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Patent 2423673 Summary

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(12) Patent Application: (11) CA 2423673
(54) English Title: NOVEL GAMES, METHODS AND APPARATUS FOR PLAY IN GAMES OF CHANCE
(54) French Title: JEUX DE HASARD, FACONS DE JOUER ET APPAREIL
Status: Dead
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63B 71/00 (2006.01)
  • A63F 3/06 (2006.01)
(72) Inventors :
  • KATZ, RANDALL M. (United States of America)
  • DAWSON, GARY (United States of America)
(73) Owners :
  • MILESTONE ENTERTAINMENT LLC (United States of America)
(71) Applicants :
  • MILESTONE ENTERTAINMENT LLC (United States of America)
(74) Agent: SMART & BIGGAR
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 2001-09-26
(87) Open to Public Inspection: 2002-04-04
Examination requested: 2006-05-08
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US2001/030180
(87) International Publication Number: WO2002/026333
(85) National Entry: 2003-03-21

(30) Application Priority Data:
Application No. Country/Territory Date
09/672,179 United States of America 2000-09-27
09/965,620 United States of America 2001-09-26

Abstracts

English Abstract




The inventions herein relate to novel games of chance and apparatus and
methods of play. A multi-level game of chance is played by presenting the
player with multiple options, at least one negative and one positive. Each
player selects one of four boxes (14), two of which have monetary amounts
(16), and one a strike (220). Optionally, the fourth box may comprise a
'mystery box' (which the player may elect to open or not) that requires a
decision within a decision. If they open it, multiple options are presented.
In studio participation, casino based play or play via an electronic network
is contemplated. In another embodiment, a series of random numbers are drawn
and a win determined based upon predefined rules. In yet another embodiment,
an ancillary game is performed using the substantially real time determination
of the number of remaining players.


French Abstract

Cette invention concerne de nouveaux jeux de hasard ainsi qu'un appareil et des façons de jouer. Dans le cas d'un jeu de hasard multi-niveau, le joueur se voit présenter des options multiples dont au moins une option négative et une option positive. Chaque joueur choisit une case parmi quatre cases (14), dont deux correspondent à des valeurs monétaires (16), et une un coup manqué (220). La quatrième case peut être éventuellement une case surprise (que le joueur peut choisir ou non d'ouvrir) qui nécessite une décision à l'intérieur d'une autre décision. Si le joueur ouvre cette case, de multiples possibilités lui sont proposées. Selon un autre mode de réalisation, une série de numéros aléatoires est tirée, la victoire étant déterminée d'après des règles prédéfinies. Si le jeu se déroule dans un studio de retransmission, on peut envisager des jeux se déroulant dans un casino ou via un réseau électronique. Selon un autre mode de réalisation encore, un jeu auxiliaire repose sur une détermination sensiblement en temps réel du nombre de joueurs restants

Claims

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



WHAT IS CLAIMED:

1. A method for game play in a multi-level game of chance culminating in a
final level, comprising the steps of:
presenting, at a given level, a plurality of random options wherein at least
one
option is a positive option, another option is a negative option, and a third
option requires
a further decision,
receiving a selection regarding which one of the plurality of random option is
selected, and
if the positive option was selected, cumulating the positive option result
with the prior positive option results, but
if the negative option was selected, cumulating the negative option result,
comparing the cumulative result with a predetermined number, and replaying the
same level if the cumulative number is less than the predetermined number or
terminating the game if the cumulative number equals the predetermined number,
and
if the third option was selected, receiving a selection regarding the
decision,
respecting the above steps until the player stops, the predetermined number of
negative events occurring or the final level is related.

2. The method for game play of claim 1 wherein the positive result comprises
a monetary amount.

3. The method for game play of claim 1 wherein the positive result comprises
a point amount.

4. The method for game play of claim 1 wherein the negative result comprises
a strike.

5. The method for game play of claim 1 wherein the predetermined number is
three.

6. The method for game play of claim 1 wherein the predetermined number is
greater than three.

26



7. The method for game play of claim 1 wherein the number of random
options is three.

8. The method for game play of claim 1 wherein the number of random
options is four.

9. The method for game play of claim 8 wherein there are two positive
options among the random options at a given level.

10. The method for game play of claim 9 wherein the two positive options are
the same.

11. The method for game play of claim 1 wherein the two positive options are
different.

12. The method for game play of claim 1 wherein there are at least give
levels.

13. The method for game play of claim 1 wherein there are at least ten levels

14. The method for game play of claim 1 wherein there are at least fifteen
levels.

15. The method for game play of claim 1 wherein the options are presented in a
graphical display.

16. The method for game play of claim 15 wherein the graphical display has
one object for each option.

17. The method for game play of claim 16 wherein the display is a numbered
box.

18. The method for game play of claim 16 wherein the display is a lettered

27



object.

19. The method for game play of claim 16 wherein the display includes
graphical images of objects.

20. The method for game play of claim 1 wherein the options are selected by a
random selection.

21. The method for game play of claim 20 wherein the random selection is a
ball draw.

22. The method for game play of claim 1 wherein the random selection is an
electronic random number generator.

23. The method for game play of claim 1 wherein the random selection is a
wheel.

24. The method for game play of claim 1 wherein a response is received
whether the third option is selected or not.

25. The method for game play of claim 24 wherein the third option includes a
positive option and a negative option.

26. The method for game play of claim 25 wherein the positive option is a
monetary amount.

27. The method for game play of claim 1 wherein the positive option is a
monetary multiplier.

28. The method for game play of claim 27 wherein the multiplier is a doubler.

29. The method for game play of claim 1 wherein the final level is a monetary
value.

28



30. The method for game play of claim 29 wherein the monetary value of the
final level is tamed over to a subsequent game play.

31. The method for game play of claim 1 wherein the final level is achieved,
and offering game play in a second game.

32. The method for game play of claim 31 wherein the second game includes a
plurality of levels.

33. The method for game play of claim 32 wherein the levels of the second
game overlap with the levels of the first game.

34. The method for game play of claim 33 wherein the overlap is a single
monetary amount of overlap.

35. The method for game play of claim 1 wherein a vesting level is provided.

36. The method for game play of claim 35 wherein the vest level is increased
through game play.

37. A method of game play by a player in a game chance, comprising the steps
of:
presenting a first plurality of random options, wherein at least one option is
a
positive option, one option is a negative option and a third option includes
an intermediate
display which does not reveal the ultimate content of the option,
prompting the player for a second decision of whether to reveal the ultimate
content of the display, where
if the player responds to reveal the ultimate content, revealing the content
of one of
at least one positive event and a negative event, and
if the player responds to not reveal the ultimate content, a first plurality
of random
option is presented.

29



38. The method for game play of claim 37 wherein the positive event of the
second decision is a monetary amount.

39. The method for game play of claim 38 wherein the positive event of the
second decision is a safe level.

40. The method for game play of claim 38 wherein the positive event of the
second decision is a numeric multiplier.

41. The method for game play of claim 40 wherein the numeric multiplier is a
numeric multiplier.

42. The method for game play of claim 41 wherein the doubler is a monetary
doubler.

43. The method for game play of claim 37 wherein the negative option in the
second decision has the same probability of a negative decision in the
remaining first
plurality of random options.

44. The method for game play of claim 37 wherein the presentation of options
includes at least one high resolution display.

45. The method for game play of claim 37 wherein the presentation of options
includes text for certain options and graphical images for other options.

46. The method for game play of claim 37 wherein the system receives voice
response from the player.

47. A game of chance comprising the steps of:
receiving a buy-in from a player,
randomly selecting multiple indicia from a predefined set,
providing the player with a graphical depiction of the randomly selected
indicia,
randomly selecting a second group of multiple indicia from the predefined set,
comparing the first and second sets under a predefined set of rules to
establish a

30



winner, and
providing payment to those winning under the rules.

48. The game of claim 47 wherein the predefined set is from 1 to 10.

49. The game of claim 47 wherein the predefined set includes non-numeric
indicia.

50. The game of claim 47 wherein five indicia are randomly selected.

51. The game of claim 47 wherein the graphical depiction includes an image of
a number.

52. The game of claim 51 wherein the graphical depiction includes a number
on a ball.

53. The game of claim 47 wherein the amount of the buy-in is indicated by the
player.

54. The game of claim 47 wherein the player communicates with the system
on-line.

55. The game of claim 47 wherein the player communicates with the system
over a telecommunications network.

56. The game of claim 55 wherein at least one player communicates over a
wireless network.

57. The game of claim 55 wherein at least one player communicates over a
wired network.

58. A lottery game comprising the steps of
randomly selecting a target number from a first range of numbers having a

31



minimum and maximum number,
presenting a indication of the target number to the player,
selecting a number for the player, the number being selected from a second
range,
having a minimum and maximum, where the maximum is equal to or less than 1/2
of the
minimum of the first range,
receiving an indication from the player whether to draw again, and if so,
randomly
selecting a number from the second range, accumulating the total of the
player's draws,
and repeating this step until either the player declines to draw or the total
exceeds the
target number, and
in the event the player declines to draw, randomly selecting numbers from the
second range, accumulating those numbers, comparing them to the player's
accumulated
amount, and
assigning as to the winner whomever has a total closest to, but not exceeding,
the
target.

59. The lottery game of claim 58 wherein the first range has a minimum of 20.

60. The lottery game of claim 58 wherein the first range has a minimum of 21.

61. The lottery game of claim 58 wherein the first range is from 20 to 50.

62. The lottery game of claim 58 wherein the maximum of the first range is
less than 100.

63. The lottery game of claim 58 wherein the system indicates the odds that a
draw will cause the player's total to exceed the target number.

64. The lottery game of claim 58 wherein the result is a push if the player's
number and the system number are equal.

65. A method for game play comprising the steps of:
performing a first lottery selection of a series of randomly drawn numbers,
receiving from a player an indication whether the next randomly drawn number

32



will be higher or lower than the preceding number, and
if correct, awarding winnings correlated to the amount of the randomly drawn
number, and
continuing until the player fails to predict the high/low outcome, or elects
to stop.

66. A game of chance comprising the steps of:
randomly selecting a player's target number within a predefined range of
numbers,
the range having a minimum and a maximum,
randomly selecting a series of numbers for use in a lottery game,
the minimum of the predefined range of numbers being at least equal to the sum
of
the lowest possible total for the series of the lowest possible total for the
series of numbers
and the maximum of the predefined range of numbers,
totaling the random selected series of numbers through the conclusion of the
selection, and
assigning prize amounts to players having a player's number not exceeding the
total based upon the proximity of the player's number and the total number.

67. The game of chance of claim 66 wherein prizes are awarded only to those
player's whose total is within a predefine zone from the target number.

68. A game comprising the steps of:
sequentially drawing a plurality of random numbers for use in a first game,
after each draw, determining the number of potentially wining tickets that
remain,
and
play a secondary game based upon the number of potentially winning tickets.

69. The game of claim 68 wherein the secondary game utilizes the absolute
number of remaining players.

70. The game of claim 68 wherein the absolute number of remaining players is
compared to a predetermined number.

71. The game of claim 68 wherein only certain digits of the number are

33



utilized.

72. The game of claim 68 wherein only the last digit is utilized.

73. The game of claim 68 wherein the last digit is compared to the prior
number to determine it if is higher or lower.

74. The game of claim 68 wherein the number of times a specified number
occurs.

75. A method of game play comprising the steps of:
randomly selecting a target number from a first predefined range of numbers,
the
range having a minimum number,
randomly selecting a number for a player from a second range of numbers, the
second range having a maximum that is no more than 1/2 of the minimum number
for the
first predefined range,
receiving an indication from the player as to whether to select a next random
number from the second range of numbers, and if so,
adding the selected numbers,
comparing the added numbers with the target number, and if the numbers match,
awarding a prize to the player.

76. The method of claim 75 further including the step of permitting the player
to hold when their added number is within a predetermined number from the
target
number.

77. The method of claim 75 wherein the predetermined number is one.

78. A method for entry by a player into a game played over an electronic
communication system, comprising the steps of:
purchasing a ticket containing a participation number from a physical retail
location,
entering the participation number into the electronic system,

34



validating the legitimacy of the participation number,
if the participation number is legitimate, permitting game play, and
providing an indication of the outcome of the game play to the player.

79. The method of claim 78 wherein the player receives an indication of a
winning amount.

80. The method of claim 78 further including the step of presenting the ticket
containing the participation number to a physical retail location after the
game play.

81. The method of claim 80 wherein the player is paid their winning amount at
the physical retail location.

82. The method of claim 80 wherein the winning status of the participation
number is checked based upon input at the physical retail location.

83. The method of claim 78 wherein the ticket includes an indication as to the
monetary value of the ticket.

84. The method of claim 78 wherein the ticket includes obscured information.

85. The method of claim 84 wherein the ticket is obscured at least in part
through a scratch-off layer.

86. The method of claim 78 wherein the ticket includes variable information.

87. The method of claim 86 wherein the variable information relates to the
potential prize amount.

88. The method of claim 86 wherein the variable information relates to the
particular game to be played.

89. The method of claim 86 wherein the variable information relates to the

35



level of difficulty of game play.

36

Description

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



CA 02423673 2003-03-26
WO 02/026333 PCT/USO1/30180
S P E C I F I C A T I O N
NOVEL GAMES, METHODS AND APPARATUS FOR PLAY IN GAMES OF CHANCE
Field of the Inyention
These inventions relate to methods, an apparatus for their implementation, of
unique
player participation games, and for improved methods of play for games of
chance. More
particularly, these inventions relate to new and improved games involving
player
participation in a broadcast medium, such as television, and in other
communication
media, such as over the Internet or other communications network.
Related Application Information
This application is related to application Serial No. 09/672,179, filed
September 27,
2000, entitled "Novel Games, and Methods and Apparatus for Game Play in Games
of
chance" and to application Serial No. 09/585,987, filed June 2, 2000, entitled
"Novel
Games, and Methods fox Improved Game Play in Games of Chance and Games of
Skill",
which are incorporated herein by reference as if fully set forth herein.
Background of the Invention
Player participation games fall broadly under the categories of games of
chance
and games of skill. One of the main forms of games of chance is lotteries,
which by
definition, involve the three elements of: 1) prize, 2) chance and 3)
consideration. If these
three elements are present, then the game is considered to be a lottery, and
is typically then
run by a governmental entity. In the United States, lotteries, are typically
run by the
individual states, or collectively by a group of states. In other countries,
it is typically the
national government that runs the lottery. Countries and states attempt to
strictly limit the
game play to their geographic boundaries. For example, in Austria, while
electronic
access to the game may be available over the Internet, or in order to play,
the person must
have a bank account in Austria, and be able to navigate the non-english menu.
Games have been conducted in any of a number of formats. Certainly, live, in
person games have been performed. Yet other games have been played and
broadcast
1


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WO 02/026333 PCT/USO1/30180
over a broadcast medium, such as radio or television. Yet other games have
been played
through active communication media, such as the telephone, or over a
communication
network such as the Internet.
Various attempts have been made to provide game play over the Internet. By way
of example, the game show Jeopardy has been placed on the web at
http://www.sony.com.
Various other attempts have been made to extend the general concept of
gambling
to broad communication media, such as the Internet. For example, United States
Patent
No. 5,800,268 entitled, "Method of Participating in a Live Casino Game from a
Remote
Location" has been asserted in a litigation in against an off shore
corporation. The '268
patent discloses a system in which a player may participate in a live casino
game from a
location remote from the casino. A player interface station, such as a
computer terminal or
other special input device, is connected by a communication line to the
casino. A second
communication line is established from the casino to the player's financial
institution. The
player is presented with an image of an actual "live" game. The player then
participates
1 S directly as if they were physically present at the casino. A wager is
cleared with the
player's financial institution to insure adequate resources to cover the bet.
United States patent no. 4,845,739 to Ronald A. Katz is entitled, "Telephonic -

Interface Statistical Analysis System". The patent describes various operating
formats,
including a format to be performed in association with television media.
Specifically, in
one embodiment, a real-time format is provided in which television viewers
participate on
a real-time basis in a game show for prizes. Expanded audience participation
is achieved.
Various levels of qualification are provided, such as for a child's television
game format is
utilized, parental clearance may be required. The use of personal
identification numbers
(pin numbers) is disclosed. In one implementation, the caller is prompted to
identify
which of the actual studio of audience participants the caller will be aligned
with.
Additionally, the caller may be instructed to indicate the extent of a wager.
As the game
progresses, the individual player's accounts are credited or debited, thereby
providing on-
going accounting data. In yet another implementation, a non real-time
operation is
provided. Such a show might involve a quiz for callers based on their ability
to perceive
and remember occurrences within the show. Pre-registration is optionally
utilized. In this
implementation, a sequence or time clock would be utilized in order to limit
or control
individual interfaces to a specific time or geographic "window". In this way,
the caller
2


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WO 02/026333 PCT/USO1/30180
questions may be utilized across various time zones without the caller having
obtained the
question earlier than other callers within a given time zone.
Berman, U.S. Patent No. 5,10S,115 discloses a game show and method entitled
"Interactive Game Show and Method for Achieving Interactive Communication
Therewith". An interactive communication system is provided which permits
individuals
to electronically select at least one possible outcome of a plurality of
outcomes of a future
event. Successful contestants possibly share in a prize which is associated
with the event.
A home audience of a televised game show may electronically communicate a
series of
random numbers using their touch tone telephone to participate in the show.
Recently, various governmental entities and trade organization have addressed
the
issue of game play over the Internet. Congressman I~ye has introduced a bill
which would
preclude the offering of Internet based gaming, though permitting states to
offer Internet
gambling. Consideration has been given to requiring that the states sponsored
gaming be
limited to an intranet, in an effort to limit those participating to persons
physically resident
within the states boundaries. Various international lottery organizations have
promoted
similar restrictions, namely, precluding the individuals offering of games of
chance, and
reserving that option exclusively to the state.
Various lottery fbrmats are known to the art. In one classic format, a pre-
determined number of tickets are provided with certain printed matter, such as
numbers or
other indicia, where the information is then obscured by a scratch off layer.
By removing
the layer and revealing the underlying information, the ticket holder may
determine
whether they have won or not. Various extensions have been made to a "virtual"
scratch
off ticket where no physical product is provided.
A conventional lottery proceeds as follows. First, a series of numbers are
selected,
either by the player or by some automated selection system, such as by
computer. Upon
the occurrence of a pre-determined event, such as on a set date and time,
numbers axe
randomly chosen. Both mechanical methods, such as selection of ping-gong balls
bearing
numeric designations, or electronic means such as through a random number
generator,
may be utilized. The selected numbers are then provided to the participants,
such as
through a broadcast medium like newspapers, radio and television. Finally, the
holder or
holders of winning the tickets then present their ticket for payment.
In yet another aspect of game play, a typical television presented game show
lasts
on the order of one half hour. Various shorter format games or shows have been
utilized,
3


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WO 02/026333 PCT/USO1/30180
for example, a football based advertisement or game has been presented by IBM
during
televised football games under the name "you make the call". Yet other shorter
version
games have been presented over web TV or on the game show network.
The television game show "Who Wants to be a Millionaire" is believed to have
originated in Britain, and has become extremely popular in the United States.
The game is
a trivia game. While being principally a game of skill, the nature of the
questions, or the
contestants knowledge of the potential answers, makes the game at times a
guessing game
or game of chance. The format consists of one contestant and one host. The
contestant is
presented with a question and four possible answers. If the contestant answers
the
question correctly, they advance to a next level, each level being associated
with a higher
monetary prize amount, which is roughly twice the amount of the preceding
level. A
contestant is given three "life lines": a "50/50" where in two incorrect
answers are
removed, thereby leaving the correct answer and one incorrect answer, the
"phone a
friend", wherein the contestant may call a friend by telephone and solicit
their response to
the question, subject to a 30 second time limit, and an "ask the audience"
option where the
audience is polled regarding their view of the correct answer to the question.
Various safe
levels are established, such as at $1,000.00 such that the contestant would be
awarded that
amount of money in the even that they fail to correctly answer a question.
Finally, after a
question is posed, the contestant may elect to discontinue play, and to
receive that amount
of money won at the preceding level.
Despite the wide spread participation in various forms of game play, as well
as the
suggestions for implementing those games on a mass communication network, such
as
through the telephone or Internet, the possibility for new games, or improved
game play
exists. In particular, there is a need for improved games of chance, which
provide
excitement for the player, and optionally a viewer audience.
Summary of the Invention
This invention relates to methods and associated apparatus for novel game
play. In
the preferred embodiment, the games are game of chance.
A first game comprises the steps of randomly selecting a target number from a
first
range of numbers having a minimum and a maximum, e.g., from 20 to S0. The
number
may be selected by the house, or by a player, or by an alternate method of
number
selection. After presenting the indication of the target number to the player,
the player
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selects numbers from a second range, having a minimum and a maximum, where the
maximum is equal to or less than %z of the minimum of the first range. For
example, the
second range may be from 1 through 10. The player elects whether or not to
draw another
number from the second range. The player continues to draw, and the total
number of the
various graphical depictions being summed, until the player declines to draw
further. At
that point, the system then draws repeatedly, and randomly, from the second
range. The
player wins if the system draws numbers which total in excess of the target
number. The
system wins if the drawn numbers exceed the player's total. Optionally, the
system may
provide an indication of the odds that the player would go over the target
with a
subsequent draw. This game is arbitrarily termed Jack-O.
In yet another game, arbitrarily termed POLO, the system receives a buy-in
from
the player. Multiple indicia are randomly selected from a predefined set,
e.g., the numbers
from 1 to 10. The system may select a predefined number of numbers, such as 5
numbers.
A graphical depiction of the randomly selected indicia are displayed to the
player.
Optionally, the display may consist of a depiction of a ball, such as the type
of ball used in
a lottery drawing. Next, a second group of multiple indicia are randomly
selected from the
predefined set. The number of indicia selected is the same for both the player
and the
house or system. The first and second sets of numbers are then compared under
predefined sets of rules to establish a winner. Payment is then provided to
those winning
under the rules. By way of example, the system may define a rule for an
automatic winner
where the player receives five of a kind, e.g., five 7's. Other rules may be
utilized,
including those from conventional games, such as Poker.
In yet another game format, a second or ancillary game is played in parallel
with a
first or primary game. By way of example, in association with a first game
comprising a
lottery number ball draw, a second game may involve a selected player's
guessing whether
the next ball draw will be of a higher or lower number, or odd or even or the
like. For
example, during the real time ball draw for a lottery, the improved game play
would
involve running a parallel or ancillary game along with the ball draw. One
implementation would involve a first ball draw, followed then by game play by
a
contestant such as predicting whether the next ball drawn would be of a higher
or lower
number, or would be odd or even.
In one implementation, the master of ceremonies would advise the player which
of
these options had a better probability of being the outcome, thereby making
the ancillary
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game more a game of chance as opposed to a game of skill. Optionally, scoring
may be
done, such as where one player or audience participant is scored or ranked
relative to
another player or participant. Optionally, this game may be played through a
quick pick
format, or through an online or other real time communication network format.
Yet another game format is arbitrarily termed The Zone. In this game, a number
is
randomly selected from a first range of numbers preferably having a minimum
equal to the
sum of the lowest numbers to be drawn and a maximum equal to the sum of the
highest
numbers to be drawn. The game proceeds with sequential drawing of numbers
until the
player has a total of the draws approaching a predefined zone away from the
target
number. For example, the target zone may be numbers within 10 of the target.
Payment
amounts are based upon the player's proximity to the target number, preferably
without
going over the target number.
Yet another game is one played at a multiple number of levels. At each level,
the
contestant is presented with multiple options, such as a depiction of four
uniquely labeled
boxes, amongst which the contestant may choose. The options would include at
least one
positive outcome and at least one negative outcome. In the case of four boxes,
e.g., one
could include a strike, two could include a monetary amount, which may be
either the
same or different and optionally, the fourth box could comprise a mystery box,
described
below. The contestant selects, at random, one of the options. If the option
selected is one
of the positive options, such as a monetary amount, they proceed to the next
level and the
winnings are added to the prior winnings total. If a negative option is
selected, such as a
strike, in the preferred embodiment, the level is reset and play continues at
that level.
Preferably, the player is allowed a predetermined number of negative events,
such as three
strikes, prior to discontinuing play.
The 'mystery box' consists of a decision within a decision. A first decision
was to
select that option, which then was revealed as comprising a mystery box. The
player is
then given the option of whether to reveal that option. The option within the
mystery box
would include at least one positive result and at least one negative result.
In the preferred
embodiment, there would be three results possible with a mystery box, a
positive result
such as a multiplier for the money, such as a doubler of the contestant' prior
winnings, an
updating of the safe level for the player or an additional monetary amount.
Alternatively,
other positive results such as a free play or a reduction in the number of
negative events is
possible. Preferably, the probability of a negative result from the opening of
the mystery
6


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box should be equal to the probability of a negative event if the mystery box
were not
selected.
In yet another aspect, game play utilizes the real time data compiled during a
lottery ball draw. Most particularly, the data regarding the number of
potential lottery
winners is utilized for companion game play. The data may be used directly,
such as
where the absolute number is guessed or by counting the number of times a give
digit
appears, or indirectly, such as where the game determines if a digit of the
next number will
be higher or lower than the last. The data may be used as a secondary random
number
generator.
The prizes at the various levels may be set as desired to result in a
predetermined
pay out for the game. Optionally, guaranteed low end prize structures (OLEPS)
may
require payment of predetermined prize amounts, and possibly payment of a
minimum
amount of a prize e.g., $500.00. The monetary spacing between various levels
may be set
as desired, either as an arithmetic progression or as a multiplicative
progression, e.g., a
substantial doubling of the prize amount at every level. Optionally, when a
maximum
game level is reached a jackpot or other proportionally large prize may be
awarded. If the
jackpot is not won in a given game, it may then roll over to a subsequent
game.
Alternative forms of progressive play may be utilized.
In another aspect of this invention, game play in a first game may require
progression through a plurality of levels, leading to game play on a second
game for those
who have reached the maximum level on the first game. In one implementation,
the
maximum prize level in the first game may be equal to the minimum prize level
in the
second game.
Various modes of play are contemplated. In studio game play may be utilized
with
a broadcast, either live or for taped replay. Yet another mode of game play
involves
playing at a gaming venue, such as where other games of chance, e.g., slot
machines, are
played. Yet another venue may consist of game play by the player from their
hotel room
in a venue which allows gambling. In yet another mode of game play, a network,
such as
the Internet, may be utilized to permit game play, whether for a monetary
amount or to
provide other points or indications of score. The game may be played in any
venue where
not prohibited, whether on land or in an airplane or ship, and may be played
in any form of
wired or wireless environment, such as via hand-held web enabled communication
devices.


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The game may be played by a single individual, or may be played,with multiple
players. The multiple players may play against one another, for scoring, or
may merely
play in parallel without further interaction.
In yet another aspect, methods and apparatus are provided for participating in
on-
line or other electronic access games, especially lottery games played over a
network, such
as the Internet. A player would obtain a lottery product, either scratch-off
or on-line
directed to playing an electronic game, such as a game on the Internet or
played through a
telecommunication network, either wired or wireless. By utilizing the
conventional sales
and distribution channels, the traditional safeguards regarding sales of
gaming tickets to
under aged players can be maintained. Having obtained the ticket containing a
participation number, the player may then enter that number electronically,
which would
enable play for the amount of money purchased. Winnings may be paid out by
presenting
the ticket to a retailer, who could verify the winnings via a conventional on-
line system.
Optionally, the ticket may contain variable information regarding the
electronic play, such
as the amount to be won, the level of difficulty of a game or what game could
be played.
In yet another aspect, the games described herein may be played either as a
probability game or as a predetermined outcome game. In the case of a
probability game,
the outcome is determined based upon the actions of the player. In a
predetermined
outcome scenario, the system has determined which ticket or tickets are
winners, or at
what level the win will be paid, and the action of the player has no impact on
the outcome
of the game play. While the appearance of selection may still appear to be
"random" to
the player, the system may select the required number or other indicia in
order to force the
predetermined outcome.
Accordingly, it is an object of this invention to provide an improved game of
chance having a higher level of audience interest and potential participation.
It is yet another object of this invention to provide for an improved Internet
game
of chance.
It is yet a further obj ect of this invention to provide for enhanced modes of
game
play in association with existing forms of game play.
Brief Description of the Drawings
Fig. 1 shows a screen of the type particularly adapted for a broadcast type
format.
Fig. 2 is a flow chart showing options for game play.
s


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Fig. 3 shows a perspective view of a casino type apparatus.
Fig. 4 shows a lottery ticket for possible participation in a feature
broadcast game
show.
Fig. 5 shows a perspective view of a scratch off implementation of the game.
S Fig. 6 shows graphical depictions of a lottery game termed POKO.
Fig. 7 shows graphical depictions of a lottery game termed Jack-O.
Fig. 8 shows graphical depictions of a lottery game termed High-Low.
Fig. 9 shows graphical depictions of a lottery game
termed The Zone.


Fig. 10 shows graphical depictions of a lottery game
in miniature form.


Fig. 11 shows graphical depictions of a lottery game
termed On the Nose.


Fig. 12 shows graphical depiction of a game termed
Blank Check.


Fig. 13 shows a ticket containing a participation
number.


Fig. 14 shows a schematic diagram of an electronic system for implementation
of
these games.
Detailed Description of the Invention
Fig. 1 is a view of one possible display for use in game play. For example,
the
depiction may be of a portion of a broadcast studio with associated game play,
such as for
television broadcast. The display 10 may optionally include a logo or other
word mark
region 12. The multiple options presented to the players may be depicted as
uniquely
designated boxes 14. While shown as numbers in Fig. 1, the designators for
boxes 14 may
be of any form, such as letters, characters or other visual depictions. The
display
preferably will include other functional aspects of the game. A safe level
display 16
displays that amount of money or points which are guaranteed to the player in
the event
that they can no longer continue with the game given that they have reached a
predetermined negative level. The total display 18 shows the total amount of
money,
points, prizes (cash or non-cash) or other winnings accumulated by the player.
The strike
display 220 shows a depiction of the number of negative events, here strikes,
which have
occurred. As shown, the display 10 contemplates three strikes in the game. As
shown,
sub box 24 includes a "X" indicating one strike.
Display region 26 shows the possible outcomes from the selection of the
mystery
box or other denominated decision within a decision. As shown in display 10,
the
outcomes of the mystery box include a multiplier for the monetary amount
previously won
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by the player, here shown to be a multiplicative doubler of the monetary
amount (shown at
26a), or a negative result, such as a strike (shown at 26b) or an updating of
the safe level
(as shown at 26c).
Fig. 2 is a flowchart of one implementation of the game format. The game
starts
with start box 30. Level box 32 indicates the multiple levels possible for
game play.
Game play begins at the first level. The number of levels ends at the first
level. The
number of levels may be chosen consistent with the expected pay out and
desired duration
of the game. In a half hour or full hour broadcast format, 10 or 15 game
levels may be
desired. In contrast, a sixty second or few minute game may only involve
three, four or
five levels. Decision box 34 determines whether the maximum level J has been
reached,
and if so, indicates that the jackpot 36 is to be awarded. In the event that
the jackpot is not
awarded, it may be rolled over for future games.
Returning now to the flowchart, the multiple options 40 are displayed to the
contestant. As shown in Fig. 1, the multiple options could comprise four
uniquely
numbered boxes or squares. Any form of display or random selection may be
utilized.
Thus, while the term "display" is utilized, it should be construed in a manner
consistent
with selecting, such as where an alternative random selection method is
utilized. One
possible alternative is the ping gong ball draw, such as where the balls are
distinguishable
and are drawn by the machine. Yet another selection method could include a
computer
generated selection, such as through the use of a random number generator.
Thus, the
output of selection box 42 is a determination of one of the various possible
outcomes from
that election or selection.
As shown in Fig. 2, two positive options, positive option 1 44 and positive
option 2
46 are shown. The positive options 44, 46 may represent a monetary amount, a
point
value or other financial or prize information. In the preferred embodiment,
the positive
options are of an equal amount, though they may be of differing amounts or of
differing
types of prize.
The negative result box 50 may be of various types. In the preferred
embodiment,
the negative result 50 may comprise a strike. Preferably, the game is
structured as to
permit a predetermined number of strikes, such as 3 strikes, prior to the
player losing the
game. In such a system, the system would update the negative result tally at
box 52, and
perform a comparison 54 of the totaled number of negative events to the
maximum
number of negative events allowed. If the comparison 54 indicates that the
maximum
to


CA 02423673 2003-03-26
WO 02/026333 PCT/USO1/30180
number has been reached, then program flow proceeds to box 74 where the player
is
awarded the last existing safe level amount, or if no such safe level amount
exists, then
whatever minimum prize is indicated according to the rules. That minimum
amount may
be 0 or some other guaranteed amount. Certain lottery systems require
guaranteed low-
s end prize structure (GLEPS) which guarantee a certain prize or result for
certain
contestants.
The fourth option shown in Fig. 2 consists of the mystery box 60. In the
preferred
embodiment, the competitor is given the option at decision stage 62 whether to
reveal the
content of the mystery box. If the player elects not to elect the content of
the mystery box,
then play resumes at the same level with four boxes. However, if the player
elects to
reveal the content at step 64, the content may consist of a negative option
66, positive
result 68 or safe level update 70. In the event that the negative option 66 is
selected, the
negative result is updated at box 52, with the player indicated comparison
step 54 being
performed. Program operation is the same as for the flow leading from the
negative result
box 50. In the event that a positive result 68 occurs, the program flows to
box 48 for an
update of the positive result. For example, if the positive option 1 44 is a
monetary
amount, the monetary amount may then be added to prior winnings, or
alternatively may
be the entirety of the award which may be won.
If the safe level update box 70 is selected, the safe level is updated at box
72. In
this way, when the player has reached the maximum number of events at box 54,
the safe
level amount 72 is then provided. After the update of the positive result 48,
and
optionally, an update of the safe level 72, program flow returns to the level
selection 32, at
which time the next higher level is selected.
In the preferred embodiment if the number of negative results is less than the
maximum number of negative results (box 54), then the decision flows to path
A, which
returns the player to the decision to select among the available options 42.
In the preferred
embodiment, when the player has received a strike at a given level, the level
is reset and
played again. Alternatively, in the event of a negative event, the negative
event could be
tallied and the player advanced to the next level.
Fig. 3 shows a perspective view of a device for use at a gambling or gaming
venue.
A housing 80 may include a display 82, such as a CRT or flat panel display, on
which is
displayed the multiple options 84. The other information or designations may
be as
described in connection with Fig. 1 and Fig. 2. For example, the display 82
may include a
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WO 02/026333 PCT/USO1/30180
designator 86 for the amount the garner is playing for. A display 88 may
visually depict
the number of strikes existing. A selection system 90, such as an array of
buttons is
utilized for player input of the desired selection. However, any mode or
manner of input
may be utilized. For example, a computer mouse, voice detection system or
other input
mechanism permitting the player to interface with the machine may be utilized
consistent
with the goals and objects of this invention. The display may include a
depiction of the
total amount then won, or comprising a safe level. Optionally, a slot 94 for
pay back of a
player's winnings may be provided. Alternatively, the payment format may be of
any
various mode, such as if players based upon the use of credit card
information, the credit
card may be provided with a credit in the event that the player is a winner.
The displays of Fig. 1 and Fig. 3 may be of various types and resolution. For
example, certain of the displays may be in a standard resolution format,
whereas others
may be in a high resolution format. Certain of the displays may show a
graphical image,
whether static or dynamic, and yet other displays may show textual
information.
Combinations of any of the preceding, e.g., text on certain displays and high
resolution
dynamic images on other displays, may be utilized.
In addition to visual displays, voice prompts may be provided, such as where
the
contestant is prompted to enter information or is otherwise cued to provide a
responsive
action. Voice input to the system is also feasible.
Fig. 4 shows a ticket 100 having a front face and a back face. The ticket
°100 may
include textual data such as state lottery or may include other graphic
indicia indicative of
the game. In one implementation, the lottery ticket 100 includes a means or
mechanism
for the players to be selected for inclusion in a broadcast in the underline
game. A scratch
off layer 106 is deposited an operative portion of the ticket, which, when
removed, reveals
images. As shown in Fig. 4, the scratch off layer has already been removed
from the left
and center images, depicting the television sets. Thus, if the player were to
possess a card
100 that had three television sets, that may form the basis for their
participation in the
broadcast game show, or to permit them to participate in the selection process
leading to
the broadcast game. By way of example, having a lottery ticket with three
similar images
may permit the player to be entered into a drawing or other selection
mechanism for game
play.
The images 104 and game play associated therewith may be in addition to the
game play of a lottery, such as designated by the numbers 108. Thus, if a
player purchases
12


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WO 02/026333 PCT/USO1/30180
a ticket and receives numbers 108, they may be additionally entitled to play
the game
depicted by the graphics 104 for possible play on a future lottery game show.
In this way,
interest in a future lottery game may be created through game play on an
existing lottery.
As shown, the ticket 100 optionally includes a bar code 112. As shown, the bar
code 112 is disposed on the backside of the lottery ticket. The bar code 112
may be placed
wherever desired. In operation, the machine readable bar code may be utilized
for
tracking or other monitoring purposes.
Fig. 5 shows a perspective view of a ticket or card 120 representing a scratch
off
version of the multilevel game. Card stock or other substrate 120 has printed
thereon an
indication of the various levels of the game 122, such as 1, 2, 3 ... 15. The
player is
presented with multiple regions 126 for scratch off. As shown, the player
having
scratched off the first box at level 1 revealed a winning prize of $2.00 at
level 2, the player
selected the second column, which results in a strike or X. At level. 3, the
player revealed
the right most scratch off, revealing a winning number of $3.00. At level 4,
an X was
revealed in the third column. At this point, the player has two strikes. The
player has then
further elected at level S to reveal the scratch off in the first column.
Thus, at this stage,
the player has $7.00 of revealed winnings and two strikes. At this stage, the
player could
elect to discontinue play. The ticket may then be brought to a redemption
center and
receive the money in exchange for the ticket. In the event that the player
continued to
reveal obscure information, and that the predetermined number of negative
events, such as
3 strikes, was reached, the ticket would become void and no compensation would
be
provided.
The games of this invention may be adapted to an on-line selection format,
such as
where a potential player purchases a lottery or lotto ticket at a retail
vending location. The
player may be prompted to provide their selection of numbers, such as where
they provide
one of four numbers for each level. That information may then be passed in an
on-line
manner to the lottery system. Optionally, game play on the television or other
broadcast
media may be used for game play by the viewing audience. For example, the game
play
of successful game play at a given level may be compared to the player's
selections
previously made through the on-line process. Improved audience viewing levels
of a
game of chance would result.
The game described herein may be played in any variety of formats. For
example,
the game may be played in a 30 minute or 1 hour television broadcast type
format.
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Alternatively, the game is adaptable to a short, e.g., 60 second, format. Game
play may be
done in a broadcast mode, such as through in studio participation, either live
or taped.
Alternate modes may be utilized, such as in a gaming or gambling
establishment. Game
play may be over a network, such as the Internet or an Intranet. In an
Internet game the
player may provide credit card information or otherwise have an account with a
monetary
stake, and that amount may be increased or decreased as the player wins or
loses.
Alternatively, instead of money, the player may play for points.
Contestant selection may be done by any number of modes or modalities. For
example, as described in connection with Fig. 4, a scratches type ticket
approach may be
utilized. Alternatively, an online ticket may be utilized wherein during the
printing of the
play slip (to reflect the numbers either selected by the customer or generated
by a quick
pick). In an alternative implementation, Internet play, such as the high score
may be
utilized to select future contestants. In yet another implementation, a real
time selection
may be utilized, such as where a player is on the net and is selected by the
system for
future game play.
Fig. 6 shows various graphical depictions relating to a lottery game. The game
is
termed "POKO", but may be variously named. In a first step, a player "buys in"
to the
game, either by affirmatively providing a wager amount, or by accepting a
preset amount
as a buy in. The acceptance may either be through an affirmative act, such as
through
20' payment of an amount at an in-store, on-line location, or through other
forms of remote
game play, such as by clicking or otherwise accepting or entering an amount
into a
computer or communications device, or merely through acquiescence and
continuing
game play (especially where a preexisting credit account or other ability to
determine
credit worthiness is utilized).
After having received the player's buy-in, the system randomly selects
multiple
indicia from a predefined set. In one embodiment, the predefined set may
comprise a set
of numbers, such as 1 through 10, and the number of indicia selected may be S.
As shown
in Fig. 6, the graphical indicia may constitute numbers, further being
depicted on an image
of a ball, most preferably a ping-pong type ball. In addition to, or in lieu
of numbers,
graphical images may be utilized, including classic card images including Ace,
King,
Queen and Jack. Since a physical card deck is not utilized to select the
multiple indicia,
but rather, a random selection is utilized, it is not possible for the player
to "count cards"
in the game.
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After the various indicia, e.g., a set of first numbers, is selected, they are
provided
to the player in some graphical depiction. The mode of presentation of the
graphics may
vary, and the mode of presentation may be selected consistent with the
communication
bandwidth available. For example, if the game is played over a wireless
device, especially
one using a text messaging service, such as SMS or equivalent service, the
graphical
depiction may be merely of the number of other alpha numeric character
supported by the
display set of the device. For example, when playing POKO, the display may
show 77777
indicating the player's numbers, or may optionally also include the display
for the house.
Characters may be displayed all at once or over some period of time. In a
relatively higher
bandwidth environment, the graphical depiction may constitute an image of the
indicia,
such as a number, on a ball, such as a ping-pong ball. The indicia may be
displayed to the
user on a screen, such as when the game is played over a computer network
(wired or
wireless), or may be printed on paper or other support media such as when a
player
purchases a ticket from a business establishment utilizing an on-line ticket
dispensing
system. Alternatively, the numbers may have been picked beforehand, printed
onto a
support medium and obscured, such as through the use of a scratch off layer.
The player now having received their numbers or indicia, the game proceeds to
the
random selection of a second group of multiple indicia from the same
predefined set.
Thus, in one embodiment, the "house" (also variously referred to as the system
or
equivalent terminology) would select an equal number of indicia, such as by
selecting five
numbers. Preferably, the mode of display of the second group of numbers is
similar to the
first. Thus, as shown in Fig. 6, the ball indicia are utilized for both the
first set of numbers
(the players) and a second set of numbers (the house). Next, the first set of
indicia and the
second set are compared in order to establish a winner under a predefined set
of rules. As
shown in Fig. 6, a "POKO" may consist of all indicia being identical, such as
where five
7's are drawn. In relative order, five of a kind would be four of a kind,
which in turn
would be a full house, which in turn would be three of a kind, which in turn
would be two
pairs, which in turn would be a single pair, which in turn would beat a high
ball. As
shown in the graphic of Fig. 6, if the player's hand consisted of a 9 4 9 9 9,
and the
dealer's hand consisted of an 8 8 8 8 7, each player having four of a kind,
the player would
win given that their number is higher.
Finally based upon the outcome of the winner determination, payment is
provided,
as appropriate. In one implementation, any POKO winner would share the overall
is


CA 02423673 2003-03-26
WO 02/026333 PCT/USO1/30180
jackpot. Other winning hands may be paid out with a fixed amount. For example,
those
having five a of a kind may receive $100, those having four of a kind
receiving a smaller
amount, e.g., $50, and so on.
While the foregoing description utilize the winning hand determination of
poker as
the defined set of rules, other existing game rules may be utilized as
desired. By utilizing
a truly random mechanism for selecting the indicia, the game becomes one of
chance, as
opposed to having a component based upon skill. Further, by utilizing a
graphical
depiction drawn from the conventional images associated with a random draw in
a lottery,
the game achieves more of a look and feel of a lottery, as opposed to a game
of skill.
While described, above, for one player, the game may be expanded to an
arbitrarily
large number of players. When the game is played in a real time environment,
such as
over the television or other communication network (wired or wireless) the
game may be
played at predetermined times. For example, the game may be played every 15
minutes
on the hour, once a day, etc. Optionally, a portion of the collective monies
being wagered
may go into the pot. In this way, there is the possibility of a carry-over
amount, and the
possibility of a "lottery fever". In yet another aspect, the game permits
multiple purchases
of entries. For example, a player buying tickets at a retail establishment may
purchase a
first ticket and only receive a "pair" of matching numbers. The player may
continue to
purchase additional tickets until receiving one that the player believes may
be sufficiently
valuable to have a acceptable chance of success. Such an arrangement may be
performed
either through a standard quick pick' arrangement or via a scratch off. In
contrast to a
conventional lottery number selection scheme, the player must be precluded
from
selecting their own numbers in this game.
In yet another aspect, a push/pull system may be utilized. In such a system,
the
main system initiates the contact with the prospective players, such as by
sending an SMS
message or email. The player may then elect to participate, or not. In the
event that the
system provides information to the prospective player about their possible
numbers, then
the system may require a variable level of payment, such as where the system
charges a
first amount if the player elects to pass, in a second, higher amount, if the
player elects to
participate in the game.
Fig. 7 shows a depiction of a lottery game termed "JACK-O". As shown in Fig.
7,
a target number is randomly selected from a first range of numbers. The range
of numbers
includes a minimum number and a maximum number. For example, a typical range
for
16


CA 02423673 2003-03-26
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the target numbers would be from 20 to 50. The player or the "house" (the
system
implementing the game) may select the target number. A graphical indication of
the target
number is presented to the player.
Next, a number is randomly selected for the player, where the number is
selected
from a second range, the range having a minimum and a maximum number. The
maximum of the second range is equal to or less than'/a of the minimum of the
first range.
By way of example, if the second range is from 1 to 10, the first range is at
least 20.
Game play continues by receiving an indication from the player as to whether
to draw
again. If the player elects to do so, a next randomly selected number from the
second
range is presented to the user. The cumulative amount of the draws is titled.
This step is
repeated either until the player declines to draw further or the title exceeds
the target
number. In the event that the player declines to draw, the system randomly
selects
numbers from the second range, accumulating those numbers and comparing the
total to
the player's accumulated total amount. The winner is the one who has the
highest total
closest to or equal to, but not exceeding, the target number.
In yet another aspect of this invention, the player may be advised upon the
option
for a draw that there is a possibility going over the target number. Further,
the system may
optionally provide an indication of the odds of exceeding the target number.
In one implementation, this game would be played in an interactive mode.
Computer or other communication access would permit effective game play.
Multiple
players may play in parallel against the house, with the display for the other
players being
included upon all player's screens. While the main implementation contemplated
includes
a graphical display, yet other forms of conveying information to a player may
be utilized,
e.g., by providing the information audibly to the player, such as via the
telephone or other
speaker arrangement on a communications device.
Various aspects of enhanced game play and novel game are disclosed. 'In a
first
aspect, the game play method and system provides for the playing or running of
a parallel
game or ancillary game along with a first or primary game. For example, during
the real
time ball draw for a lottery, the improved game play would involve running a
parallel or
ancillary game along with the ball draw. One implementation would involve a
first ball
draw, followed then by game play by a contestant such as predicting whether
the next ball
drawn would be of a higher or lower number, or would be odd or even.
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In one implementation, the master of ceremonies would advise the player which
of
these options had a better probability of being the outcome, thereby making
the ancillary
game more a game of chance as opposed to a game of skill. Optionally, scoring
may be
done, such as where one player or audience participant is scored or ranked
relative to
another player or participant.
Fig. 8 shows a graphical depiction of a game termed "HIGH LOW". The game is
played along with a first lottery selection of a series of randomly selected
numbers. For
example, the instant game would be played in conjunction with a ball draw of
six
randomly selected balls bearing unique numbers for purposes of a traditional
lottery game.
The instant game then includes the step of receiving an indication whether the
second ball
to be randomly drawn in the base game will be higher or lower than the first
draw. The
player may continue through the game so long as there prediction as to higher
or lower is
correct.
In one implementation, the monetary award to the player may be based upon the
number drawn in the base lottery. For example, if the first ball drawn in the
lottery is 17,
the potential prize award amount could be some multiple thereof, such as
$17,000.00. If
the next number drawn in the base lottery is 35, and the player as guessed
"higher", then
the 35 x the multiplier, e.g., $35,000.00, may be added to the prior total,
raising the
potential winnings to $52,000.00.
The game may be played in real time, that is, simultaneously with the base
game,
where the input mode permits essentially real time input. For example, input
via a
computer system or other communication system (wired or wireless) may be
utilized.
Alternatively, the selection of high/low may be made prior to the selection of
the base
numbers. The selection of the high/low may be made affirmatively by the player
or may
be done by a quick pick method. As shown in Fig. 8, a ticket may include an
indication as
to when the base game will be played, e.g., June 27, 2001, at 7:00 p.m. And
indicates the
series of high/low outcomes. By running this game in parallel with the base
lottery
selection, viewer interest in the base lottery drawing is prolonged.
Optionally, yet another
option to win based on the full outcome of the base lottery selection may be
provided. For
example, the total number of "higher" ball draws may be reworded.
Alternatively, the
final sum of the various ball draws may be rewarded.
In addition to monetary awards, the result of the game play may result in
other
opportunities or prizes. For example, the winner of the corollary or ancillary
game may be
18


CA 02423673 2003-03-26
WO 02/026333 PCT/USO1/30180
placed in a pool for a drawing to be on a subsequent television or other
broadcast show,
such as a subsequent base ball draw. Systems and software currently exist,
such as those
supplied by Gtech, which permit the real time monitoring of the number of
players holding
tickets or participation interests which are still potential winners. In
connection with the
high/low game, the system may also monitor in real time the number of players
of the
high/low game who remain as potential winners.
Fig. 9 shows a graphical depiction of a game entitled "The Zone". The game is
intended to be played in conjunction with a lottery type ball draw, that is, a
drawing
involving a random selection of a series of numbers. Typically, the series of
numbers for
l0 the ball draw is in the range from 1 to 49. The maximum total of the
numbers in the ball
raw may be determined. Where the numbers are sequential, summing of the six
largest
numbers (44 to 49) is 279. The minimum number (summing 1 through 6) is 21. The
player receives a randomly generated number. The number may be provided
through a
quick pick scheme, through a scratch off of a preprinted ticket, or by
transmission of the
selected number over a communications network (wired or wireless).
The random selection of a series of numbers for the base lottery then
proceeds.
The numbers for the base lottery are then tallied. Prizes are assigned or
awarded to
players based upon a schedule. For example, if the player's number equals the
lottery
total, the maximum prize would be awarded, e.g., $100,000.00. If the player's
number is 1
away from, preferably 1 less than, the lottery total, a lesser prize is
awarded, e.g.,
$5,000.00. The prize amounts continue to decrease as the difference between
the player's
number and the lottery total increase. Optionally, no further prizes are
awarded once the
difference between the player's number and the lottery total exceeds a certain
number,
e.g., 10 away. In the preferred mode of play, prizes are awarded only to those
who have a
player's number not exceeding the lottery total.
Fig. 10 shows a graphic depiction of a game show format, preferably played in
a
"miniature" format, namely, less than 10 minutes, more preferably less than S
minutes and
most preferably, in 3 minutes or less. In order for a person to participate in
the show,
home players may qualify to play via a communication path, such as telephone,
Internet or
other wired or wireless communication device. Typically, a predetermined
number of
people will qualify to play from home on the television show. Preferably, the
on-air
participants are selected to ensure quality game play and programming. The in-
studio
contestant is then asked a series of "super match" questions against a clock
as a stake
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WO 02/026333 PCT/USO1/30180
setter. The contestants are paid off for each correct answer they give, the
game optionally
limiting pay-off for any 1, 2, 3 answers. Contestants must answer the same as
a contestant
in order to remain in the game. Players are eliminated if they do not provide
the same
answer as the contestant. Optionally, at the end of the predetermined time,
the contestant
may keep their money or try to multiply it by a multiplier factor, e.g., 5
times. Out of the
remaining home players who have answered as the in-studio contestant, a player
will be
picked, preferably at random. The remote contestant then must match the player
in a
head-to-head match.
Fig. 11 shows a graphical depiction of a game entitled "On the Nose". In this
game, the house draws a target number from a universe of numbers, e.g., 20 to
50. One or
more players draw numbers from a universe from 1 to 10. Players attempt to hit
the target
number on the nose without going over that number. Optionally, the player may
freeze,
that is, decline further draws, if they are within a predetermined amount from
the target
number. For example, the predetermined number may be l, such that if the
player is 1
away from the target number they may elect to freeze. The system (house) then
draws in
an attempt to beat the players. If the house hits the target exactly, the
jackpot rolls over.
The house will continue to draw at least to within the same predetermined
distance from
the target number as applies to the player. While any number of pay-out
schemes may be
utilizes, one preferred method is to share the jackpot amongst those hitting
the target
number on the nose, and to give those players who were within the
predetermined distance
from the target number an incentive for future game play, such as a free game
play or
reduced entry fee play.
Current lottery systems are often implemented in an "on-line" environment.
That
is, the sale of a lottery ticket, and the numbers corresponding to that ticket
are, received by
and stored in the overall system prior to the actual drawing of the lottery
numbers. Thus,
prior to the drawing of the lottery numbers, the system may determine how many
tickets
have certain combinations of numbers. That information may then be utilized
for ancillary
game play or for another purpose, such as for a secondary, random number
generator. The
following table provides exemplary numbers. For example, if the #1 ball is 28,
there may
be 22,316,429 people remaining. After the second ball draw of 15, there may be
6,562,156 remaining. The table then continues on through the sixth ball draw
whereupon
only two people remain.


CA 02423673 2003-03-26
WO 02/026333 PCT/USO1/30180
Ball Number # of Pla ers with
Numbers


1 2g 22,316,429


2 15 6,562,156


3 9 171,025


4 25 3,790


49 g3


6 31 2


The absolute number of players remaining may be utilized directly. For
example,
either the absolute number may be utilized, for example, is the number higher
or lower
than a predetermined number, or some portion of the number may be used. For
example,
the last digit may be compared to the prior last digit as to whether it is
higher or lower.
For at least the first number of ball draws, the last digit should be
substantially random. In
this way, a secondary random number generator is provided. The data regarding
the
number of players remaining may be used indirectly. For example, the
contestants may
indicate the number of occurrences of a given digit, such as the number of
occurrences of
a given digit, such as the number of 9's in a given number. Thus, those who
had wagered
that there would be one 9 in the number of players with the given number would
be
winners as to ball draw #l. In this way, game play is based upon the numbers
of
remaining players as determined in substantially real time. In yet another
mode of game
play, players may be awarded a certain amount of money for every predetermined
digit.
For example, a player may select a 4 and then for every 4 being revealed
during the game,
the contestant wins a predetermined amount, e.g., $25,000.00 for each
occurrence. Thus,
utilizing the data in the table above, the contestant would win $25,000.00
after the first
ball draw because of the occurrence of one 4, but would not win further in
this aspect as
no further 4's arose. Viewer interest in the underlying lottery draw may be
maintained as
the players continue to potentially win through to the end. Thus, even if the
viewer has
"lost" on the underlying lottery, they may still be incentivized to watch
where each new
ball draw generates an event which may lead to a further win. In yet another
implementation, the numerical data relating to the number of players remaining
may be
categorized for the number of draws which ended up with numbers that were odd
or,even.
Fig.' 12 shows a graphical depiction of a game entitled "Blank Check". A
player is
provided with a series of numbers, typically five numbers, corresponding to a
monetary
amount. The digits are randomly selected from the set from 0 to 9. In the
example of Fig.
21


CA 02423673 2003-03-26
WO 02/026333 PCT/USO1/30180
9, the player amount is 84,334. The game proceeds with a sequential random
selection of
numbers from the same range. As shown in Fig. 9, the sequence of selected
numbers is
84337. For the first four digits, the player was still in the game.
In yet another aspect, the game play includes the use of contestant game play
to
determine lottery numbers. For example, a contestant may be blind folded or
otherwise be
made unable to see various options. The person then selects from among the
various
options as the means by which the random lottery numbers are drawn. One
example could
comprise a blind folded contestant selecting objects.
In yet another aspect, this invention relates to an interstitial game show.
Main or
regular programming, such as is broadcast on a given evening during prime time
on a
broadcast network would additionally include multiple interspersed, typically
short,
segments relating to game play. In the preferred embodiment, the game play
would be for
a relatively short period of time, for example, 1 to 2 minutes. For example,
at 8:00 an
initial round may be played prior to the beginning of prime time programming.
Normal
programming would then resume through the remainder of the 8:00 hour. At 9:00,
a
second short segment may be played. The play may continue at later times, such
as to
culminate at a show at 11:00. Preferably, the short segments would not
necessarily be
shown at a predetermined or predeterminable time as far as the audience was
concerned.
In that way, viewers who wish to see the progression of the game segments
would need to
continue viewing that channel, or at least, return to the channel fairly
frequently.
Optionally, the game play my be progressive from one interstitial game segment
to
another. Players may be presented with the option of stopping play or
continuing.
In yet another game format, the show would include a display having an
underlying image, with that image being at least partially obscured by
overlying image
regions which differ from the underlying image region. A contestant would be
given a
time limit in which they would be presented with information relating to a
suggestion or a
clue relating to an overlying image region, which if the player responded
correctly, would
be removed so as to reveal that portion of the underlying image which was
below the
overlying image. The suggestion or clues may be related to the underlying
image or may
merely be unrelated suggestions or clues with respect to that particular
overlying image
region.
Y'et another embodiment of game play provides for the repurposing of an
existing
taped game show. The previously recorded game show would be segmented into
subsets
22


CA 02423673 2003-03-26
WO 02/026333 PCT/USO1/30180
of issues, for example, presentation of questions or answers (as in the case
of Jeopardy),
those issues would be presented to one or more players, a response would be
received
from those players, and the answer would be compared to the correct answer.
Scoring
would then rank players relative to one another or to indicate the amount of
the prize. In
yet another game play implementation, one or more contestants would be
presented with
multiple images upon which predetermined data had been assembled. For example,
images of five actresses may be presented to the player and the associated
data would
comprise opinion polling information as to whom the audience thought was the
most
attractive. The players would then play against each other to eliminate the
images which
they believe do not correspond to the most popular or number one response. The
players
would alternate until one player remained. In a second round, individual play,
as opposed
to play between contestants is utilized. Again, the player attempts to
eliminate those
answers which were other than the most popular answer of the audience.
In yet another aspect of enhanced game play, audience participation via an
interactive video display, such as a computer connected over the Internet, or
via an
interactive television arrangement, may participate in the program.
The advent of electronic access to games has raised the serious issue of under-
aged
player participation. Controlling access by under-age players accessing a game
over the
Internet or other communication device, e.g., pager, cell phone, wireless
application
protocol device, SMS device, etc., has proved to be difficult. The inventive
method and
apparatus may be understood in connection with Fig. 13. A ticket comprising
cardstock or
other substrate or support media is provided with various printed matter. For
example, the
ticket may identify the various game, such as a lottery, and indicate that it
is a lottery
electronic access ticket. The ticket would provide a participation number,
such as a pure
numeric indication or alpha-numeric indication. Preferably, the ticket would
have an
indication of its value or purchase price. Optionally, date and time
information may be
provided. Having purchased the ticket, the presumably age qualified bearer of
the ticket
could then access the game, such as by addressing a website or by otherwise
communicating with the game location. The player would be prompted or
otherwise
permitted to enter the participation number, such as by typing or keying it
in. Game play
could then proceed once the system had verified that the participation number
was a valid
participation number. Optionally, where the ticket is obtained from a retailer
having an
on-line ticket printing system, the participation number could be activated
only upon the
23


CA 02423673 2003-03-26
WO 02/026333 PCT/USO1/30180
actual generation of the ticket bearing that number. If the participation
number is valid,
and a monetary amount remains available to the player, game play is permitted
to proceed.
The player is then provided with an indication of whether they have won, and
if so, the
amount. The monetary amount remaining on the card may be updated, such as by
deducting loses or crediting wins. Optionally, the method includes the step of
presenting
the ticket bearing the participation number to a physical retail location,
which may then
access the system through its on-line connection, thereby verifying that the
game play
associated with the participation number is to be compensated.
In one aspect of this invention, the entertainment value of the retail
purchase may
be increased. For example, the tickets may contain variable information,
either obscured
or not obscured, regarding the electronic play. In one aspect, the amount of
prize that the
player can win could be presented. In the case of on-line ticket distribution,
this amount
would not need to be obscured, but would be obscured such as by a scratch-off
strip in the
case of a preprinted ticket. Yet another variable which could be utilized
relates to the level
of difficulty of game play. Yet another variable could be an indication of
which of a
plurality of games could be played by the player, e.g., POLO, LOTTO, The Zone,
etc.
Fig. 14 shows a schematic diagram of an overall system for use in performance
of
the games described herein. A processor is coupled to orie or more player
participating via
an electronic communication system. For example, a player may participate
through a
wireless device, such as a cell phone, personal digital assistant, pager,
messaging system
or any portable wireless unit. Yet an alternative communication path may be
through the
conventional wired telephone network. Communication may alternatively be made
through a cable network, such as where a computer or interactive television is
provided.
User input would typically be generated by a key pad, such as through a full
sized key
board or through a smaller sized remote input unit. In yet another mode, the
Internet may
be used as a communication path, typically coupling to a computer having a
communication device, e.g., a modem, a microprocessor and associated storage.
The system also preferably includes a connection to a physical vending
location for
providing tickets. Preferably, the system includes an electronic communication
between
the system, e.g., the processor, and a on-line retail vendor. Preferably, the
vendor
possesses a ticket printing system which can print the tickets based upon
input from the
processor. The processor in turn potentially communicates with a number of
databases. A
ticket database would contain at least information regarding the tickets sold
and the
24


CA 02423673 2003-03-26
WO 02/026333 PCT/USO1/30180
associated information (e.g., the numbers selected for a lottery game, the
amount of value
associated with a ticket purchased, the amount associated with a prize,
information
regarding a game to be played or the level of difficulty of the game). In
order to permit
real time game play, the system would have a input path permitting entry of
data from a
live event, such as a televised ball draw. Optionally, the system also couples
to a
substantially real-time lottery information system, such as the fast-track
system whereby
ancillary games based upon the fast-track data may be played.
' In yet another aspect of this invention, the previously described games may
be
played either as probability games (where the outcome of the game is
determined based
upon the actions of the player) or as a predetermined game (where the
"winning" status of
a particular game play is determined prior to the player's participation or
other game play).
As described previously, the game JACK-O was a probability game in that the
user's
election of whether or not to draw was a factor in determining the outcome of
the game.
JACK-O could be implemented as a predetermined win game. The system would
determine whether, and in what amount, the player would win. The system could
then
force that outcome, ~ such as by presenting a certain number' to the player
based upon the
ball draw. Thus, while game play may appear "random" to the player, the system
would
act in a manner so as to cause the predetermined outcome. Optionally, game
play may
include steps which aid in achieving the desired outcome, such as by requiring
the player
to draw when their tally is within a predefined number (e.g., less than 5
away) from a
target number.
Although the foregoing invention has been described in some detail by way of
illustration and example for purposes of clarity and understanding, it will be
readily
apparent to those of ordinary skill in the art in light of the teachings of
this invention that
certain changes and modifications may be made thereto without departing from
the spirit
or scope.of the appended claims.

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 2001-09-26
(87) PCT Publication Date 2002-04-04
(85) National Entry 2003-03-21
Examination Requested 2006-05-08
Dead Application 2010-11-05

Abandonment History

Abandonment Date Reason Reinstatement Date
2009-11-05 R30(2) - Failure to Respond
2010-09-27 FAILURE TO PAY APPLICATION MAINTENANCE FEE

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $300.00 2003-03-21
Maintenance Fee - Application - New Act 2 2003-09-26 $100.00 2003-06-17
Registration of a document - section 124 $100.00 2003-07-16
Registration of a document - section 124 $100.00 2003-07-16
Maintenance Fee - Application - New Act 3 2004-09-27 $100.00 2004-06-17
Maintenance Fee - Application - New Act 4 2005-09-26 $100.00 2005-06-15
Request for Examination $800.00 2006-05-08
Maintenance Fee - Application - New Act 5 2006-09-26 $200.00 2006-06-14
Maintenance Fee - Application - New Act 6 2007-09-26 $200.00 2007-06-19
Maintenance Fee - Application - New Act 7 2008-09-26 $200.00 2008-06-17
Maintenance Fee - Application - New Act 8 2009-09-28 $200.00 2009-06-18
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
MILESTONE ENTERTAINMENT LLC
Past Owners on Record
DAWSON, GARY
KATZ, RANDALL M.
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) 
Abstract 2003-03-26 2 113
Claims 2003-03-26 11 352
Drawings 2003-03-26 11 1,235
Description 2003-03-26 25 1,631
Representative Drawing 2003-03-21 1 93
Cover Page 2003-05-27 1 92
Description 2008-11-07 26 1,682
Claims 2008-11-07 3 64
PCT 2003-03-21 5 254
Assignment 2003-03-21 2 87
PCT 2003-03-26 1 54
Correspondence 2003-05-23 1 24
Assignment 2003-07-16 11 660
PCT 2003-03-21 1 50
Prosecution-Amendment 2006-05-08 1 42
Prosecution-Amendment 2006-08-16 1 36
Prosecution-Amendment 2008-05-08 2 43
Prosecution-Amendment 2008-11-07 9 308
Prosecution-Amendment 2009-05-05 2 61