of hitting the various outcomes of Table C-
2 associated
with a 4-coin game in a single spin. Where the reels each have twenty-four
reel stop
positions, as in the ADVANCE TO BOARDWALKT"' game, there are 13,824 (24 x 24 x
24)
possible symbol combinations. The probability of hitting any particular
combination in a
single spin is determined by dividing the number of possible "hits" associated
with that
combination (which is a function of the number of reel positions of the
symbols supporting
that combination) by the total number of possible combinations (i.e., 13,824).
For example,
consider the "7-Wild-7" combination. Because there is only one SEVEN symbol on
reel 214,
one WILD symbol on reel 216 and one SEVEN symbol on reel 218, there is only
one "hit"
associated with that combination. The probability of hitting that combination
is therefore 7.2
x 10'5 (i.e. 1 = 13,824). In a 4-coin game, the probability of hitting an
"Uncles" combination
is 0.00781 and the probability of hitting a "Surprise" combination is 0.00195.
The "1 cn EV," "2 en EV," "3 cn EV" and "4 en EV" columns identify the
normalized
expected values of the outcomes of Table C-2 for a 1-coin game, 2-coin game, 3-
coin game
and 4-coin game, respectively. These values are computed for each outcome by
taking the
product of the pay value (or average pay value) associated with that outcome
and the
probability associated with that outcome, then dividing by the number of
coins) played.
Thus, for example, the "Sevens" outcome has a 1-coin expected value of
0.005064 (70 x 7.2
x 10-5 T 1), a 2-coin expected value of 0.005064 (140 x 7.2 x 10-5 = 2), a 3-
coin expected
value of 0.005064 (210 x 7.2 x 10-5 = 3) and a 4-coin expected value of
0.003798 (210 x 7.2
x 105 = 4). The "Uncles" outcome has a 4-coin expected value of 0.192211
(98.41212 x
0.00781 T 4) and the "Surprise" outcome has a 4-coin expected value of
0.048053 (98.41212
x 0.00195 = 4).
The payout rate of the basic game is computed independently for a 1-coin, 2-
coin, 3-
coin and 4-coin game by summing the normalized expected values in the
respective "1 cn
46
SUBSTITUTE SHEET (RULE 26)


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EV," "2 cn EV," "3 cn EV" and "4 cn EV" columns. In the embodiment shown in
Table C-2,
the payout rates for a 1-coin and 2-coin game are 0.898869 (89.89%), the
payout rate for a 3-
coin game is 0.908514 (90.85%) and the payout rate for a 4-coin game is
0.920673 (92.07%).
The "4th coin Pulls/Hit" column indicates how many pulls, on average, would be
expected to hit the respective combinations in a 4-coin game. This is computed
by taking the
inverse of the probability values associated with a 4-coin game.
The "Max Contribution" column indicates, for a 4-coin game, the percentage
contribution of the respective "4 cn EV" values to the total payout rate for a
4-coin game.
Thus, for example, for the "Uncles" outcome, the contribution is 20.88%
(0.192211
0.920673). The remaining "Max Contribution" values are computed in similar
fashion.
The CHANCE Bonus Feature
In the MONOPOLY ADVANCE TO BOARDWALKT"~ game, if the "CHANCE"
symbol is displayed on the payline and is included in a basic winning
combination, the
CHANCE bonus game begins. In one embodiment, there is only one "CHANCE" symbol
on
reel 216 (the center reel) and, according to the game rules, it matches only
SEVENs and
BARs on the payline, thus the combinations which would trigger the CHANCE
bonus are:
SEVEN, CHANCE, SEVEN; 3 BAR, CHANCE, 3 BAR; 2 BAR, CHANCE, 2 BAR; 1 BAR,
CHANCE, 1 BAR; and ANYBAR, CHANCE, ANYBAR.
The Chance bonus game can be activated by playing from one-four coins. In one
embodiment, the CPU 270 sets up the CHANCE bonus game by first selecting, from
a
weighted table, one of several possible sets of selection elements. Generally,
the sets of
selection elements comprise a combination of multiplier values and/or fixed
coin amounts.
The magnitude of the respective multiplier values and/or fixed coin amounts
are unique to
each particular set of selection elements. The selection elements themselves
may be varied
according to the game program. In one embodiment, each set includes 10
selection elements
but otherwise the numbers and/or values of multipliers and fixed coin awards
may be varied
from set to set. For example, one of the sets of selection elements might
include 2X, 3X, 4X,
SX and IOX multipliers, and ?. 5. 10. 20, and ?5 coin awards. whereas another
set might
47
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include 2X, 3X, 4X, SX and lOX multipliers and 5, 10, 25, 50 and 100 coin
awards. Still
another set might include 2X, 3X, SX and lOX multipliers and 2, 5, 10, 25, 50
and 100 coin
awards.
In one embodiment, as shown in FIG. 18, the CPU 270 causes the selected set of
selection elements to be displayed on the graphics display 212 in roughly an
oval shape
around a center area where messages are displayed. In the illustrated
embodiment, the
message area prompts the player to "PRESS 'SPIN REELS' TO WIN THE CHANCE
BONUS." From the display screen shown in FIG. 18, the CHANCE bonus is
initiated by the
player pressing the "Spin Reels" button or pulling a lever (not shown). The
CPU 270 then
operates according to its game program (stored in system memory 286) to
randomly select
one of the selection elements from the set. In one embodiment, the various
selection elements
have generally different probabilities of being selected, as determined by a
table stored in
system memory 286. In one embodiment having a set of selection elements
including 2X, 3X,
4X, SX and lOX multipliers and 2, 5, 10, 20 and 25 coin awards, the
probabilities of selecting
75 the respective selection elements are: 0.219231 for the 2X multiplier;
0.153846 for the 3X
multiplier; 0.061538 for the 4X multiplier; 0.053846 for the SX multiplier;
0.069231 for the
lOX multiplier; 0.126923 for the 2 coin award; 0.138462 for the 5 coin award;
0.076923 for
the 10 coin award; 0.042308 for the 20 coin award; and 0.057692 for the 25
coin award.
In one embodiment, the selection of the CHANCE bonus award element is depicted
on the graphic display 212 by highlighting, one at a time, consecutive
selection elements in a
clockwise sequence, quickly at first and then slowing down and stopping to
reveal the
selected award element, which might be a fixed coin amount or a multiplier. At
this point,
the message area will display the total amount of coins or credits won. For
example, if the
award from the basic game reels was 10 credits, and the highlight stopped on a
25 Coin
amount, the message area will contain "10 + 25 = 35 COINS". If, however, the
award from
the basic game reels was 10 credits, and the highlight stopped on a 4X
multiplier, the message
area will contain "10 X 4 = 40 COINS". The game would then total the amount
won on the
win meter and show a total screen on the display 112 announcing how many coins
were won
in the CHANCE bonus dame. If the amount won is over the selected handpay
level, a jackpot
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display and animation will then be shown on the display 112. In one
embodiment, after the
amount won is credited or payed out, the CHANCE bonus feature ends and the
game returns
to the basic game.
In one embodiment of a 4-coin game, the coin awards are multiplied by two for
two
coins bet and multiplied by three for three or four coins were bet. The fourth
coin allows the
player the opportunity to play the MONOPOLY ADVANCE TO BOARDWALKTM bonus
game and does not increase the value of the CHANCE bonus.
The ADVANCE TO BOARDWALKTM Bonus Game
In one embodiment, the CPU 270 enters the ADVANCE TO BOARDWALKT"' bonus
game when the player is betting four coins and a special "start-bonus"
combination of three
RICH UNCLE PENNYBAGS ("PENNY") symbols occurs on the reels 214, 216, 218, in
scatter-pay format, in the basic game. As described earlier, scatter-pay
format means that the
scatter pay symbols (e.g., "PENNY" symbols in the ADVANCE TO BOARDWALKT"'
game) may be displayed in either the upper, lower or center position on the
respective reels.
The ADVANCE TO BOARDWALKTM bonus game has a board-game (e.g.,
MONOPOLY) theme and is implemented on the top box game hoard 262 and graphics
display 212. Upon initially entering the bonus game, the CPU 70 causes an
introductory
animation to be displayed on the graphics display 212 with an audio fanfare
and then signals
I/O controller 271 to illuminate the GO square on the top box MONOPOLY board
262. The
player is prompted to spin the reels to play the bonus game. Then, in one
embodiment, the CPU
270 operates to select an integer-value movement indicator and causes the
selected movement
indicator to be displayed on the graphics display 212.
In one embodiment, the movement indicator is not immediately shown on the
graphics
display 212 but is revealed slowly so as to heighten the player's anticipation
of the indicator.
In one embodiment, the graphics display 212 shows the movement indicator on a
display field
which is intentionally fuzzy or cloudy at first, so as to "hide" the indicator
but which is slowly
cleared up to reveal the selected indicator. In one embodiment of the MONOPOLY
ADVANCE TO BOARDWALKT" Qame, for example, the graphics display shows an
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animation of a Rich Uncle Pennybags character seated at a desk-type "control
panel." A
message area on the control panel includes an animated computer or television-
type monitor
adapted to reveal the selected indicator. The monitor is filled with "static"
at first so as to
obscure the movement indicator. For example, the message area on the control
panel might
read, "YOU MOVE [blank] SPACES," where the blank is filled in by the number to
be
displayed on the monitor. After a short time, the Rich Uncle Pennybags
character twiddles
dials and levers on the control board to clear up the static and reveal the
selected indicator.
At this point, for example, the message area might read "YOU MOVE [7] SPACES,"
where
the "7" is displayed on the animated monitor.
In one embodiment, the movement indicator (e.g., "7") identifies an amount of
spaces,
from two to twelve, which the token will be moved from its previous position
on the game
board, in much the same manner as would a roll of dice. In one embodiment, the
CPU 270
selects the movement indicator pseudo-randomly, that is, certain indicator
values might occur
more frequently than other indicator values, depending on the space the player
is presently
"on." For example, the CPU 270 might be more likely to select a movement
indicator of "7"
if the player were on 1TTDIANA AVENUE (thus landing the player on GO TO JAIL),
than if
the player were on B.L,INOIS AVENUE. In one embodiment, a plurality of
movement tables
is stored in game memory, wherein each movement table corresponds to a
particular square of
the MONOPOLY board. The CPU 270 selects, from the movement table corresponding
to
present space, a movement indicator by first picking a random number, then
consulting the
movement table to determine the movement indicator corresponding to the random
number.
In one embodiment, the movement tables define, for each square, a number of
occurrences of each possible outcome from two to twelve. For example, one
movement table
might define a set of 46 possible occurrences, including 2 occurrences
associated with a
movement of 2 spaces, 2 occurrences associated with a movement of 3 spaces, 3
occurrences
associated with a movement of 4 spaces, 5 occurrences associated with a
movement of S
spaces, 8 occurrences associated with a movement of 6 spaces, 6 occurrences
associated with
a movement of 7 spaces, 5 occurrences associated with a movement of 8 spaces,
7
occurrences associated with a movement of 9 spaces. 6 occurrences associated
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movement of 10 spaces, 1 occurrence associated with a movement of 11 spaces
and 1
occurrence associated with a movement of 12 spaces.
The CPU 270 might select a movement indicator from the example table by
selecting
a random number from one to 46, then stepping through each occurrence until it
finds the
movement indicator con;esponding to that random number. For example, for the
example
movement table above, a random number of 5 might indicate that the selected
movement
indicator would be "4," since the first two "step throughs" are 2, the next
two "step throughs"
are 3 and the fifth step ends on an indicator of 4.
After the selection of a movement indicator number and display of the
indicator on the
graphics display 212, the CPU 270 operates to illuminate, one space at a time,
the appropriate
squares on the game board 262 (e.g., MONOPOLY board) from the previous
position to the
position determined by the movement indicator.
In one embodiment, when the lights stops moving for each roll, an animated
character
icon (e.g., Rich Uncle Pennybags) on the graphics display 212 announces the
name of the
square landed on and the amount of coins or credits, if any, associated with
the square. Coins
or credits are added to a total payout for the bonus game, which accumulates
as the player
moves from square to square. In one embodiment, the bonus game continues with
consecutive
seiections of movement indicators, and corresponding movement around the game
board,
until the player "lands" on a designated square which ends the bonus game. In
one
embodiment, the CPU 270 will end the bonus game if the player lands on the IN
JAIL,
INCOME TAX or LUXURY TAX squares, otherwise will continue the bonus game.
If the player lands on an ELECTRIC COMPANY, WATER WORKS or FREE
PARKING square during the bonus round, the CPU 270 selects a win amount from a
plurality
of possible win amounts associated with the square. In one embodiment, the CPU
270
triggers an appropriate animation on the graphics display 212 to illustrate
the selection of a
win amount. FIGS. 19, 20 and 21, show exemplary displays which might occur in
response to
the player landing on WATER WORKS, ELECTRIC COMPANY or FREE PARKING,
respectively.
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Generally, each of the WATER WORKS, ELECTRIC COMPANY and FREE
PARKING displays show a pre-selected award value and a number of other,
different values
at various graphical locations. The display animation appears to "select" an
award value,
which has already been pre-selected by the CPU 270, by pointing to the pre-
selected value or
"erasing" the other values. In FIG. 19 (WATER WORKS), for example, there are
four
possible award values (e.g., 5, 10, 25 and 50) displayed at four graphical
locations (e.g.,
underneath four pipes). An animated Rich Uncle Pennybags character turns a
valve, causing
water to come out of one of the pipes and "wash away" the underlying displayed
value. He
will do this three times, causing three of the award values to be "washed
away," and the
player will be awarded the remaining award value. In FIG. 20 (ELECTRIC
COMPANY),
there are four possible award values (e.g., 5, 20, 25 and 50) displayed on
four light bulbs. An
animated Rich Uncle Pennybags character presses a button, causing one of the
light bulbs to
light up then explode, so as to erase the award value associated with the
exploded bulb. As in
FIG. 19, he will do this three times, causing three of the award values to be
erased, and the
player will be awarded the remaining award value. In FIG. 21 (FREE PARKING),
there are
seven possible award values (e.g., 10, 15, 20, 25, 50, 100 and 200) displayed
on an animated
parking meter. A pointer in the parking meter moves back and forth, then
slowly comes to a
stop so as to point to one of the award values, and the player is awarded the
indicated award
val ue.
In one embodiment, the indicated award values for the ELECTRIC COMPANY,
WATER WORKS and FREE PARKING squares are pre-selected by the CPU 270 from
weighted tables of award values stored in game memory. The CPU 270 selects,
from the
award table corresponding to the ELECTRIC COMPANY, WATER WORKS or FREE
PARKING space, an award by first picking a random number, then consulting the
appropriate
award table to determine the award corresponding to the random number.
Suppose, for example, an ELECTRIC COMPANY square has five possible awards:
5, 10, 20, 25 or 50 coins. An award table associated with the ELECTRIC COMPANY
square
might define a set of eight possible occurrences of the various awards: 2
occurrences
associated with an award of 5 coins. 2 occurrences associated with an award of
10 coins, 2
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occurrences associated with an award of 20 coins, 1 occurrence associated with
an award of
25 coins and 1 occurrence associated with an award of 50 coins. The CPU 270
might select
an award from the award table by selecting a random number from one to 8, then
stepping
through each occurrence until it finds the award corresponding to that random
number.
Continuing the above example, a random number of 5 might indicate that the
selected award
would be 20 coins, since the first two "step throughs" are 5 coins, the next
two "step
throughs" are 10 coins and the next step ends on an award of 20 coins.
Similarly, suppose the FREE PARKING square has seven possible awards: 10, 15,
20,
25, 50, 100 and 200 coins. An award table associated with the FREE PARKING
square
might define a set of nine possible occurrences of the various awards: 1
occurrence
associated with an award of 10 coins, 1 occurrence associated with an award of
15 coins, 2
occurrences associated with an award of 20 coins, 2 occurrences associated
with an award of
25 coins, 1 occurrence associated with an award of 50 coins, 1 occurrence
associated with an
award of 100 coins and 1 occurrence associated with an award of 200 coins. The
CPU 270
might select an award from the award table by selecting a random number from
one to 9, then
stepping through each occurrence until it finds the award corresponding to
that random
number. Continuing the above example, a random number of 5 might indicate that
the
selected award would be 25 coins, since the first "step through" is 10 coins,
the next "step
through" is 15 coins, the next two "step throughs" are 20 coins and the next
step ends on an
award of 25 coins.
If the player lands on CHANCE or COMMUNITY CHEST, the CPU 270 triggers an
animation on graphics display 212 which shows the top card of a pile of cars
flipping up to
reveal the "Chance" or "Community Chest" outcomes. The art on the cards
resembles the
cards in an actual MONOPOLYTn' game. Generally, the "Chance" and "Community
Chest"
outcomes comprise awards of fixed coin values (e.g., "BANK PAYS YOU DIVIDEND
OF
25 COINS), or move the player to a new space (e.g., ADVANCE TO NEAREST
RAILROAD). If the player is moved to a property, the movement is indicated on
the top box
board 262 and an animation associated with the property is shown on the
graphics display
212.
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If the player draws a GO TO NEAREST UTILITY card, the light will move to
either
ELECTRIC COMPANY or WATER WORKS clockwise (whichever is nearest). In one
embodiment, if movement to the nearest utility causes the player to pass GO,
the player will
be awarded a "passing GO bonus," in addition to the award, if any, associated
with the
nearest utility.
If the player draws a GO TO JAIL card, the game will play an animation of RICH
UNCLE PENNYBAGS going to jail, and the light will quickly move counter-
clockwise to
the IN JAIL space. If the player stops on LUXURY TAX, INCOME TAX or IN JAIL,
the
display 212 will show an appropriate animation including a display of the
total coins won in
the bonus game. The CPU 270 will cause the payoff mechanism 288 to award coins
or
credits as appropriate, corresponding to the amount won in the bonus game and
then return to
the basic spinning reel game.
In one embodiment, a bonus is awarded whenever the player passes, or lands on,
the
GO square. As best observed in FIG. 16b, the bonuses are enumerated by a
number of
indicator lights 290 on the top box MONOPOLY board 262. In the illustrated
embodiment,
there are seven indicator lights associated with escalating S, 10, 2S, 100,
150, 500 and 1,500
coin bonuses. When the game begins, the player receives an automatic S coin
bonus for being
on GO and, accordingly, the S COIN indicator is lit on the board 262. If the
player passes GO
on his first cycle 1 around the board, the 10 COIN indicator will light, and
the player will be
awarded with 10 coins. If the player cycles around the board again, then the
2S COIN
indicator will light, and the player will be awarded with 2S coins. If the
player continues to
pass GO a third, fourth, fifth and sixth time, the respective 100 COIN, 150
COIN, 500 COIN
and 1500 COIN bonus indicators will become lit and the player will be awarded
with 100
coins, 150 coins, 500 coins and 1500 coins respectively.
In one embodiment, the board may be cycled a maximum of six times. If a player
successfully cycles the board six times, the bonus game will end and player
will receive all
accumulated awards, plus the 1500 coin bonus, plus the award, if any,
associated with the
final space. If the final space causes the player to move to another square
(e.g., GO TO
NEAREST UTILITY), the player will be awarded the bonus, if any associated with
that other
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square. For example, suppose the player has completed five trips around the
board and has
accumulated 1754 coins or credits so far in the bonus game. Suppose further
that the player is
currently on PARK PLACE and Rich Uncle Pennybags selects a movement indicator
of "5,"
causing the player to pass GO and land on the COMMUNITY CHEST square. The
player
will be awarded the 1500 coin bonus for passing GO the sixth time plus an
amount associated
with the COMMUNITY CHEST square. Continuing the example, suppose Rich Uncle
Pennybags selects a COMMUNITY CHEST card of GO TO NEAREST UTILITY. The
player will move to the next utility, ELECTRIC COMPANY, and will be awarded a
selected
value, say 25 coins. The bonus game will end after displaying, and then paying
(in the
70 present example), a win amount of 3279 coins (e.g., 1754 + 1500 + 25).
The expected payout of the bonus game must be calculated in order to calculate
the
overall payout of the machine. The simplest way of calculating the expected
payout of the
bonus game is to establish all the positions i which can be reached on the
board. If the board
forms a loop, as it does in this specific example, the same physical position
on the board
should be treated as a different position for the purposes of this analysis
for each circuit of the
board, even if the outcomes associated with that position are the same on each
circuit of the
board. That is to say, the looped board should be treated as if it were
unraveled into one long
trail, with the outcomes associated with the positions on the trail repeating
cyclically. For
example, the first position on the physical board after the start position
cannot be reached on
the first circuit of the board, as it is impossible to roll a value of 1 with
two dice. However, it
is possible to reach this position on the second circuit of the board.
Furthermore, according to
the specific example of the present invention, in which the number of circuits
of the board is
limited, it is impossible to reach any but the first 12 positions on the board
after the last
circuit of the board unless play is directed to one of the other positions by
a special feature in
a position that is reached. (Play would then stop once that position is
reached). Expanding the
board into a trail allows these differences to be taken into account.
The expected payout, not including the "passing go" bonuses, can be calculated
simply as the sum of the product of the probability prob(i} of reaching each
position i on the
board and the expected payout pay(i) at that position, ie.
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Last position
~i prob(i).pay(i)
i=first position
The probability prob(i) of reaching a specific position i on the board is
calculated as
fol lows:
Last position
Prab(i)= ~ prob(j).probmove(i,j)
j=first position
The "passing go" bonuses are included in the calculation by multiplying each
bonus
by the probability of achieving that bonus to give an expected bonus value.
These expected
bonus values are then summed and added to the expected payout value already
obtained to
give the true expected payout. The probability of achieving a particular "go
bonus" is
calculated by first establishing every possible transitions from one square to
another which
will result in the respective "go bonus". For each of these transitions, the
probability of being
on the start square for that transition (already calculated) is multiplied by
the probability of
achieving that transition at that start square, to give a probability for that
transition occurnng
during the game. These probabilities are then summed to give the probability
of achieving
that particular "go bonus".
It should be noted that if an outcome at a later position on the board can
move play
back to an earlier position, and play could then move from there to the later
position again,
this equation could become circular. That is to say, a value prob(i) could be
dependent on a
value prob(j) which might itself be dependent on prob(i). The fact that a
position might be
reached more than once cannot be taken into account by the above equation, and
a precise
calculation of the expected payout then becomes very complicated. However, the
situation
can easily be avoided by either not allowing backward moving outcomes, or
guaranteeing that
all backward moving outcomes result in a losing outcome, so that cycling
backward and
forward movement cannot occur. Allowing such cyclical movement is also
dangerous
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because a software or hardware error could lead to unbounded cycling and a
corresponding
unbounded payout.
Once the expected payout of the bonus game has been calculated, the expected
payout
of the main game can be calculated by incorporating this value in the
equations. In the present
invention, the expected payout of the bonus game is 98.41.
As in the first embodiment, in practice, it is desirable to vary the payout
percentages
slightly. Accordingly, the bonus game may have any of the values probmove(i,j)
varied
slightly to make it more or less likely to move to high scoring or low scoring
positions, or the
outcomes associated with each position could be varied. In practice, the
latter is less practical,
as the outcomes associated with most of the positions will often be physically
marked on the
surface of the board. However, the probabilities of the different outcomes
when more than
one outcome is possible can easily be changed.
The expected win for the bonus game is combined with the expected win of the
base
game to determine the expected value of the combined game.
From the foregoing, it will be understood that the second embodiment of the
present
invention provides a bonus game based on variable probability trials, in that
a player who
qualifies by playing the base game can play the bonus game on a "spin-til-you-
lose" basis,
with the probability of each allowable outcome of each trial being variable,
and wherein the
player is not in danger of losing awards scored in earlier trials when a
losing outcome occurs,
but instead accumulates winnings along the way. The bonus game according to
this
embodiment generally has a high hit rate, and as a result, the player has a
strong inducement
to "endure" the base game in order to qualify for bonus game play in which he
is statistically
likely to win several times in a row and collecting relatively large payouts,
while still
returning a profit for the game owner.
By providing a two stage gaming process in which a traditional game of chance
is
played as the base game, the existing concept with which players are familiar
and comfortable
is retained. At the same time, however, a significantly more exciting feature
is added in the
form of a bonus game.
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For completeness, FIGS. 26 and 27 contain a flow diagram of the manner in
which the
base and bonus games of this embodiment are implemented in a processor based
system.
From these diagrams, those skilled in the art will be readily able to program
the invention
described herein.
The game selects symbols to display and establishes the outcome of the game
and any
bonus games in memory before commencing spinning the reels. The random values
involved
in the game outcome are stored for use when the outcome is actually displayed.
In other
embodiments, random values involved in the bonus game might be calculated
after the reels
have been spun, or just before they are used. The reels are spun and the
chosen symbols are
displayed (step 408). Before awarding credits to the player, in the event a
winning
combination appears on the payline, the program first checks to see if a
CHANCE symbol
appears on the payline (step 410). If it does, the program plays an animation
on the dot matrix
display, as shown in step 412 and generates a random modification to the
payout, either
adding to it or multiplying it. If the game is in 4-coin mode, the program
checks to see if a
bonus symbol appears on each reel (Step 416) in the positions on, above or
below the payline,
or if SURPRISE symbols appear on the payline on each reel. If so, a bonus game
has been
earned and the program enters the bonus game (Step 418), as discussed below
with reference
to Fig. 27. The program then pays out the total pay, if any, in step 420, thus
ending the play.
As thus far described, with the exception of the CHANCE feature, this is the
operation of a
standard slot machine because the bonus feature has not been described. The
player must
continue playing the game as described until a BONUS symbol appears on each
reel within
the pay window or the SURPRISE symbol stops on the centerline on each reel to
initiate
operation of the bonus game.
When the bonus game occurs, the program, at Step 416, branches to the bonus
game
shown in Fig. 27. The start position on the backlit trail game board is lit
up, and the winnings
for the bonus game are set to an initial value of five. A random movement
value between 2
and 12, M is obtained by the program, as shown in step 424 and an associated
animation is
shown on the dot matrix display to indicate the value M selected. The position
indicator is
moved M places. If the position reached is a losing position, a losing
animation is shown in
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the dot matrix display, and the total winnings are transferred to the total
pay to be either paid
out or stored as credits. If the position is not a losing position, the
program executes a routine
associated with the position. This subroutine might be a variable outcome
generating position,
in which case a random value is generated to decide what the outcome
associated with the
position will be. The outcome will consist either of a "payout" or a "move".
In the former
case, the payout is added to the bonus game winnings, along with a suitable
animation on the
dot matrix display, and assuming the player has not completed the maximum
number of
allowable circuits of the board, the program loops back to generate another
movement value
M. If the player has traveled around the board the maximum number of times,
the winnings
are transferred to the total pay, as when the player lands on a losing
position, and the bonus
game ends. If the outcome is a "move" outcome, play is moved in a forward
direction to the
position indicated (unless the indicated position is a losing position in
which case play can be
moved backwards). Play then continues in the same way as if that position had
been reached
from step 426.
Now turning to FIG. 22, there is depicted another gaming machine 310 with a
board
game theme. In one embodiment, the gaming machine 310 is operable to play a
game entitled
MONOPOLY ROLL & W1NT"', based on the MONOPOLYT"'' board game. MONOPOLYT"''
is a registered trademark owned by and used with permission by Hasbro, Inc.
and Hasbro
International, Inc., Pawtucket, Rhode Island. Alternatively, the gaming
machine l I0 may be
implemented with any of several other board game themes other than MONOPOLYTM.
The gaming machine 310 includes a display window 370 through which a player
may
observe three mechanical reels, 314, 316 and 318. The gaming machine 310
includes a top
box 332 which includes a graphics display 312, mechanical dice 364 and an
adaptation of a
game board 362 (e.g., MONOPOLY). The graphics display 312 may comprise a dot
matrix,
CRT, LED, LCD, electro-luminescent display or generally any type of video
display known in
the art. The game board 362 comprises a partially translucent material such as
glass, plastic,
Plexiglas or the like which is backlit by a number of lights 366 (not visible
in FIG. 22) in the
top box 332. As best observed in FIG. 24, the facing surface 360 of the top
box is imprinted
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with various artwork, symbols and text associated with the MONOPOLY ROLL &
WIN'''M
game, including a pay table 350.
FIG. 23 is a block diagram of a control system suitable for operating the slot
machine
310 of FIG. 22. Coin/credit detector 382 signals a CPU 370 when a player has
inserted a
number of coins or played a number of credits. Then, after the player has
activated a switch
384 (e.g., by pulling a lever or pushing a button), the CPU 370 initiates game
play by setting
reels 314, 316, 318 in motion, randomly selecting a game outcome and, using
technology well
known in the art, causes a reel motor and step controller 390 to stop the
reels 314, 316, 318 at
a stop position corresponding to the pre-selected game outcome. A rotational
position
detector 392 provides feedback to the CPU 370 to ensure that the reels 314,
316, 318 are
stopped at the correct stop position. The symbols displayed on the reels at
the preselected
stop position define indicia of the pre-selected game outcome. In one
embodiment, the
symbols displayed on the reels define the basic game outcome.
A system memory 386 stores control software, operational instructions and data
associated with the gaming machine 310. In one embodiment, the memory 386
comprises a
separate read-only memory (ROM) and battery-backed random-access memory (RAM).
However, it will be appreciated that the memory 386 may be implemented on any
of several
alternative types of memory structures or may be implemented on a single
memory structure.
A payoff mechanism 388 is operable in response to instructions from the CPU
370 to award a
payoff of coins or credits to the player in response to certain winning
combinations stored in
memory 386. As will be described in detail hereinafter, the payoff amounts
corresponding to
certain combinations is predetermined according to a pay tabie stored in
system memory 386.
A separate I/O controller 371 coupled to the CPU 370 operates the graphics
display 312,
mechanical dice 364 and top box lights 366.
The gaming machine 310 is operable to play a basic game and a bonus game. In
the
embodiment of FIG. 22, the basic game is implemented on the three mechanical
reels, 314,
3I6, 318 with a center payline 376. In one embodiment, the player can observe
three symbol
positions (e.g., an upper, center and lower display position) on each reel
314, 316, 318 thus
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defining a symbol group of nine symbols visible through the display window
370. Payline
376 extends through the center display position on each reel.
In one embodiment, the symbol group displayed on reels 314, 316, 318 may
indicate
any of three possible basic game outcomes, including (1) a standard winning
outcome causing
the CPU 370 to award the player a predetermined amount of coins) or credits)
corresponding to a displayed pay table; (2) a multiplier bonus outcome (e.g.,
a ROLL THE
DICE feature) causing the CPU 370 to award the player the product of a
predetermined
amount of coins) or credits) and a randomly determined multiplier; (3) a start-
bonus
outcome causing the CPU 370 to enter a bonus game (e.g., the ROLL & WIN
bonus); and (4)
a losing outcome causing the CPU 370 to continue operation in the basic mode
without
awarding any coins) or credit(s).
Generally, the standard winning outcomes are characterized by the display of
one or
more predefined combinations of symbols. The symbols and payoffs defining the
standard
winning combinations are stored in the game memory 386. In one embodiment, the
symbols
and payoffs defining the standard winning combinations are shown in the pay
table 350 (FIG.
24) on the face of the slot machine 310 so that they may readily be observed
by the player.
Preferably, the symbols defining the ROLL THE DICE feature and ROLL & WIN
bonus are
also identified on the pay table or other portions) of the top box display
332.
FIG. 25 shows a set of reel strips for use with the slot machine 310 to
implement the
MONOPOLY ROLL & WINT"' game. The reel strips correspond to the reels 314, 316,
318 in
FIG. I4 and will be identified by corresponding reference numerals 3I4, 316,
318. Each of the
reel strips 314, 316, 318 include twenty-two symbols (including blanks)
corresponding to
twenty-two available reel stopping positions. The symbols include RICH UNCLE
PENNYBAGS ("PENNY"), WILD, WILD DICE, SEVEN, 3-BAR, 2-BAR, 1-BAR, BLANK
and CHERRY which, if displayed in certain predefined combinations relative to
payline 376,
define the standard and surprise winning combinations.
Specifically, the symbols which appear on reel strip 314 include, in sequence
1-BAR,
Blank, PENNY, Blank, 2-BAR, Blank, PENNY, Blank, 1-BAR, Blank, PENNY, Blank,
SEVEN, Blank. 2-BAR, Blank. 3-BAR, Blank, PENNY, Blank. 2-BAR and Blank. The
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symbols which appear on reel strip 316 include, in sequence 2-BAR, Blank, WII
D, Blank,
PENNY, Blank, WILD DICE, Blank, PENNY, Blank, WILD, Blank, SEVEN, Blank,
PENNY,
Blank, 3-BAR, Blank, WILD, Blank, 1-BAR and Blank. Finally, the symbols which
appear on
reel strip 318 include, in sequence 2-BAR, Blank, CHERRY, Blank, 3-BAR, Blank,
I-BAR,
Biank, PENNY, Blank, SEVEN, Blank, PENNY, Blank, CHERRY, Blank, PENNY, Blank,
1-
BAR, Blank, CHERRY and Blank.
Table D-1 -- Pav Tabte for ROLL & WINT"z Basic Game
Reel1 Reel2 Reel3 lCoin _2Coin 3Coin 4Coin
~


Seven Seven Seven 50 100 150 150


3Bar 3Bar 3Bar 40 80 120 120


2Bar 2Bar 2Bar 20 40 60 60


lBar lBar lBar 10 20 30 30


An Bar An Bar An bar 5 10 15 15


An hin Wild Cher 5 10 15 15


An hin An hin Cher 2 4 6 6



Table D-1 is a pay table identifying various standard winning combinations of
symbols in the MONOPOLY ROLL & WINTM game. In one embodiment, the game accepts
from one to four coins. The winning standard combinations can occur for any
number of one
to four coins played if the indicated symbols are displayed on reels 314, 316,
318 in
alignment with the center payline 376. For example, three "I-BAR" symbols
displayed on
reels 314, 316, 318 on the center payline 376 is a standard winning
combination which will
pay 10 credits for 1 coin played, 20 credits for 2 coins played and 30 credits
for 3 or 4 coins
played. The "AnyBar" combination is satisfied by any combination of three or
more "1-
BAR," "2-BAR" and "3-BAR" symbols stopping on the center payline 376.
In one embodiment, the "WILD" and "WILD DICE" symbols acts as wildcards for
any other symbol on the payline 376. Where the "WILD" symbol is used to
complete a
winning combination, the payout will be the same as the standard winning
combination as if
completed without the WILD symbol. Thus, for example, the combination of "2-
BAR,"
"WILD" and "2-B:AR" is a standard winning combination which would pay the same
as the
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combination of three "2-BAR" symbols, corresponding to the number of coins
played. Where
the "WILD DICE" symbol is used to complete a winning combination, the ROLL THE
DICE
FEATURE is triggered to identify a multiplier value, as heretofore described,
and the
multiplier value is used to multiply the amount otherwise associated with the
combination.
The ROLL THE DICE Multiplier Feature
In the MONOPOLY ROLL & WINTM game, if the "WILD DICE" symbol is displayed
on the payline 376 and is included in a wining combination, the ROLL THE DICE
multiplier
feature begins. In one embodiment, there is only one "WILD DICE" symbol on
reel 316 (the
center reel) and the combinations which would trigger the ROLL THE DICE
feature are:
SEVEN, WILD DICE, SEVEN; 3 BAR, WILD DICE, 3 BAR; 2 BAR, WILD DICE, 2 BAR;
1 BAR, WILD DICE, I BAR; ANYBAR, WILD DICE, ANYBAR and PENNY, WILD
DICE, PENNY. The PENNY, WILD DICE, PENNY combination also triggers the ROLL &
WIN bonus game, to be described later.
The ROLL THE DICE feature can be activated by playing from one-four coins.
When
the WILD DICE symbol appears in a standard winning combination, the CPU 370
activates
the ROLL THE DICE feature by randomly selecting a multiplier value, then
multiplies the
base amount associated with the standard winning combination by the selected
multiplier
value. When the WILD DICE symbol appears in the PENNY, WILD DICE, PENNY
combination, a "start-bonus" combination which also triggers the ROLL & WIN
bonus game,
the CPU 370 enters the ROLL & WIN bonus game first and then, after the bonus
game has
ended, randomly selects a multiplier value and multiplies the amount won in
the bonus game
by the selected multiplier value.
In one embodiment, the CPU 370 selects the multiplier value by selecting a
number
corresponding to the roll of two six-sided dice. This is accomplished in one
embodiment by
randomly selecting two integer values from one to six (each corresponding to a
roll of a single
six-sided die), then summing the integer values to arrive at the multiplier
value. Specifically,
there are 36 possible outcomes of the two integer values which might occur:
(1,1), (1,2),
(1,3). (1,4), (1.5), (1,6). (?.11. (2.?), (2.3), (2.4), (2,5), (2,6). 13.1),
(3.2), (3,3), (3,4), (3,5).
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(3,6), (4,1), (4,2), (4,3), (4,4), (4,5}, (4,6), (5,1), (5,2), (5,3), (5,4),
(5,5), (5,6}, (6,1), (6,2),
(6,3), (6,4), (6,5) and (6,6). These outcomes correspond to 11 possible sums:
2 (1
occurrence), 3 (2 occurrences), 4 (3 occurrences), S (4 occurrences), 6 (5
occurrences), 7 (6
occurrences), 8 (5 occurrences), 9 (4 occurrences), 10 (3 occurrences), 11 (2
occurrences) and
12 ( 1 occurrence).
In one embodiment, each of the possible outcomes of integer values
(corresponding to
the roll of two dice) has an equal probability of occurrence and consequently,
the probability
of the CPU 370 selecting the various multiplier values (corresponding to the
sum of two fair
dice) is as follows: 2.7% (i.e., 1 = 36) for the "2X" and "12X" multipliers;
5.5% (i.e., 2 = 36)
for the "3X" and "11X" multipliers; 8.3% (i.e., 3 = 36) for the "4X" and "10X"
multipliers;
11.1% (i.e., 4 = 36) for the "SX" and "9X" multipliers; 13.9% (i.e., 5 = 36)
for the "6X" and
"8X" multipliers; and 16.7% (i.e., 6 = 36) for the "7X" multiplier.
In one embodiment, the selection of the ROLL THE DICE multiplier is depicted
both
graphically, on the graphic display 3I2 and mechanically, by the mechanical
dice 364. On the
graphics display 312, the CPU 370 generates a display of two dice which are
rolling at first,
then stop, one at a time to reveal two die faces. The die faces selected for
display correspond
to the integer values from one to six selected by the CPU 370. For example,
having selected
integer values of "I" and "6," the CPU 370 will display a pair of dice, one of
which indicates
a roll of "1" and the other indicating a roll of "6." The CPU 370 then adds
the two integer
values to determine the multiplier value (e.~., "7X") which in one embodiment
is displayed
adjacent to the two die faces on the graphics display 312. Similarly, the CPU
370 causes the
two mechanical dice 364 to rotate or "roll" at first, then stop, one at a time
to reveal two die
faces. The die faces on the mechanical dice 364 correspond to the die faces on
the graphics
display 312.
Then, the CPU 370 then generates a screen on the graphics display 312 showing
the
total win. For example, suppose a "7X" multiplier is selected by the CPU 370
in a ROLL
THE DICE feature which resulted from a SEVEN, WILD DICE, SEVEN symbol
combination. In one embodiment, the graphics display shows the basic win
amount
associated with the SEVEN, WILD DICE. SEVEN symbol combination (e.g., 150
coins with
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3 coins played), the selected multiplier (e.g., "7X") and the product of the
multiplier and basic
win amount (e.g., 1050 coins).
The ROLL & WINTM Bonus Game
In one embodiment, the CPU 370 enters the ROLL & WINT'~' bonus game when the
player is betting four coins and a special "start-bonus" combination of three
RICH UNCLE
PENNYBAGS ("PENNY") symbols occurs on the center payline 376 of reels 314,
316, 318
in the basic game. The ROLL & WINT"~ bonus game has a board-game (e.g.,
MONOPOLY)
theme and is implemented on the top box game board 362 and graphics display
312. Upon
initially entering the bonus game, the CPU 370 causes an introductory
animation to be
displayed on the graphics display 312 with a musical jingle and then operates
to display an
animation of a game token traveling around a MONOPOLY board. The CPU 370 also
signals
I/O controller 371 to illuminate the appropriate to illuminate a starting
square on the top box
game board 362 and then illuminate successive squares around the board in step-
wise fashion,
rapidly at first and then, after a couple of revolutions, slowing down and
stopping on an
indicated square. Generally, the indicated square is randomly determined by
the CPU 370
prior to the illumination of successive squares on the top box game board 362.
In one embodiment, when the player "lands" on the indicated square, the
graphics
display 312 shows an animation for that square. As best observed in FIG. 24,
the squares of
the game board 362 in one embodiment of the MONOPOLY ROLL & WIN game are:
"GO,"
"BALTIC & MEDI ITERANEAN AVENUE" (hereinafter "BALTIC"), "READING &
PENNSYLVANIA & B. & O. & SHORT LINE RAILROAD" (hereinafter "RAILROAD"),
"CONNECTICUT & VERMONT & ORIENTAL AVENUE" (hereinafter "VERMONT"), "IN
JAIL," "VIRGINIA & STATES AVENUE & ST. CHARLES PLACE" (hereinafter
"VIRGINIA"}, "CHANCE," NEW YORK & TENNESSEE AVENUE & ST. JAMES PLACE"
(hereinafter "NEW YORK"), "FREE PARKING," "KENTUCKY & INDIANA & ILLINOIS
AVENUE" (hereinafter "ILLINOIS"), "UTILITIES," "MARVIN GARDENS & VENTNOR &
ATLANTIC AVENUE" (hereinafter "MARVIN GARDENS"), "GO TO JAIL,"
"PEN~'SYLVANIA ~ NORTH CAROLINA & PACIFIC AVENUE" (hereinafter
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"PENNSYLVANIA"), "COMMUNITY CHEST" and "BOARD WALK & PARK PLACE"
(hereinafter "BOARDWALK").
When the player lands on a square, the CPU 370 causes the player to be awarded
the
amount, if any, associated with the square. If the player is moved to a
property, the movement
is indicated on the top box board 362, an animation of the property is shown
on the graphics
display 312 and the player is awarded an amount, if any associated with the
square. In one
embodiment, the CPU 370 returns to the basic game after landing on a property
square. If the
game token 140 lands on a CHANCE or COMMUNITY CHEST square, the CPU 370
randomly selects an outcome from a plurality of possible CHANCE and COMMUNTTY
CHEST outcomes, and causes the graphics display 312 to display the selected
outcome. If the
CHANCE or COMMUNITY CHEST outcome is a fixed coin award, the graphics display
312
shows an animation of the award, the player is awarded the designated amount
and then the
CPU 370 returns to the basic game. If the player is moved to a new space as a
result of a
CHANCE or COMMUNITY CHEST outcome, the movement is indicated on the top box
board 362, an animation of the square is shown on the graphics display 312,
the player is
awarded an amount, if any associated with the square and then the CPU 370
returns to the
basic game.
Table D-2 -- MONOPOLY ROLL & WIN Sguare Values
Pa Occ Prob EV Pulls/Hit


200 480 0.0374941427.49882831 26.670833 Go


20 480 0.0374941420.74988283 26.670833 Baltic


150 640 0.0499921897.49882831 20.003125 RaiIRoad


540 0.0374941420.93735354 26.670833 Vermont


0 1 7.81128E-050 12802 Jail


480 0.0374941421.12482425 26.670833 Vir inia


62.45 2080 0.16247461310.1465396 6.1548077 Chance


960 0.0749882832.99953132 13.335417 New York


100 1120 0.08748633 8.74863303 11.430357 Free arkin


960 0.0749882833.74941415 13.335417 Illinois


75 1120 0.08748633 6.56147477 11.430357 Utilities


100 1120 0.08748633 8.74863303 11.430357 Marvin Gardens


0 1 7.81128E-050 12802 Go to Jail


125 736 0.0574910177.18637713 17.394022 Penns Ivania


62.4 2080 0.16247461310.1384159 6.1548077 Comm Chest


1000 64 0.0049992194.99921887 200.03125 Boardwalk


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12802 1 81.087955
Table D-2 identifies various pay values, probabilities and expected values
associated
with the squares of the game board 362 in one embodiment of the MONOPOLY ROLL
&
WIN bonus game. The "Pay" column of Table D-2 identifies payoff amounts
associated with
the various squares. Other than the CHANCE and COMMUNITY CHEST squares, the
payoff amounts are predetermined amounts stored in system memory. For example,
the
"GO" square will pay 200 coins or credits, the "BALTIC" square will pay 20
coins or credits,
and so forth. In one embodiment, the IN JAIL. and GO TO JAIL squares have zero
value,
consequently a player landing on those squares will not be paid any credits in
the bonus game.
In the case of the CHANCE and COMMUNITY CHEST squares, the payoff amounts
represent average payoff amounts which may be expected by landing on CHANCE or
COMMUNITY CHEST, respectively. In one embodiment, both the CHANCE and
COMMUNITY CHEST squares will pay, on average 62.4 coins or credits in the
bonus game.
Table D-3 -- COMMUNITY CHEST Pay Information
Pa Occ Prob EV Pulls/Hit


50 15 0.15 7.5 6.6666667 O era


100 5 0.05 5 20 Inherit


45 15 0.15 6.75 6.6666667 Sell Stock


10 5 0.05 0.5 20 Beaut


200 4 0.04 8 25 Adv. Go


200 4 0.04 8 25 Bank Error


10 0.1 2.5 10 Services


20 12 0.12 2.4 8.3333333 Inc. Refund


100 5 0.05 5 20 Life Ins


100 10 0.1 10 10 Xmas Fund


45 15 0.15 6.75 6.6666667 Pro ert Vatue


I I 100 1 ~ 624J


20 Table D-4 -- CHANCE Pav Information
Pa Occ I Prob EV Pulls/Hit
15 24 0.08 1.2 12.5 Horse Race
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22 0.0733333330.73333333 13.636364 BIackJack


10 20 0.0666666670.66666667 15 Do Show


25 25 0.0833333332.08333333 12 Slots


30 30 0.1 3 10 Adv St. Charles


150 17 0.0566666678.5 17.647059 Adv. Rail


75 32 0.1066666678 9.375 Adv. Util


50 33 0.11 5.5 9.0909091 Adv.ILL


50 35 0.1166666675.83333333 8.5714286 Dividend


1000 2 0.0066666676.66666667 150 Adv. Board


200 12 0.04 8 25 Adv. Go


40 32 0.1066666674.26666667 9.375 Lotte


150 16 0.0533333338 18.75 Loan


I I 300 I 1 ~ 62.45 _


The various CHANCE and COMMUNITY CHEST outcomes, and their pay values,
probabilities and expected values in one embodiment are identified in Tables D-
3 and D-4,
5 above. Generally, the CHANCE and COMMUNITY CHEST outcomes include awards of
fixed coin values (e.g., "LIFE INSURANCE MATURES," $100) or instructions for
movement to a particular square (e.g., ADVANCE TO BOARDWALK), where the
indicated
square is associated with a fixed coin award. As identified in Table D-3, the
COMMUNTTY
CHEST outcomes range in value between 10 coins or credits (e.g., "BEAUTY
CONTEST",
10 10 coins) to a maximum of 200 coins or credits (e.g., ADVANCE TO GO, and
BANK
ERROR IN YOUR FAVOR). The average value of the COMMUNITY CHEST square is
62.4 coins or credits. As identified in Table D-4, the CHANCE outcomes range
in value
between 10 coins or credits (e.g., "DOG SHOW", 10 coins) to a maximum of 1000
coins or
credits (e.g., ADVANCE TO BOARDWALK).
In one embodiment, the likelihood of landing on a particular square is
predefined and
stored in an occurrence probability table in game memory. The CPU 370 selects
a particular
square in a manner which is consistent with the occurrence probability table.
Generally, the
occurrence probability table might cause certain squares to be landed on more
frequently than
other squares. In Table D-2, the "Occ" column identifies a predefined number
of outcomes or
"occurrences" of each square of the MONOPOLY ROLL & WIN game board, and the
"Prob"
column identifies the probability of selecting or "landing" on the respective
squares. An
inspection of Table D-2 reveals that there is onlv 1 outcome, out of 12.80?
possible outcomes.
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which will result in the player landing on the Il~' JAIL square. Similarly,
there is only 1
outcome, out of 12,802 possible outcomes, which will result in the player
landing on the GO
TO JAIL square. Thus, the probability of the player landing on IN JAIL or GO
TO JAIL. (and
thereby getting no award) is very small, 7.811 x 10'5 (i.e., 1 = 12,802). The
probability of
landing on the other squares is generally much greater and also corresponds to
the predefined
number of outcomes or "occurrences" associated with the squares. For example,
consider the
"GO" square. The "Occ" column of Table D-1 indicates that there are 480
outcomes, out of
12,802 possible outcomes, which will result in the player landing on the GO
square. Thus, the
probability of the player landing on the GO square (and thereby getting an
award of 200 coins or
credits) is 0.037494 (i.e., 480 = 12,802). The probability of landing on other
squares is
computed from the "Occ" column in similar fashion.
Similarly, in one embodiment, the likelihood of selecting certain CHANCE or
COMMUNITY CHEST cards is predefined and stored in an occurrence probability
table in
game memory. The CPU 370 selects a particular CHANCE or COMMUNITY CHEST card
in a manner which is consistent with the occurrence probability table.
Generally, the
occurrence probability table might cause certain cards to be "drawn" more
frequently than
other cards. In Tables D-3 and D-4, respectively, the "Occ" column identifies
a predefined
number of outcomes or "occurrences" which might occur as a result of landing
on CHANCE
and COI~~BvIUNITY CHEST on the MONOPOLY ROLL & WIN game board. The "Prob"
column identifies the probability of selecting or ''drawing" the respective
CHANCE and
CO1~~VIUNrTY CHEST outcomes. The various probabilities of the CHANCE and
COh~VIUNITY CHEST outcomes are computed by dividing the number of occurrences
of the
particular outcome by the total number of CHANCE or COMMUNITY CHEST outcomes,
as
appropriate. For example, consider the "ADVANCE TO GO" outcome in COMMUNITY
CHEST. Table D-3 shows that there are 4 outcomes, out of 100 possible
COMNIUNTTY
CHEST outcomes, which will result in drawing the "ADVANCE TO GO" card. Thus,
having
landed on the COMMUNITY CHEST square, the probability of the player drawing
the
"ADVANCE TO GO" card (and thereby getting an award of 200 coins or credits) is
0.04 (i.e., 4
- 100). Next consider the "ADVANCE TO GO" outcome in CHANCE. Table D-4 shows
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that there are 12 outcomes, out of 300 possible CHANCE outcomes, which will
result in
drawing the "ADVANCE TO GO" card. Thus, having landed on the CHANCE square,
the
probability of the player drawing the "ADVANCE TO GO" card (and thereby
getting an award
of 200 coins or credits) is 0.04 (i.e., 12 = 300). The probability of drawing
other cards is
computed in similar fashion.
The "EV" column identifies the expected values associated with the various
squares
(Table D-2), COMMUNITY CHEST cards (Table D-3) or CHANCE cards (Table D-4).
These values are computed for each outcome by taking the product of the pay
value (or
average pay value) associated with that outcome and the probability associated
with that
outcome. Thus, for example, the "GO" square has an expected value of 7.4988283
i (i.e., 200
x 0.037494142), and the "ADVANCE TO GO" card (in both CHANCE and COMMUNITY
CHEST) has an expected value of 8 (i.e., 200 x 0.04).
The "Pulls/Hit" value represents the number of times, on average, that the
game must
be played before landing on the particular square (Table D-2) or drawing the
particular
CHANCE or COMMUNITY CHEST cards (Tables D-3 and D-4). The "Pul(s/Hit" column
is
simply the inverse of the "Prob" values in Tables D-2, D-2 and D-4. Thus, for
example, the
"GO" square has a "Pulls/Hit" value of 26.67 (i.e., 1 = 0.037494142), and the
"ADVANCE
TO GO" card (in both CHANCE and COMMUNITY CHEST) has a "Pulis/Hit" value of 25
(i.e., 1 = 0.04).
Table D-5 -- ROLL & WIN Pav Information
Pa Mult Comb Prob EV 4thCoin Pulis/HitMaxEval


600 12 7Ro117 2.6087E-O60.00156520.00117393383328 0.127201


550 11 7Roll7 5.2175E-O60.00286960.0021522191664 0.233203


500 10 7Ro117 7.8262E-060.00391310.00293482127776 0.318004


450 9 7Roll7 1.0435E-050.00469570.0035217995832 0.381604


400 8 7Roll7 1.3044E-050.00521750.003913176665.6 0.424005


350 7 7Roli7 1.5652E-050.00547830.0041087563888 0.445205


300 6 7Roll7 1.3044E-050.00391310.0029348276665.6 0.318004


250 5 7Roll7 1.0435E-050.00260870.0019565595832 0.212002


200 4 7Roil7 7.8262E-O60.00156520.00117393127776 0.127201


150 3 7Roll7 5.2i75E-060.00078260.00058696191664 0.063601


100 2 7Rotl7 2.6087E-060.00026090.00019565383328 0.0212


50 777 0.000375660.01878290.014087152662 1.526418


480 12 3BRo113B 2.6087E-060.00125220.00093914383328 0.101761


440 11 3BRoll38 5.2175E-060.00229570.00172176191664 0.186562


400 10 3BRo113B 7.8262E-060.00313050.00234786127776 0.254403


360 9 3BRo113B 1.0435E-050.00375660.0028174395832 0.305284


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320 8 38Ro113B 1.3044E-05 0.004174 0.0031304876665.6 0
339204


280 7 3BRol13B 1.5652E-05 0.00438270.003287 63888 .
0.356164


240 6 3BRoll38 1.3044E-05 0.00313050.0023478676665.6 0
254403


200 5 38Ro1138 1.0435E-05 0.002087 0.0015652495832 .
0
169602


160 4 3BRo113B 7.8262E-06 0.00125220.00093914127776 .
120 3 3BRo113B 5.2175E-O6 0.00062610.00046957191664 0.101761
80 2 3BRo1138 2.6087E-O6 0.00020870.00015652383328 0.050881
0.01696


40 383838 0.00037566 0.0150263O.Ot 1269722662 1
221134


240 12 2BRo112B 7.8262E-06 0.00187830.0014087212776 .
0
152642


220 11 2BRo112B 1.5652E-05 0.00344350.0025826463888 .
200 10 2BRo112B 2.3479E-05 0.00469570.0035217942592 0.279843
0
381604


1 BO 9 28Ro112B 3.1305E-05 0.00563490.0042261531944 .
0.457925


160 8 2BRoll28 3.9131 0.006261 0.0046957225555.2 0.508806
E-05


140 7 2BRo1128 4.6957E-05 0.006574 0.004930521296 0.534246
120 6 28Ro112B 3.9131 0.00469570.0035217925555.2 0.381604
100 5 2BRoll2B E-05 0.000313050.0023478631944 0.254403
3.1305E-05


80 4 28Ro112B 2.3479E-05 0.00187830.0014087242592 0.152642
60 3 2BRo112B 1.5652E-05 0.00093910.0007043663888 0
076321


40 2 2BRo112B 7.8262E-O6 0.000313 0.00023479127776 .
0
02544


20 282828 0.00112697 0.02253940.01690458887.3333333.
1
831701


120 12 1 BRoll1 1.0435E-05 0.00125220.0009391495832 .
110 11 B 2.087E-05 0.00229570.0017217647916 0.101761
lBRolllB 0.186562


100 10 1 BRoll1 3.1305E-05 0.00313050.0023478631944 0.254403
B


90 9 1 BRoll1 4.174E-05 0.00375660.0028174323958 0.305284
80 8 B 5.2175E-05 0.004174 O.Q031304819166.4 0
t BRoll1 339204
B


70 7 1 BRoll1 6.261 0.00438270.003287 15972 .
60 6 B E-05 0.00313050.0023478619166.4 0.356164
50 5 1 BRoll1 5.2175E-05 0.002087 0.0015652423958 0.254403
B 4.174E-05 0.169602
1 BRoll
1 B


40 4 tBRo111B 3.1305E-05 0.00125220.0009391431944 0.101761


30 3 1 BRoll1 2.087E-05 0.00062610.0004695747916 0.050881
B


20 2 lBRo1118 1.0435E-05 0.00020870.0001565295832 0.01696


1 B 1 B 0.00150263 0.01502630.01126972665.5 1
1 B 221134


60 12 ABRoIlAB 4.174 E-050.00250440.0018782923958 .
0.203522


55 11 ABRoIlAB 8.3479E-050.00459140.0034435311979 0.373124


50 10 ABRoIlAB 0.00012522 0.006261 0.004695727986 0.508806


45 9 ABROIIAB 0.00016696 0.00751310.005634865989.5 0.610567


40 8 ABRoIlAB 0.0002087 0.00834790.006260964791.6 0
678408


35 7 ABRoIIAB 0.00025044 0.00876530.006574 3993 .
0
712328


30 6 ABRoIlAB 0.0002087 0.008261 0.004695724791.6 .
0.508806


25 5 ABRoIlAB 0.00016696 0.004174 0.003130485989.5 0.339204


4 ABRoIIAB 0.00012522 0.00250440.001878297986 0.203522


15 3 ABRoIIAB 8.3479E-05 0.00125220.0009391411979 0.101761


10 2 ABRoIlAB 4.174E-05 0.00041740.0003130523958 0.03392


5 ABABAB 0.01051841 0.052592 0.0394440395.071428574
273969


60 12 An RoIICher0.00017218 0.01033060.007747935808 .
0
83953


55 11 An RolICher0.00034435 0.01893940.014204552904 .
1
539138


50 10 An RoIICher0.00051653 0.02582640.019369831936 .
2
098824


45 9 An RoIICher0.00068871 0.03099170.02324381452 .
2
518589


40 8 An RoIICher0.00086088 0.03443530.025826451161.6 .
2
798432


35 7 An RoIICher0.00103306 0.036157 0.02711777968 .
6 An RoIICher0.00086088 0.02582640.019369831161.6 2.938354
25 5 An RoIICher0.00068871 0.01721760.012913221452 2.098824
1
399216


20 4 An RoIICher0.00051653 0.01033060.007747931936 .
0
83953


15 3 An RoIICher0.00034435 0.00516530.003873972904 .
0
419765


10 2 An RoIICher0.00017218 0.00172180.001291325808 .
0
139922


5 2Cher 0.01859504 0.09297520.069731453.77777778.
2 Cher 0.11157025 0.22314050.167355378.9629629637.555767
18.13384


Base otals 0.1526108 0.834523 0.625892
Game
T



973.055512 UncIeRoIlUncle3.1305E-05 0.0076153231944


891.967511 UncIeRoIlUncle6.261 0.0139614215972
E-05


810.879610 UncIeRoIlUncle9.3914E-05 0.0190383110648


729.79169 UncIeRoIlUncle0.00012522 0.022845977gg6


71
SUBSTITUTE SHEET (RULE 26)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
648.70368 UncIeRoIlUncle0.00015652 0.025384416388.8


567.61577 UncIeRoIlUncle0.00018783 0.026653635324


486.52776 UncIeRoIlUncle0.00015652 0.019038316388.8


405.43985 UncIeRoHUncle0.00012522 0.01269227986


324.35184 UncIeRoIlUncle9.3914E-05 0.0076153210648


243.26393 UncIeRoIlUncle6.261 0.0038076615972
E-05


162.17592 UncIeRoIlUncle3.1305E-05 0.0012692231944


0.00112697


81.08796 UncleUncIeUncle0.00676183 0.13707581147.8888889


Board 0.0078888 0.296998 126.7619048
Game
Totals



Base 0.1604996 0.92289
and
Bonus
Games



Probabilit 1.9041 5251888.973
of E-07 putts
To
Award
Boardwalk
w/
dice
roll
of
12
=



Table D-5 identifies various symbol combinations, probabilities arid expected
values
associated with the ROLL & WIN game according to one embodiment of the present
invention. The combinations include various standard winning combinations
including "777,"
"3B3B3B," "?B2B2B," "1B1B1B," "ABABAB." "2 Cherry" arid "Cherry;" various
combinations which will start the ROLL & WIN bonus game including
"UncleUncleUncle;"
and various combinations which will trigger the ROLL THE DICE multiplier
feature, including
"7Ro117," "3BRo113B," "2BRo112B," "IBRolIIB," "ABRoIIAB" and "AnyRollCherry"
and
''UncleRollUncle." In Table D-5 and the description to follow, "Roll" is a
shorthand notation
for the WILD DICE symbol, "3B," ''1B," "1 B" and "AB" are shorthand notations
for the 3
BAR, 2 BAR, 1 BAR and ANY BAR symbols and "Uncle" is a shorthand notation for
the
RICH UNCLE PENNYBAGS symbol.
The "Pay" column identifies payoff amounts associated with the respective
combinations in Table D-5, for 1 coin played. In the case of the standard
winning
combinations, the payoff amounts are predetermined amounts stored in system
memory. For
example, the "777" combination is a standard winning combination which will
award 50 coins
or credits in a 1-coin game. In one embodiment, the coin awards are multiplied
by two for two
coins bet and multiplied by three for three or four coins bet. The fourth coin
allows the player
the opportunity to play the MONOPOLY ROLL & WINTM bonus game and does not
increase
the value of the standard winning combinations above the 3-coin payoff amount.
Thus, for
example, the "777" combination which, as noted above, will award 50 coins or
credits in a I-
coin game. will award l00 coins or credits in a 2-coin game and 150 coins or
credits in a 3- or
~-coin game.
72
SUBSTITUTE SHEET (RULE 26)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
In the case of the combinations starting the ROLL & WIN bonus game, the payoff
amounts represent average payoff amounts which may be expected in the bonus
game. For
example, the "UncleUncleUncle" combination will start the ROLL & WIN bonus
game (if 4
coins or credits are played) which will pay, on average, 81.08796 coins or
credits.
In the case of the combinations including a "Roll" (WILD DICE) symbol, the
payoff
amounts represent the product of the standard payoff (or average bonus payoff)
with various
multiplier values 2 to 12 which might result from the ROLL THE DICE multiplier-
bonus.
For example, "2 7Ro117" is a shorthand notation for the 7, WILD DICE, 7
combination which
triggers the ROLL THE DICE feature, and in which a multiplier bonus of "2" is
selected in
the ROLL THE DICE feature. The payoff amount for the "2 7Ro117" combination is
100, or
twice the payoff of the "777" combination. Similarly, "3 7Ro117" is a
shorthand notation for
the 7, WILD DICE, 7 combination in which a multiplier bonus of "3" is selected
in the ROLL
THE DICE feature to triple the payoff of the "777" combination, and so forth.
With the exception of the "UncleRollUncle" combination, which is only
available for 4
coins played, the various combinations including a "Roll" (WILD DICE) symbol
are multiplied
by two for two coins bet and multiplied by three for three or four coins bet.
The fourth coin
allows the player the opportunity to play the MONOPOLY ROLL & WINT"' bonus
game and
does not increase the value of the standard winning combinations above the 3-
coin payoff
amount. Thus, for example, the "2 7Ro117" combination which, as noted above,
will award
100 coins or credits in a 1-coin game, will award 200 coins or credits in a 2-
coin game and 300
coins or credits in a 3- or 4-coin game.
The "Prob" column identifies, for the standard winning combinations, the
probabilities of hitting the outcomes in a single spin. For the combinations
including a WILD
DICE ("Roll") symbol, the "Prob" value takes into account the probability of
rolling the
indicated multiplier as well as the probability of "hitting" the indicated
outcome. Where the
reels each have twenty-two reel stop positions, as in the ROLL & WINT"' game,
there are
10,648 (22 x 22 x 22) possible symbol combinations. The probability of hitting
any
particular combination in a single spin is determined by dividing the number
of possible
"hits" associated with that combination (which is a function of the number of
reel positions of
73
SUBSTITUTE SHEET (RULE 26)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
the symbols supporting that combination) by the total number of possible
combinations (i.e.,
10,648}. For example, consider the "777" combination. Because there is one
SEVEN
symbol on reel 314, one SEVEN symbol on reel 316 and one SEVEN symbol on reel
318,
there is one "hit" associated with that combination. The probability of
hitting that
combination is therefore 9.39 x 10'5 (i.e. 1 = 10,648).
Next consider the various "7Roll7" combinations. If the ROLL THE DICE
multiplier
is determined according to the roll of a pair of fair dice, the probability of
selecting a "2X" or
"12X" multiplier is 2.7%, the probability of selecting a "3X" or "11X"
multiplier is ~.5%, the
probability of selecting a "4X" or "10X" multiplier is 8.3%, the probability
of selecting a
"SX" or "9X" multiplier is 11.1%, the probability of selecting a "6X" or "8X"
multiplier is
13.9% and the probability of selecting a "7X" multiplier is 16.7%. The
probability of
"hitting" the "2 7Ro117" and "12 7Ro117" combinations is therefore 2.53 x 10~~
(i.e. 9.39 x 105
x 0.027). The remaining probabilities are computed in similar fashion.
The "EV" column identifies the normalized expected values of the various
standard
winning outcomes of Table D-2 for a 1-coin, 2-coin or 3-coin game. These
values are
computed for each outcome by taking the product of the pay value (or average
pay value)
associated with that outcome and the probability associated with that outcome,
divided by the
number of coins played. Thus, for example, the "12 7RolI7" outcome has a 1-
coin expected
value of 0.0015652 (600 x 2.6087 x 10-~ = 1), a 2-coin expected value of
0.001565? (1200 x
2.6087 x 10-G = 2) and a 3-coin expected value of 0.0015652 (1800 x 2.6087 x
10-G = 3).
The "4thCoin" column identifies the normalized expected values of the various
standard winning outcomes of Table D-2 for a 4-coin game. These values are
computed in
similar fashion as the 1-coin, 2-coin and 3-coin expected values but differ
because the pay
value of the standard combinations does not increase from a 3-coin to a 4-coin
game. Thus,
for example, the "12 7Ro117" outcome has a 4-coin expected value of 0.00117393
(1800 x
2.6087 x 10-G + 4).
Any of the gaming machines heretofore described can be implemented with bonus-
resource outcomes, causing the processor to generate a deferred instruction
which is
exercisable to enhance the excitement andlor winning expectation in the bonus
game.
74
SUBSTITUTE SHEET (RULE 26)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
Generally, the deferred instruction associated with the bonus resource is
exercisable in
response to later outcomes or events in the game. For example, the bonus
resource might be
obtained in response to special symbol combinations) the basic game and the
deferred
instruction associated with the bonus resource might be exercised in the bonus
game. The
deferred instruction might be executed automatically by the CPU in response to
certain later-
displayed indicia in the game or might be exercisable in response to player
input. In one
embodiment, the CPU continues to operate in the basic mode after the
occurrence of a bonus-
resource outcome in the basic game. In this embodiment, any number of bonus-
resource
outcomes may occur through several repetitions of the basic game (causing the
CPU to store a
corresponding number of deferred instructions in game memory) before entering
the bonus
mode. In one embodiment, the CPU exercises the deferred instructions)
associated with the
bonus-resource(s), if at all, in the bonus game.
In one embodiment, the bonus game resource comprises a multiplier (e.g., 2X,
SX,
10X, etc.) associated with a deferred instruction to multiply a later
displayed value, such as an
amount of coins) or credits) otherwise awarded in a bonus game. For example, a
"SX"
resource, obtained as a result of a particular outcome of the basic game,
might be exercised in
the bonus game to instruct the CPU to multiply an otherwise-indicated award of
5 coins by
five, resulting in an award of 25 coins. In another embodiment, the deferred
instruction
associated with the bonus game resource comprises an "override" command
causing the CPU
to override or block the performance of an instruction otherwise indicated in
the bonus game.
For example, a deferred "override" command, obtained in the basic game as a
result of a
particular bonus-resource outcome, might be played in the bonus game to
override an "end-
bonus" instruction encountered in the bonus game. Whereas the "end-bonus"
instruction
would otherwise have caused the CPU to end the bonus game, the exercise of the
"override"
command would allow the player to continue the bonus game. With particular
reference to
the MONOPOLY-theme games described herein, one bonus-resource might comprise a
"GET
OUT OF JAIL. FREE" card, obtainable as a result of a special symbol
combination in the
basic game and associated with a deferred instruction to "get out of jail," or
in other words to
override the instruction nominally associated with the IN JAIL square. Thus,
for example, if
SUBSTITUTE SHEET (RULE 26)


CA 02341020 2001-02-16
WO 00/12186 PCT/US99/19830
the IN JAIL square is nominally associated with an "end-bonus" instruction,
causing the CPU
to end the bonus game, a player landing on the Ii~I JAIL square might exercise
a "GET OUT
OF JAIL FREE" card to override the nominal end-bonus instruction and continue
the bonus
game.
It will be appreciated that the present invention has generally been described
with
reference to the particular games ADVANCE TO BOARDWALKTM, REEL ESTATETM,
ONCE AROUNDT"' and ROLL & WINT"', based on the MONOPOLYT~' board game but is
not limited to these particular games. For example, while the aforementioned
games have a
basic game in the form of a slot machine, the present invention may be
implemented with
virtually any type of game of chance or skill or combination of such games
having outcomes
(e.g., "start-bonus" outcomes) which may trigger play of a bonus game. The
basic game may
comprise, for example, a video poker or video blackjack game. Moreover, the
present
invention may be based on board games other than MONOPOLY. Other variations
within the
scope of the present invention include basic games or bonus games with
different numbers
and types of reels and/or symbols, different payline configurations, different
values of coin
awards, different probabilities, payback percentages, etc.
While the present invention has been described with reference to one or more
particular embodiments, those skilled in the art will recognize that many
changes may be
made thereto without departing from the spirit and scope of the present
invention. Each of
these embodiments and obvious variations thereof is contemplated as falling
within the spirit
and scope of the claimed invention, which is set forth in the. following
claims.
76
SUBSTITUTE SHEET (RULE 26)

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date Unavailable
(86) PCT Filing Date 1999-08-27
(87) PCT Publication Date 2000-03-09
(85) National Entry 2001-02-16
Examination Requested 2003-12-17
Dead Application 2006-08-28

Abandonment History

Abandonment Date Reason Reinstatement Date
2005-08-29 FAILURE TO PAY APPLICATION MAINTENANCE FEE

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $300.00 2001-02-16
Maintenance Fee - Application - New Act 2 2001-08-27 $100.00 2001-02-16
Registration of a document - section 124 $100.00 2002-02-18
Registration of a document - section 124 $100.00 2002-04-19
Registration of a document - section 124 $100.00 2002-04-19
Maintenance Fee - Application - New Act 3 2002-08-27 $100.00 2002-05-17
Maintenance Fee - Application - New Act 4 2003-08-27 $100.00 2003-06-25
Request for Examination $400.00 2003-12-17
Maintenance Fee - Application - New Act 5 2004-08-27 $200.00 2004-05-07
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
WMS GAMING INC.
Past Owners on Record
DEMAR, LAWRENCE E.
DEMAR, LAWRENCE, E.
FROHM, ERICA
GRUPP, WILLIAM A.
JAFFE, JOEL R.
SLOMIANY, SCOTT
WILSON, ROBERT J., JR.
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Representative Drawing 2001-05-16 1 12
Abstract 2001-02-16 1 72
Claims 2001-02-16 15 596
Description 2001-02-16 76 4,124
Drawings 2001-02-16 23 836
Cover Page 2001-05-16 1 54
Correspondence 2001-04-24 1 25
Assignment 2001-02-16 2 102
PCT 2001-02-16 9 341
Correspondence 2002-01-16 2 105
Assignment 2002-02-18 5 231
Correspondence 2002-03-27 1 18
Assignment 2002-04-19 8 306
Correspondence 2002-06-06 1 11
Assignment 2001-02-16 3 165
Prosecution-Amendment 2003-12-17 1 40