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Patent 3004911 Summary

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Claims and Abstract availability

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(12) Patent Application: (11) CA 3004911
(54) English Title: GAMING AND WAGERING TECHNIQUES RELATING TO SKILL-BASED GAMING
(54) French Title: TECHNIQUES DE JEU ET DE PARI RELATIVES A UN JEU BASE SUR LES COMPETENCES
Status: Dead
Bibliographic Data
(51) International Patent Classification (IPC):
  • G07F 17/32 (2006.01)
(72) Inventors :
  • WASHINGTON, GEORG (United States of America)
  • SERRA, JOE (United States of America)
  • OBERBERGER, MICHAEL (United States of America)
(73) Owners :
  • SYNERGY BLUE, LLC (United States of America)
(71) Applicants :
  • SYNERGY BLUE, LLC (United States of America)
(74) Agent: AVENTUM IP LAW LLP
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 2017-01-05
(87) Open to Public Inspection: 2018-01-25
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US2016/063210
(87) International Publication Number: WO2018/017149
(85) National Entry: 2018-05-09

(30) Application Priority Data:
Application No. Country/Territory Date
62/257,323 United States of America 2015-11-19

Abstracts

English Abstract

Gaming and wagering techniques are disclosed relating to skill-based, wager-based games. Wagers may be placed on the outcomes of specific achievement metrics relating to the skill-based wager game. The accomplishments or achievements of one or more in-game objectives may be used to determine monetary and/or non-monetary payout amount(s) awarded to the player.


French Abstract

L'invention concerne des techniques de jeu et de pari relatives à des jeux de pari basés sur les compétences. Des paris peuvent être effectués sur les résultats de mesures de réalisations spécifiques relatives au jeu de pari basé sur les compétences. Les accomplissements ou réalisations d'un ou de plusieurs objectifs du jeu peuvent être utilisés pour déterminer le montant ou les montants de gain monétaire et/ou non monétaire attribués au joueur.

Claims

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


IT IS CLAIMED
1. A computer implemented gaming method implemented in a gaming network,
the gaming network
including a first electronic, wager-based gaming device ("first EGD"), the
method comprising causing at least one
processor to execute a plurality of instructions to:
enable a first player to initiate a first skill-based gaming session at the
first EGD for engaging in interactive
game play of a skill-based wager game, the first EGD including a first input
interface operable to receive input from
the first player;
enable the first player to place a first wager on an outcome of a first
achievement metric associated with the
first skill-based gaming session;
generate, in a virtualized game world of the first skill-based gaming session,
a first game condition for
enabling the first player participate in a first interactive in-game activity
during the first skill-based gaming session;
receive, via the first input interface, first input from the first player
relating to the first player's participation
in the first interactive in-game activity;
cause a first outcome of the first interactive in-game activity to be
influenced or determined using the first
input;
generate, in the virtualized game world of the first skill-based gaming
session, a second game condition for
enabling the first player participate in a second interactive in-game
activity;
receive, via the first input interface, second input from the first player
relating to the first player's
participation in the second interactive in-game activity during the first
skill-based gaming session;
cause a second outcome of the second interactive in-game activity to be
influenced or determined using the
second input;
determine an updated value of the first achievement metric based at least on:
the first outcome of the first
interactive in-game activity, and the second outcome of the second interactive
in-game activity;
determine if a payout is to be distributed to the first player based on the
updated value of the first
achievement metric; and
if it is determined that a payout is to be provided to the first player,
automatically distribute the payout.
2. The computer implemented gaming method of claim 1 wherein the first EGD
includes a first bill
or ticket acceptor, the method further comprising causing the at least one
processor to execute additional instructions
to:
establish an account balance using at least a portion of cash or credit
received via the first bill or ticket
acceptor; and
automatically fund the first wager using the account balance.
3. The computer implemented gaming method of any of claims 1-2 further
comprising causing the at
least one processor to execute additional instructions to:
configure, using a first RNG engine, a first randomized attribute associated
with a first aspect of the
virtualized game world of the first skill-based gaming session;
cause the skill-based gaming session to use the first randomized attribute of
first aspect of the virtualized
game world to cause the updated value of the first achievement metric of the
first skill-based gaming session to be
within a first range of predetermined values.

87

4. The computer implemented gaming method of any of claims 1-3 further
comprising causing the at
least one processor to execute additional instructions to:
configure, using a first RNG engine, a first randomized attribute associated
with a first aspect of the
virtualized game world of the first skill-based gaming session;
cause the skill-based gaming session to use the first randomized attribute of
first aspect of the virtualized
game world to cause the updated value of the first achievement metric of the
first skill-based gaming session
conform with a first specified probability distribution of possible first
achievement metric values.
5. The computer implemented gaming method of any of claims 1-4 further
comprising causing the at
least one processor to execute additional instructions to:
configure, using a first RNG engine, a first randomized attribute associated
with a first aspect of the
virtualized game world of the first skill-based gaming session;
cause the skill-based gaming session to use the first randomized attribute of
first aspect of the virtualized
game world to cause the updated value of the first achievement metric of the
first skill-based gaming session
conform with a first specified probability distribution of payout awards.
6. The computer implemented gaming method of any of claims 1-5 wherein:
the updated value of the first achievement metric is representative of the
first player's performance in
achieving a first series of in-game objectives during a first time interval.
7. The computer implemented gaming method of any of claims 1-6 wherein the
updated value of the
first achievement metric is representative of the first player's performance
in achieving a first series of in-game
objectives during a first time interval; the method further comprising causing
the at least one processor to execute
additional instructions to:
configure, using a first RNG engine, a first randomized attribute associated
with a first aspect of the
virtualized game world of the first skill-based gaming session;
cause the skill-based gaming session to use the first randomized attribute of
first aspect of the virtualized
game world to influence a level of difficulty relating to the achieving of the
first series of in-game objectives during
a first time interval.
8. A computer implemented gaming system implemented in a gaming network,
the gaming network
including a first electronic, wager-based gaming device ("first EGD"), the
system comprising causing at least one
processor to execute a plurality of instructions to:
enable a first player to initiate a first skill-based gaming session at the
first EGD for engaging in interactive
game play of a skill-based wager game, the first EGD including a first input
interface operable to receive input from
the first player;
enable the first player to place a first wager on an outcome of a first
achievement metric associated with the
first skill-based gaming session;
generate, in a virtualized game world of the first skill-based gaming session,
a first game condition for
enabling the first player participate in a first interactive in-game activity
during the first skill-based gaming session;
receive, via the first input interface, first input from the first player
relating to the first player's participation
in the first interactive in-game activity;
88

cause a first outcome of the first interactive in-game activity to be
influenced or determined using the first
input;
generate, in the virtualized game world of the first skill-based gaming
session, a second game condition for
enabling the first player participate in a second interactive in-game
activity;
receive, via the first input interface, second input from the first player
relating to the first player's
participation in the second interactive in-game activity during the first
skill-based gaming session;
cause a second outcome of the second interactive in-game activity to be
influenced or determined using the
second input;
determine an updated value of the first achievement metric based at least on:
the first outcome of the first
interactive in-game activity, and the second outcome of the second interactive
in-game activity;
determine if a payout is to be distributed to the first player based on the
updated value of the first
achievement metric; and
if it is determined that a payout is to be provided to the first player,
automatically distribute the payout.
9. The computer implemented gaming system of claim 8 wherein the first EGD
includes a first bill or
ticket acceptor, the system being further operable to cause the at least one
processor to execute additional
instructions to:
establish an account balance using at least a portion of cash or credit
received via the first bill or ticket
acceptor; and
automatically fund the first wager using the account balance.
10. The computer implemented gaming system of any of claims 8-9 being
further operable to cause the
at least one processor to execute additional instructions to:
configure, using a first RNG engine, a first randomized attribute associated
with a first aspect of the
virtualized game world of the first skill-based gaming session;
cause the skill-based gaming session to use the first randomized attribute of
first aspect of the virtualized
game world to cause the updated value of the first achievement metric of the
first skill-based gaming session to be
within a first range of predetermined values.
11. The computer implemented gaming system of any of claims 8-10 being
further operable to cause
the at least one processor to execute additional instructions to:
configure, using a first RNG engine, a first randomized attribute associated
with a first aspect of the
virtualized game world of the first skill-based gaming session;
cause the skill-based gaming session to use the first randomized attribute of
first aspect of the virtualized
game world to cause the updated value of the first achievement metric of the
first skill-based gaming session
conform with a first specified probability distribution of possible first
achievement metric values.
12. The computer implemented gaming system of any of claims 8-11 being
further operable to cause
the at least one processor to execute additional instructions to:
configure, using a first RNG engine, a first randomized attribute associated
with a first aspect of the
virtualized game world of the first skill-based gaming session;
89

cause the skill-based gaming session to use the first randomized attribute of
first aspect of the virtualized
game world to cause the updated value of the first achievement metric of the
first skill-based gaming session
conform with a first specified probability distribution of payout awards.
13. The computer implemented gaming system of any of claims 8-12 wherein:
the updated value of the first achievement metric is representative of the
first player's performance in
achieving a first series of in-game objectives during a first time interval.
14. The computer implemented gaming system of any of claims 8-13 wherein
the updated value of the
first achievement metric is representative of the first player's performance
in achieving a first series of in-game
objectives during a first time interval; the system being further operable to
cause the at least one processor to execute
additional instructions to:
configure, using a first RNG engine, a first randomized attribute associated
with a first aspect of the
virtualized game world of the first skill-based gaming session;
cause the skill-based gaming session to use the first randomized attribute of
first aspect of the virtualized
game world to influence a level of difficulty relating to the achieving of the
first series of in-game objectives during
a first time interval.
15. A non-transitory computer usable medium having computer readable code
embodied therein, the
computer readable code comprising causing at least one processor to execute a
plurality of instructions to:
enable a first player to initiate a first skill-based gaming session at the
first EGD for engaging in interactive
game play of a skill-based wager game, the first EGD including a first input
interface operable to receive input from
the first player;
enable the first player to place a first wager on an outcome of a first
achievement metric associated with the
first skill-based gaming session;
generate, in a virtualized game world of the first skill-based gaming session,
a first game condition for
enabling the first player participate in a first interactive in-game activity
during the first skill-based gaming session;
receive, via the first input interface, first input from the first player
relating to the first player's participation
in the first interactive in-game activity;
cause a first outcome of the first interactive in-game activity to be
influenced or determined using the first
input;
generate, in the virtualized game world of the first skill-based gaming
session, a second game condition for
enabling the first player participate in a second interactive in-game
activity;
receive, via the first input interface, second input from the first player
relating to the first player's
participation in the second interactive in-game activity during the first
skill-based gaming session;
cause a second outcome of the second interactive in-game activity to be
influenced or determined using the
second input;
determine an updated value of the first achievement metric based at least on:
the first outcome of the first
interactive in-game activity, and the second outcome of the second interactive
in-game activity;
determine if a payout is to be distributed to the first player based on the
updated value of the first
achievement metric; and
if it is determined that a payout is to be provided to the first player,
automatically distribute the payout.

Description

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


CA 03004911 2018-05-09
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GAMING AND WAGERING TECHNIQUES RELATING TO SKILL-BASED GAMING
RELATED APPLICATION DATA
The present application claims benefit, pursuant to the provisions of 35
U.S.C. 119, of U.S. Provisional
Application Serial No. 62/257,323 (Attorney Docket No. SYNBP005P), titled
"GAMING AND WAGERING
TECHNIQUES RELATING TO SKILL-BASED GAMING", naming Washington et al. as
inventors, and filed 19-
NOV-2015, the entirety of which is incorporated herein by reference for all
purposes.
This application is a continuation-in-part (CIP) application, pursuant to the
provisions of 35 U.S.C. 120,
of prior U.S. Patent Application Serial No. 14/831,823 (Attorney Docket No.
SYNBP001US) titled "FIRST
PERSON SHOOTER, RPG AND SPORTS THEMED HYBRID ARCADE-TYPE, WAGER-BASED GAMING
1ECHNIQUES" by Washington et al., filed on 20-AUG-2015, the entirety of which
is incorporated herein by
reference for all purposes.
This application is a continuation-in-part (CIP) application, pursuant to the
provisions of 35 U.S.C. 120,
of prior U.S. Patent Application Serial No. 14/865,538 (Attorney Docket No.
SYNBP001X1US) titled "HYBRID
ARCADE-TYPE, WAGER-BASED GAMING 1ECHNIQUES AND PREDE1ERMINED RNG OUTCOME
BATCH RETRIEVAL 1ECHNIQUES" by Washington et al., filed on 25-SEP-2015, the
entirety of which is
incorporated herein by reference for all purposes.
U.S. Patent Application Serial No. 14/865,538 claims benefit, pursuant to the
provisions of 35 U.S.C.
119, of U.S. Provisional Application Serial No. 62/127,821 (Attorney Docket
No. SYNBP001P2), titled "RPG AND
SPORTS THEMED HYBRID ARCADE-TYPE, WAGER-BASED GAMING 1ECHNIQUES", naming
Washington et al. as inventors, and filed 03-MAR-2015, the entirety of which
is incorporated herein by reference for
all purposes.
U.S. Patent Application Serial No. 14/865,538 also claims benefit, pursuant to
the provisions of 35 U.S.C.
119, of U.S. Provisional Application Serial No. 62/091,451 (Attorney Docket
No. SYNBP001P), titled "HYBRID
ARCADE-TYPE, WAGER-BASED GAMING TECHNIQUES", naming Washington et al. as
inventors, and filed
12-DEC-2014, the entirety of which is incorporated herein by reference for all
purposes.
BACKGROUND
Traditionally, many of today's various gaming jurisdictions have prohibited
wagering on skill-based games
such as arcade-type games, video console games (e.g., XBOX, PlayStation, Wii,
etc.), and/or other gaming platforms
in which a player's relative skill at playing the game affects the game's
paytable and/or affects the probability that
the player will receive a winning payout.
U.S. Patent Application Serial No. 14/865,538 (herein "Parent Application")
discloses various aspects for
implementing hybrid arcade/wager-based gaming techniques in casino gaming
networks, in which the hybrid
arcade/wager-based game may include a non-wager based gaming portion and a
wager-based gaming portion. A
player engaged in play of the hybrid arcade/wager-based game is able to
concurrently engage in continuous game
play of the non-wager based gaming portion during execution of wager-based
gaming events which are
automatically triggered based on events which occur during play of the non-
wager based gaming portion. One of the
benefits of the hybrid arcade/wager-based gaming techniques disclosed in the
Parent Application is that various
hybrid arcade/wager-based game embodiments may be configured or designed such
that the outcomes and/or
payouts of the wager-based game events are not dependent on, or influenced by,
the level of skill of the player.
Accordingly, many of the hybrid arcade/wager-based game embodiments disclosed
in the Parent Application may be
characterized (e.g., from a regulatory perspective) as games of chance since,
for example, in at least some
embodiments, the wager-based game events are implemented as a RNG-based games
of chance.
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However, more recently, some gaming jurisdictions (including the state of
Nevada, for example) have
begun to introduce new rules and regulations for permitting skill-based, wager-
based gaming. Such skill-based,
wager-based games (herein "skill-based wager games") may be characterized as
games of skill since, for example,
the outcomes and/or payouts of the wager-based game events are dependent on,
or influenced by, the level of skill of
the player.
BRIEF DESCRIPTION OF THE DRAWINGS
Figure 1 illustrates a simplified block diagram of a specific example
embodiment of a Gaming Network 100
which may be configured or designed to implement various hybrid arcade/wager-
based gaming techniques described
and/or referenced herein.
Figure 2 shows an example block diagram of an electronic gaming system 200 in
accordance with a specific
embodiment.
Figure 3 illustmtes a network diagmm of an example embodiment of a Gaming
Network 300 which may be
configured or designed to implement various hybrid arcade/wager-based gaming
techniques described and/or
referenced herein.
Figure 4 shows a block diagram of electronic gaming device 400, in accordance
with a specific
embodiment.
Figure 5 is a simplified block diagram of an exemplary intelligent electronic
gaming system 500 in
accordance with a specific embodiment.
Figure 6 is a simplified block diagram of an exemplary mobile gaming device
600 in accordance with a
specific embodiment.
Figure 7 illustrates an example embodiment of a System Server 780 which may be
used for implementing
various aspects/features described herein.
Figure 8 illustrates an example of a functional block diagram of a Gaming
System Server in accordance
with a specific embodiment.
Figure 9 shows a block diagram illustrating components of a gaming system 900
which may be used for
implementing various aspects of example embodiments.
Figures 10-13 illustrate various example embodiments of different Hybrid
Arcade/Wager-Based Gaming
procedures and/or procedural flows which may be used for facilitating
activities relating to one or more of the
wager-based gaming aspects disclosed herein.
Figure 14 shows a block diagram of electronic gaming machine (e.g., EGM), in
accordance with a specific
embodiment.
Figure 15 illustrates an example screenshot of a hybrid arcade/wager-based
game GUI which may be used
for facilitating activities relating to one or more of the Hybrid Arcade/Wager-
Based Gaming aspects disclosed
herein. In at least one embodiment, at least a portion of the GUIs may be
configured or designed for use at one or
more mobile devices and/or at one or more casino gaming machines.
Figures 16-17 illustrate various example embodiments of different achievement-
based gaming and
wagering procedures and/or procedural flows which may be used for facilitating
activities relating to one or more of
the wager-based gaming aspects disclosed herein.
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DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS
OVERVIEW
Various aspects described or referenced herein are directed to different
methods, systems, and computer
program products for implementing and facilitating various hybrid arcade/wager-
based gaming ("HAWG")
techniques via computer networks, including one or more casino gaming
networks.
In at least one embodiment, various method(s), system(s) and/or computer
program product(s) may be
operable to cause at least one processor to execute a plurality of
instructions to: enable a player to engage in
interactive game play of a hybrid arcade/wager-based game at a first EGD,
wherein the hybrid arcade/wager-based
game includes a non-wager based gaming portion and a wager-based gaming
portion; link a first predetermined
wager-based game event outcome to a first in-game event which may occur during
play of the non-wager based
game portion; detect an occurrence of the first in-game event in the non-wager
based game portion; determine if the
occurrence of the first in-game event qualifies as a wager-based triggering
event; if it is determined that the
occurrence of the first in-game event qualifies as a wager-based triggering
event, initiate a first wager-based game
event; automatically fund an amount wagered on the first wager-based game
event; and reveal, after initiation of the
first wager-based game event, the first predetermined wager-based game event
outcome as an outcome of the first
wager-based game event.
Additional method(s), system(s) and/or computer program product(s) may be
further operable to cause at
least one processor to execute additional instructions to: enable the player
to concurrently engage in continuous
game play of the non-wager based gaming portion of the hybrid arcade/wager-
based game during execution of the
first wager-based game event.
Additional method(s), system(s) and/or computer program product(s) may be
further operable to cause at
least one processor to execute additional instructions to: analyze the first
wager-based game event outcome to
determine whether or not to automatically modify an availability of at least
one resource or attribute of the non-
wager based gaming portion; if the first wager-based game event outcome
satisfies a first set of conditions,
automatically modify an availability of at least one resource or attribute of
the non-wager based gaming portion; if
the first wager-based game event outcome does not satisfy the first set of
criteria, not perform modification of the at
least one resource or attribute of the non-wager based gaming portion in
response to the first wager-based game
event outcome.
Additional method(s), system(s) and/or computer program product(s) may be
further operable to cause at
least one processor to execute additional instructions to: analyze the first
wager-based game event outcome to
determine whether or not a non-wager based gaming award should be distributed
at the non-wager based gaming
portion; if the first wager-based game event outcome satisfies a first set of
criteria, automatically cause the non-
wager based gaming award to be distributed at the non-wager based gaming
portion; and wherein the distribution of
the non-wager based gaming award includes causing at least one component of
the gaming network to modify at
least one in-game resource or attribute which is available for use by an in-
game character during play of the non-
wager based gaming portion.
Additional method(s), system(s) and/or computer program product(s) may be
further operable to cause at
least one processor to execute additional instructions to: automatically
retrieve a first batch of predetermined wager-
based game event outcomes from a first RNG engine; and select the first wager-
based game event outcome from the
first batch of predetermined wager-based game event outcomes.
In at least one embodiment, various method(s), system(s) and/or computer
program product(s) may be
operable to cause at least one processor to execute instructions to: enable a
first player to initiate a first skill-based
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gaming session at the first EGD for engaging in interactive game play of a
skill-based wager game, the first EGD
including a first input interface operable to receive input from the first
player; enable the first player to place a first
wager on an outcome of a first achievement metric associated with the first
skill-based gaming session; generate, in a
virtualized game world of the first skill-based gaming session, a first game
condition for enabling the first player
participate in a first interactive in-game activity during the first skill-
based gaming session; receive, via the first
input interface, first input from the first player relating to the first
player's participation in the first interactive in-
game activity; cause a first outcome of the first interactive in-game activity
to be influenced or determined using the
first input; generate, in the virtualized game world of the first skill-based
gaming session, a second game condition
for enabling the first player participate in a second interactive in-game
activity; receive, via the first input interface,
second input from the first player relating to the first player's
participation in the second interactive in-game activity
during the first skill-based gaming session; cause a second outcome of the
second interactive in-game activity to be
influenced or determined using the second input; determine an updated value of
the first achievement metric based at
least on: the first outcome of the first interactive in-game activity, and the
second outcome of the second interactive
in-game activity; determine if a payout is to be distributed to the first
player based on the updated value of the first
achievement metric; and if it is determined that a payout is to be provided to
the first player, automatically distribute
the payout. In some embodiments, the updated value of the first achievement
metric is representative of the first
player's performance in achieving a first series of in-game objectives during
a first time interval.
Additional method(s), system(s) and/or computer program product(s) may be
further operable to cause at
least one processor to execute additional instructions to: establish an
account balance using at least a portion of cash
or credit received via a first bill or ticket acceptor at the first EGD; and
automatically fund the first wager using the
account balance.
Additional method(s), system(s) and/or computer program product(s) may be
further operable to cause at
least one processor to execute additional instructions to: configure, using a
first RNG engine, a first randomized
attribute associated with a first aspect of the virtualized game world of the
first skill-based gaming session; cause the
skill-based gaming session to use the first randomized attribute of first
aspect of the virtualized game world to cause
the updated value of the first achievement metric of the first skill-based
gaming session to be within a first range of
predetermined values.
Additional method(s), system(s) and/or computer program product(s) may be
further operable to cause at
least one processor to execute additional instructions to: configure, using a
first RNG engine, a first randomized
attribute associated with a first aspect of the virtualized game world of the
first skill-based gaming session; cause the
skill-based gaming session to use the first randomized attribute of first
aspect of the virtualized game world to cause
the updated value of the first achievement metric of the first skill-based
gaming session conform with a first
specified probability distribution of possible first achievement metric
values.
Additional method(s), system(s) and/or computer program product(s) may be
further operable to cause at
least one processor to execute additional instructions to: configure, using a
first RNG engine, a first randomized
attribute associated with a first aspect of the virtualized game world of the
first skill-based gaming session; cause the
skill-based gaming session to use the first randomized attribute of first
aspect of the virtualized game world to cause
the updated value of the first achievement metric of the first skill-based
gaming session conform with a first
specified probability distribution of payout awards.
Additional method(s), system(s) and/or computer program product(s) may be
further operable to cause at
least one processor to execute additional instructions to: configure, using a
first RNG engine, a first randomized
attribute associated with a first aspect of the virtualized game world of the
first skill-based gaming session; cause the
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skill-based gaming session to use the first randomized attribute of first
aspect of the virtualized game world to
influence a level of difficulty relating to the achieving of the first series
of in-game objectives during a first time
interval.
In at least some embodiments, a wager may be made (or placed) on the outcome
of a specific achievement
metric relating to the skill-based wager game and/or game level.
In at least some embodiments, the player's accomplishments or achievements of
one or more in-game
objectives during a given skill-based wager gaming session may be accumulated
to provide an achievement metric
(e.g. a Score) for that gaming session.
In at least some embodiments, skill-based wager games may be configured or
designed to include
achievement-based pay tables.
In at least some embodiments, upon completion of the game/level (e.g., gaming
session), the achievement
metric may be used to determine the payout amount(s) (if any) to be
distributed to the player (e.g., in accordance
with the payout criteria specified in the achievement-based pay table(s))
In at least some embodiments, the ability for the player to actually achieve
any given level of payout may
be at least partially influenced or controlled by the randomly generated
nature of the in-game achievement-based
opportunities available to the player during the gaming session.
In at least some embodiments, different types of weighted randomization
mechanisms may be used to drive
the introduction of randomized in-game object(s), obstacle(s), element(s),
event(s), variable(s) and/or condition(s)
into the gaming environment for influencing or controlling the player's
ability to achieve or satisfy one or more in-
game achievement objectives (e.g., relating to the achievement metric(s) used
for determining wager-based payouts)
which will be used to determine the amount of payout (if any) to be
distributed to the player.
In at least some embodiments, the introduction of randomized in-game
object(s), obstacle(s), element(s),
event(s), variable(s) and/or condition(s) during game play (for influencing or
controlling the player's ability to
achieve or satisfy one or more in-game achievement objectives relating to the
achievement metric(s) used for
determine wager-based payouts) may be used as an automated mechanism for
ensuring that the distribution of skill-
based wager game payout(s) across multiple different gaming sessions
predictably conforms with published win
probabilities, published pay table criteria, regulatory guidelines, and/or
other desired standards.
Various objects, features and advantages of the various aspects described or
referenced herein will become
apparent from the following descriptions of its example embodiments, which
descriptions should be taken in
conjunction with the accompanying drawings.
SPECIFIC EXAMPLE EMBODIMENTS
Various techniques will now be described in detail with reference to a few
example embodiments thereof as
illustrated in the accompanying drawings. In the following description,
numerous specific details are set forth in
order to provide a thorough understanding of one or more aspects and/or
features described or reference herein. It
will be apparent, however, to one skilled in the art, that one or more aspects
and/or features described or reference
herein may be practiced without some or all of these specific details. In
other instances, well known process steps
and/or structures have not been described in detail in order to not obscure
some of the aspects and/or features
described or reference herein.
One or more different inventions may be described in the present application.
Further, for one or more of
the invention(s) described herein, numerous embodiments may be described in
this patent application, and are
presented for illustrative purposes only. The described embodiments are not
intended to be limiting in any sense.
One or more of the invention(s) may be widely applicable to numerous
embodiments, as is readily apparent from the
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disclosure. These embodiments are described in sufficient detail to enable
those skilled in the art to practice one or
more of the invention(s), and it is to be understood that other embodiments
may be utilized and that structural,
logical, software, electrical and other changes may be made without departing
from the scope of the one or more of
the invention(s). Accordingly, those skilled in the art will recognize that
the one or more of the invention(s) may be
practiced with various modifications and alterations. Particular features of
one or more of the invention(s) may be
described with reference to one or more particular embodiments or figures that
form a part of the present disclosure,
and in which are shown, by way of illustration, specific embodiments of one or
more of the invention(s). It should be
understood, however, that such features are not limited to usage in the one or
more particular embodiments or figures
with reference to which they are described. The present disclosure is neither
a literal description of all embodiments
of one or more of the invention(s) nor a listing of features of one or more of
the invention(s) that must be present in
all embodiments.
Headings of sections provided in this patent application and the title of this
patent application are for
convenience only, and are not to be taken as limiting the disclosure in any
way. Devices that are in communication
with each other need not be in continuous communication with each other,
unless expressly specified otherwise. In
addition, devices that are in communication with each other may communicate
directly or indirectly through one or
more intermediaries. A description of an embodiment with several components in
communication with each other
does not imply that all such components are required. To the contrary, a
variety of optional components are
described to illustrate the wide variety of possible embodiments of one or
more of the invention(s).
Further, although process steps, method steps, algorithms or the like may be
described in a sequential order,
such processes, methods and algorithms may be configured to work in alternate
orders. In other words, any sequence
or order of steps that may be described in this patent application does not,
in and of itself, indicate a requirement that
the steps be performed in that order. The steps of described processes may be
performed in any order practical.
Further, some steps may be performed simultaneously despite being described or
implied as occurring non-
simultaneously (e.g., because one step is described after the other step).
Moreover, the illustration of a process by its
depiction in a drawing does not imply that the illustrated process is
exclusive of other variations and modifications
thereto, does not imply that the illustrated process or any of its steps are
necessary to one or more of the invention(s),
and does not imply that the illustrated process is preferred.
When a single device or article is described, it will be readily apparent that
more than one device/article
(e.g., whether or not they cooperate) may be used in place of a single
device/article. Similarly, where more than one
device or article is described (e.g., whether or not they cooperate), it will
be readily apparent that a single
device/article may be used in place of the more than one device or article.
The functionality and/or the features of a
device may be alternatively embodied by one or more other devices that are not
explicitly described as having such
functionality/features. Thus, other embodiments of one or more of the
invention(s) need not include the device itself.
Techniques and mechanisms described or reference herein will sometimes be
described in singular form for clarity.
However, it should be noted that particular embodiments include multiple
iterations of a technique or multiple
instantiations of a mechanism unless noted otherwise.
Currently existing slot machine technology is dated and lacking younger
demographics due to the same
format of gambling gameplay element displays. Problems with existing slot
machine and video-based casino gaming
technology include: the gambling gameplay display method, and the player
interaction method with the gambling
game elements using a slot machine.
Veteran gamblers (e.g., older gambler demographic age 50+) have been
accustomed to a standard set of
video gaming symbols (e.g., A, J, K, Q) which, for example, may be accompanied
with a multitude of additional
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themed symbols (e.g., animals, fantasy creatures, media personas, etc.)
presented on a series of wheels or drums.
Newer technology has made possible the use of digital display screens that
present the reels and symbols in a digital
format. Younger generations of gamblers (e.g., herein referred to as
"garners"), on the other hand, have been
accustomed to increasingly intense and graphically glorified 2D & 3D world
environments where an untold amount
of possibilities may arise. These gamers, who are used to fast paced,
energetic, and visually stunning games, feel that
the display method of the traditional slot machines are "boring." As for the
veteran gamblers, they feel that the fast
paced, new aged action, is "too much."
Veteran gamblers have experienced player interaction in a few different ways:
(1) a pull lever (2) a spin
button (3) interact with a touch screen. Gamers have experienced player
interaction in dozens of different ways, such
as, for example:
= gaming controllers (e.g., Nintendo, PlayStation, )(BOX, Wii)
= PC HIDs (e.g., mouse, trackball, keyboard)
= joysticks
= shooting apparatuses
= head & body gear (e.g., Victormaxx, Power Glove)
= etc.
Much like the comparison between gamers and gamblers in regards to gambling
gameplay display methods,
the results are similar. The younger players are "bored" whereas the older
players feel "intimidated."
In many existing casino venues, standard classic slot machines are deployed
which include an
electromagnetic mechanism with a "lever" interface device. Slot machines have
also evolved using video screens
and electronic push button interfaces, which are typically referred to as
"Hybrid Machines" that use a combination of
both the mechanical portion and video elements of both designs.
In light of the above, it may be desirable to create and/or implement "hybrid
arcade/wager-based games" or
"Gambling Arcade Games" which provide hybrid arcade-style, wager-based gaming
techniques which may more
suitably appeal to the Casino Gamer demographic. However, one significant
obstacle regarding such hybrid arcade-
style, wager-based gaming techniques is that they are often comprised of
new/different and complex back end
solutions that may require lengthy and costly processes of regulatory review
and approvals in many different gaming
jurisdictions.
One possible workaround to this significant obstacle is to configure/design a
hybrid arcade-style, wager-
based game such that it is compliant with currently approved wager-based
gaming regulatory standards such as, for
example, the well-known GLI standards, which have already been approved in
various gaming jurisdictions. One
example of a GLI standard is the GLI-11 standard version 3.0, Published
September 21, 2016 by Gaming
Laboratories International, LLC, the entirety of which is herein incorporated
by reference for all purposes.
For example, in one embodiment, a hybrid arcade-style, wager-based game may be
configured or designed
to provide an arcade-style gaming interface which enables a player to
participate in an arcade-style game at the
wager-based gaming machine. One or more events and/or activities performed by
the player (e.g., during play of the
arcade-style game) may automatically trigger an RNG wager-based event such as,
for example, one or more of the
following (or combinations thereof):
= the spinning of a virtual wager-based slot machine reel (e.g., which may
be configured or designed to be
compliant with the GLI standard(s));
= the spinning of a virtual wheel such as a roulette wheel or
"WheelofFortune"TM wheel;
= the throwing/rolling of one or more dice;
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= the dealing of one or more card(s);
= and/or other types of RNG-based video games of chance (preferably which
have been configured or
designed to be compliant gaming standards, rules and regulations).
Because the wager-based activities of the hybrid arcade-style, wager-based
game comply with currently
existing GLI standard(s) (and/or other national, regional, local gaming rules
and regulations), such hybrid arcade-
style, wager-based games may not require additional regulatory approval for
deployment in Casino venues.
Some benefits and advantages of the hybrid arcade/wager-based gaming
techniques described herein may
include, but are not limited to, one or more of the following (e.g., or
combinations thereof):
= Enabling the utilization of the same (e.g., proven/GLI approved) slot
machine back end and RNG for
gambling functionality.
= Enables new and unique ways to display a slot machine gambling game to
specific demographics based on
gameplay type and/or theme.
= May increase overall house gambling demographics, revealing untapped
markets, more profits, more coin-
ins & more "butts in seats."
= Hybrid arcade-style, wager-based games may be purposefully configured or
designed to avoid (or to not
require) any additional regulatory approval for deployment in Casino venues.
= Provides mechanisms to Casinos/gaming establishments for facilitating
achievement of desired minimum
wagering goals (e.g., overtime), such as those established by Casinos (e.g.,
Casino desires at least one
wager-based reel spin by a given player every 10 seconds).
= Etc.
In one embodiment, a hybrid arcade-style, wager-based game may be created by
combining a new and
different visual game representation with a new and different method of player
interaction on a slot machine. The
hybrid arcade-style, wager-based game may be configured or designed to provide
the assemblage of graphical
elements and gameplay features for portraying a visually different experience
while also providing the enhanced
method of player interaction via a particular Human Interface Device (e.g.,
HID), which is based on the theme/style
of the visually enhanced gambling game. For example, the game "Duck Hunt" uses
a gun controller where as "Super
Mario Bros." utilizes a D-pad multi-button controller as the HID. According to
different embodiments, either (or
both) of these arcade-style video games may be adapted (e.g., using the hybrid
arcade/wager-based gaming
techniques described and/or referenced herein) to function as hybrid
arcade/wager-based games. According to
different embodiments, one or more hybrid arcade/wager-based game(s) may also
be configured or designed to
include one or more of the following (or combinations thereof): graphical
elements (e.g., 2D and/or 3D) animations,
sound effects, programming, etc.
In some embodiments, the format of the hybrid arcade-style, wager-based game
may focus on "first person
shooter" type, arcade-style games such as, for example, "House of the Dead,"
"Area 51", "Lethal Enforcers", etc.
At least a portion of such games may feature a player character that
automatically moves on a "rail" system (e.g.,
automatically moving the player's character through different scenes of the
game, without requiring the player to
provide input for moving his/her game character), which allows the player to
concentrate his/her focus on shooting
the targets which appear throughout gameplay.
The format of the hybrid arcade-style, wager-based game may also focus on
other types of video and/or
arcade-style games such as, for example, one or more of the following (e.g.,
or combinations thereof):
= "non-linear" (e.g., open world) type video and/or arcade-style games such
as, for example, Grand Theft
Auto
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= "linear" type video and/or arcade-style games such as, for example, Half-
Life
= Massively multiplayer online "MMO" type video and/or arcade-style games
such as, for example, World of
Warcraft
= Role-playing game "RPG" type video and/or arcade-style games such as, for
example, Final Fantasy.
Such games may feature a player character that may be moved through the game
world via player
input,(e.g., HID), which allows for an increased sense of excitement through
gameplay by providing a multitude of
player-choice possibilities through a wide-array of path directions.
In some embodiments, the format of the hybrid arcade-style, wager-based game
may facilitate a gameplay
environment in which multiplayer functionality takes place. The multiplayer
gameplay may have multiple
"enrollment" aspects in which one, for example, particular player could be on
location at a casino playing a hybrid
arcade/wager-based game, while another (e.g., different) player could be at a
different location (e.g., at a different
location in the casino, at a different casino, at a different establishment
such as a home or office, etc.), concurrently
participating in the same hybrid arcade/wager-based game, but without
participating in any wagering aspect/portions
of hybrid arcade/wager-based game. A non-wagering game such as this is
commonly known as a "free to play"
game, in which the player is allowed to download and install said game on
their own devices, which then allows the
player progress through the game (e.g., which is no different than the wager
based counter-part) without taking place
in wager based events. Examples of some popular "free to play" games are,
"TERA", "Marvel Puzzle Quest",
"Planetside 2", etc. Gaming situations such as these may promote a "clicks to
bricks" outcome where a casino
property could promote at home users to "login over the weekend to play Super
Zombie Bash! Free! Come down to
the casino and play Super Zombie Bash for a chance to win big!" Such property
advertisement may entice more
patrons to visit the casino in order to "win big" on their favorite hybrid
arcade/wager-based game.
In some embodiments, different players concurrently participating in the same
hybrid arcade/wager-based
game may each separately configure his/her respective wagering
parameters/amounts, which may be different from
the wagering parameters/amounts configured by other game player-participants.
The various hybrid arcade/wager-based gaming techniques described herein may
be used to improve the
visual relationship between player and machine to increase player immersion
and facilitate longer more exciting
gambling durations without providing a completely new back-end delivery
structure. It also improves the player
method of interaction with the gambling game by allowing for a plethora of new
age interface devices to be coupled
with specific themed games (e.g., guns, joysticks, controllers, etc.).
Existing technology and gameplay, although
proven, is becoming dated and "not as fun" to younger players. The hybrid
arcade/wager-based gaming techniques
described herein may satisfy the younger demographics gameplay needs while
still satisfying the house and
regulatory needs by having the same foundation which has already been
tested/approved. The presentation of the
gaming elements are comprised in such a way where younger demographics may be
more compelled to gamble
while still allowing older demographics to understand and enjoy the experience
if they so desire to participate. The
hybrid arcade/wager-based gaming techniques described herein may also be
utilized for enabling enhanced slot
machine gambling with new and exciting twists, while still being compliant
with local/state/Federal gaming
regulations.
Walkthrough of Examples Hybrid Arcade/Wager-Based Game Embodiment(s)
The following example is intended to help illustrate some of the various types
of functions, operations,
actions, and/or other features which may be provided by the Hybrid
Arcade/Wager-Based Gaming System. At least
a portion of these various processes, procedures and activities may also be
illustrated and described with respect to
the flow diagrams of Figures 10-13.
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Initially, it is assumed that a player (e.g., or players) engages with a
hybrid arcade/wager-based gaming
device via standard method (e.g., inserting monetary amount), selects gameplay
and wagering options via button
panel (e.g., different "characters" equal different bet/wager amounts e.g. 1
line vs 30 lines), "shoots" moving
elements on the display (e.g., destroying a target qualifies as a triggering
event for causing initiation of a wager-
based event (e.g., initiating a wager-based spin of a virtual slot reel, which
collects a specified amount of wagered
credits), claims winnings/payouts (e.g., based on the outcome of the virtual
slot reel spin), and continues to "shoot"
until additional monetary amount is needed to continue play (e.g., out of
credits) and/or until player is satisfied with
gambling duration and decides to discontinue gameplay.
In some embodiments, the player character is on a "rail" (e.g., "House of the
Dead", "Area 51", "Lethal
Enforcers" one or more of which are classic arcade rail styled shooter games)
which does not allow for free range of
movement or choice of direction within the gaming environment (e.g., commonly
referred to as "game world" or
"game level").
The automated movement of the player's character is determined by the game's
functionality and whether
or not the player is actually playing (e.g., destroying zombies). By way of
illustration, let's envision a short animated
sequence ¨ the player's mercenary character kicks down a door and enters a
small maintenance room, Upon entering
the room he stops to make sure the environment is safe to move on, however, 5
NPC's (e.g., Non Player Characters)
heard the noise (e.g., from the door being kicked down) and have now
surrounded the mercenary and are beginning
to attack. Once the player character is in the room and surrounded, the rail
movement (e.g., kicking down the door
and walking into the room) stops. Once stopped, the player may use the game's
HID (e.g., an electro-mechanical
gun, which, for example, may be electronically tethered to the gaming device)
to shoot and destroy the 5 NPC's.
According to different embodiments, one or more different types of gameplay-
related triggering
event(s)/condition(s) may be defined for initiating a wager-based event to
occur during game play (e.g., execution of
wager-based slot reel spin may take place concurrently with or simultaneously
with the player's continued and active
participation in the arcade-style portion of the game). Examples of different
types of triggering event(s)/condition(s)
may include, but are not limited to, one or more of the following (e.g., or
combinations thereof):
= Pulling a trigger;
= Firing a shot with a gun or other weapon;
= Hitting a specified target;
= Destroying a specified virtual object;
= One or more character movements such as, for example, jumping, ducking,
punching, hitting, running,
sitting, etc.;
= An environmental object event, such as, for example, volcano eruption,
avalanche, earthquake, or sci-
fi/fantasy element (e.g., a strange alien world may harbor anti-matter pockets
and/or worm-holes in space-
time) and/or weather (e.g., "Lightning Strike" trigger);
= NPC or Boss event such as, for example, a mage or magic wielding character
casting a specific spell (e.g.,
Fire Flare bonus round), a boss summoning a group of minions during a battle
(e.g., Golden Goblin minions
with multipliers);
= Predetermined outcome via host application such as, for example, a
property may "credit/reward" a specific
patron by triggering an event (e.g., "Hot Seat bonus" etc.), and/or may
initiate an event based on a situation
deemed necessary for triggering such an event. (e.g., See, e.g., 1208, Fig.
12);
= A multiplayer and/or team and/or co-op event (e.g., similar to other
embodiments described and/or
referenced herein) in occurrence with multiple players and situations thereof;

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= And/or other types of event(s)/condition(s) may be defined for initiating
a wager-based event to occur
during game play.
Examples of different types of wager-based gaming events which may be
initiated may include, but are not
limited to, one or more of the following (e.g., or combinations thereof):
= spin of virtual slot reel (e.g., based on RNG)
= spin of roulette wheel
= throw of dice
= dealing of one or more cards
= pick & choose/find hidden item
= scramble elements/find hidden item
= "scratch off'/reveal hidden item
= a pachinko round
= "virtual" carnival/parlor events/spin of a wheel, etc.
= and/or other types of wager-based gaming events (e.g., or wager-based
games) known in the art and/or
described and/or referenced herein.
In at least one embodiment, it is preferable that the gameplay-related
triggering event(s)/condition(s) (e.g.,
for triggering initiation of a wager-based event to occur) relates to an event
which repeatedly occurs during the
player's active participation in the arcade-style portion of the game, such
as, for example: pulling of a trigger, firing
of a weapon, hitting an object/target, destroying and object, etc.
For example, in one embodiment, each time the player fires a shot (e.g., by
pulling a trigger of the gun-HID
device) during play of the arcade portion of the hybrid game, the system may
automatically initiate a wager-based
spin of a virtual slot reel. In other embodiments, each time the player
destroys a specified target (e.g., destroys a
zombie) during play of the arcade portion of the hybrid game, the system may
automatically initiate a wager-based
spin of the virtual slot reel.
In some embodiments, the hybrid arcade/wager-based game may be configured or
designed as a "rail
movement" type game, where the player's character is automatically moved
through various scenes of the game
(e.g., as if the player's character were riding on an automated rail or
transport). Rail movement advances the player's
character into next game world location. The rail movement durations may be
short, as to not interfere with quickly
repetitive and continuous shoot/spin gameplay situations. In some embodiments,
there may be stopping points of
play as well as regulated movement intervals which comply with then current
gambling regulations and/or local
casino gaming requirements/preferences (e.g., casino may deem it desirable
that play of the hybrid arcade/wager-
based game achieves at least 8 spins of virtual slot reel per minute). In at
least some embodiments, the hybrid
arcade/wager-based game may also be configured or designed to take into
account standard slot game feature
transition times, bonus round intro's, wild animations, etc., when determining
rail movements and sequence zones.
In some embodiments, if the player decides not to shoot or destroy the Non
Player Characters ("NPCs"), the
NPC's may eventually destroy the player character. In at least one embodiment,
when this occurs, the player
character may automatically rejuvenate (e.g., come to life again), and the
player may be provided with additional
opportunities to destroy the NPC's at the current visual gaming location
(e.g., level), before being allowed to
proceed to the next level. Thus it will be appreciated that, in at least some
embodiments, the hybrid arcade/wager-
based game may be configured or designed to provide a minimal/no cost of
failure (e.g., as compared with
traditional arcade-style video games where loss of lives/credits = game over).
Such techniques provide an advantage
of allowing a player to temporarily depart from the game (e.g., to order a
drink, have a smoke, etc.) as a traditional
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slot player might do. During such moments, play of the hybrid arcade/wager-
based gaming device may be
considered to be in an idle state. However, in some embodiments, even though
the hybrid arcade/wager-based game
may provide idle benefits, the game may continue to display or impart a visual
sense of urgency to
promote/stimulate gameplay (e.g., zombies continue to attack player character
during idle game state).
According to different embodiments, different hybrid arcade/wager-based games
may be configured or
designed to include at least one arcade-style game play portion and at least
one wager-based game play portion.
Examples of various arcade-style games or arcade-style themes which may be
used in implementing the arcade-style
game play portion of the hybrid arcade/wager-based game may include, but are
not limited to, one or more of the
following (or combinations thereof):
= "First person shooter" type, arcade-style games such as, for example, "House
of the Dead," "Area 51",
"Lethal Enforcers".
= "Non-linear" (e.g., open world) type video and/or arcade-style games such
as, for example, Grand Theft
Auto.
= "Linear" type video and/or arcade-style games such as, for example, Half-
Life.
= Massively multiplayer online "MMO" type video and/or arcade-style games such
as, for example, World of
Warcraft.
= Role-playing game "RPG" type video and/or arcade-style games such as, for
example, "Final Fantasy".
= Racing / Driving arcade style game(s) (e.g., Cars, boats, planes etc.).
= Sports-themed arcade style game(s) (e.g., Football, Baseball, downhill
skiing, etc.).
= Challenge arcade style game(s) (e.g., Archery, Darts, Hunting, Shooting,
etc.).
= Recreation arcade style game(s) (e.g., Horseshoes, Croquet, Fishing
etc.).
= TV-themed arcade style game(s).
= And/or other types of arcade-style games.
Examples of various wager-based games or wager-based themes which may be used
in implementing the
wager-based game play portion of the hybrid arcade/wager-based game may
include, but are not limited to, one or
more of the following (or combinations thereof):
= Spin of virtual slot reel (e.g., based on RNG). Examples of these types
of wager-based games of chance
include the RNG-based virtual slot games.
= Throw of virtual dice. An example of this type of wager-based game of
chance includes the RNG-based
virtual dice game.
= Spin of a virtual roulette wheel or other type of wheel (such as, for
example, "Wheel of Fortune").
Examples of these types of wager-based games of chance include the RNG-based
virtual roulette game, and
the RNG-based "Wheel of Fortune" game.
= Dealing of one or more virtual cards.
= Pick & choose/find hidden item.
= Scramble elements/find hidden item.
= "Scratch off'/reveal hidden item.
= A pachinko-type game.
= A bingo-type game.
= "Virtual" carnival/parlor events/spin of a wheel, etc.
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= And/or other types of RNG-based games of chance known in the art and/or
described and/or referenced
herein.
According to different embodiments, different types of electronic gaming
machine cabinets may be
configured with different human interface devices ("HIDs") for enabling
players/participants to engage in one or
more of the hybrid arcade/wager-based gaming activities described and/or
referenced herein. Examples of different
human interface devices ("HIDs") may include, but are not limited to, one or
more of the following (or combinations
thereof):
= Touchscreen interfaces
= Mechanical Buttons
= Gun, Pistol, Shooting Device
= Mechanical Joystick
= Gaming Controller such as, for example, remote gaming controllers similar
to those used for XBoxTM,
PlaystationTM, WiiTM, etc.
= Mechanical vehicle components such as, for example, vehicle steering
wheel, gear shift, gas pedal, brake
pedal, clutch pedal, etc.
= And/or other types of HIDs described and/or referenced herein and/or
commonly known.
EXAMPLE HYBRID ARCADE/WAGER-BASED GAME GUIs AND PROCEDURES
Figures 10-13 illustrate various example embodiments of different Hybrid
Arcade/Wager-Based Gaming
procedures and/or procedural flows which may be used for facilitating
activities relating to one or more of the
Hybrid Arcade/Wager-Based Gaming aspects disclosed herein.
Figure 15 illustrates an example screenshots of a hybrid arcade/wager-based
game GUIs which may be used
for facilitating activities relating to one or more of the Hybrid Arcade/Wager-
Based Gaming aspects disclosed
herein. In at least one embodiment, at least a portion of the GUIs may be
configured or designed for use at one or
more mobile devices and/or at one or more casino gaming machines.
According to different embodiments, at least a portion of the various types of
functions, operations, actions,
and/or other features provided by the Hybrid Arcade/Wager-Based Gaming
Procedures of Figures 10-13 may be
implemented at one or more client systems(s), at one or more System Servers
(s), and/or combinations thereof.
In at least one embodiment, one or more of the Hybrid Arcade/Wager-Based
Gaming procedures may be
operable to utilize and/or generate various different types of data and/or
other types of information when performing
specific tasks and/or operations. This may include, for example, input
data/information and/or output
data/information. For example, in at least one embodiment, the Hybrid
Arcade/Wager-Based Gaming procedures
may be operable to access, process, and/or otherwise utilize information from
one or more different types of sources,
such as, for example, one or more local and/or remote memories, devices and/or
systems. Additionally, in at least
one embodiment, the Hybrid Arcade/Wager-Based Gaming procedures may be
operable to generate one or more
different types of output data/information, which, for example, may be stored
in memory of one or more local and/or
remote devices and/or systems. Examples of different types of input
data/information and/or output data/information
which may be accessed and/or utilized by the Hybrid Arcade/Wager-Based Gaming
procedures may include, but are
not limited to, one or more of those described and/or referenced herein.
In at least one embodiment, a given instance of the Hybrid Arcade/Wager-Based
Gaming procedures may
access and/or utilize information from one or more associated databases. In at
least one embodiment, at least a
portion of the database information may be accessed via communication with one
or more local and/or remote
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memory devices. Examples of different types of data which may be accessed by
the Hybrid Arcade/Wager-Based
Gaming procedures may include, but are not limited to, one or more of those
described and/or referenced herein.
According to specific embodiments, multiple instances or threads of the Hybrid
Arcade/Wager-Based
Gaming procedures may be concurrently implemented and/or initiated via the use
of one or more processors and/or
other combinations of hardware and/or hardware and software. For example, in
at least some embodiments, various
aspects, features, and/or functionalities of the Hybrid Arcade/Wager-Based
Gaming procedures may be performed,
implemented and/or initiated by one or more of the various systems,
components, systems, devices, procedures,
processes, etc., described and/or referenced herein.
According to different embodiments, one or more different threads or instances
of the Hybrid
Arcade/Wager-Based Gaming procedures may be initiated in response to detection
of one or more conditions or
events satisfying one or more different types of minimum threshold criteria
for triggering initiation of at least one
instance of the Hybrid Arcade/Wager-Based Gaming procedures. Various examples
of conditions or events which
may trigger initiation and/or implementation of one or more different threads
or instances of the Hybrid
Arcade/Wager-Based Gaming procedures may include, but are not limited to, one
or more of those described and/or
referenced herein.
According to different embodiments, one or more different threads or instances
of the Hybrid
Arcade/Wager-Based Gaming procedures may be initiated and/or implemented
manually, automatically, statically,
dynamically, concurrently, and/or combinations thereof. Additionally,
different instances and/or embodiments of the
Hybrid Arcade/Wager-Based Gaming procedures may be initiated at one or more
different time intervals (e.g.,
during a specific time interval, at regular periodic intervals, at irregular
periodic intervals, upon demand, etc.).
In at least one embodiment, initial configuration of a given instance of the
Hybrid Arcade/Wager-Based
Gaming procedures may be performed using one or more different types of
initialization parameters. In at least one
embodiment, at least a portion of the initialization parameters may be
accessed via communication with one or more
local and/or remote memory devices. In at least one embodiment, at least a
portion of the initialization parameters
provided to an instance of the Hybrid Arcade/Wager-Based Gaming procedures may
correspond to and/or may be
derived from the input data/information.
For purposes of illustration, an example walk-through of a specific embodiment
of a hybrid arcade/wager-
based game will now be described by way of example with reference to the
Figures 10-13.
It is to be noted that, although various process steps, method steps,
algorithms or the like may be described
in a sequential order, such processes, methods and algorithms may be
configured to work in alternate orders.
Accordingly, any sequence or order of steps that may be described in this
patent application does not, in and of itself,
indicate a requirement that the steps be performed in that order. The steps of
described processes may be performed
in any order practical. Further, some steps may be performed simultaneously
despite being described or implied as
occurring non-simultaneously (e.g., because one step is described after the
other step). Moreover, the illustration of a
process by its depiction in a drawing does not imply that the illustrated
process is exclusive of other variations and
modifications thereto, does not imply that the illustrated process or any of
its steps are necessary to one or more of
the invention(s), and does not imply that the illustrated process is
preferred.
Figure 10 shows an illustrative example of an embodiment of a Hybrid Arcade-
Wager Gaming Procedure
1000. As illustrated in the example embodiment of Figure 10, the Hybrid Arcade-
Wager Gaming Procedure may
facilitate, enable, initiate, and/or perform one or more of the following
operation(s), action(s), and/or feature(s) (or
combinations thereof):
= Identify Player 1002.
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= Identify Hybrid Arcade-style, Wager-based Game for Player participation
1004.
= Accept cash/credit in 1006.
= Enable player to configure/reconfigure wagering parameters1008.
Reconfigure wagering parameters during
continued game play, if desired.
= Initiate/continue Play of Hybrid Arcade-style, Wager-based Game 1010.
Continue play of game (if start of
game already initiated).
= Player participates in arcade-related portion of game 1012, which
corresponds to the non-wager based
portion of the hybrid arcade/wager-based game.
= Monitor occurrences of in-game activities, event(s) and/or achievement(s)
during play of arcade-related (or
non-wager based) portion of game 1013. This may include, for example, one or
more of the following (or
combinations thereof):
o One or more achievements earned/not earned by the player during game
play.
o One or more objectives accomplished/not accomplished by the player during
game play.
o Increases/decreases relating to player's total game score (e.g., relating
to non-wager based portion of
game).
o "Points" and/or "accrued variables" earned by the player during game
play.
o Time required for player to accomplish one or more in-game tasks or
objectives.
o Actions performed by the player's in-game character during game play.
o Interaction(s) between the player's in-game character and other in-game
objects, NPCs, player
characters, etc.
o Etc.
= Sequence of in-game activities, event(s) and/or achievement(s) detected
satisfying criteria for initiating
wager-based game event 1014? For example, according to different embodiments,
different sets of criteria
may specify that a wager-based triggering event occurs when one or more of the
following sequences of
event(s)/activities occurs in-game:
o Specified number (n) of NPCs killed or destroyed (e.g., separate wager-
based triggering event occurs
each time 3 zombies killed).
o Specified number (n) of Wagering Objects collected by player's character
(e.g., separate wager-based
triggering event occurs each time 2 Wagering Objects collected by player's
character).
o Specific achievements satisfied or accomplished in non-wager-based portion
of game. (e.g., separate
wager-based triggering event occurs each time player's character links 3 or
more jewels together).
o Other sequences of in-game activities, event(s) and/or achievement(s)
= If yes at 1014, Initiate Wager-Based Game Event Procedure(s) (1016)
(e.g., Fig 11) while concurrently
enabling player to continue play of arcade-related portion of game. By way of
illustration:
o Initiate wager-based virtual slot reel spin in response to successful NPC
hit/destruction, concurrently
while player continues to engage in play of arcade-related portion of game.
o Initiate wager-based virtual slot reel spin in response to Player's
character collecting "Wagering Ring"
or "Gold Award Object" concurrently while player continues to engage in play
of arcade-related
portion of game.
o Initiate wager-based virtual slot reel spin in response to player achieving
an objective in the non-wager-
based portion of the hybrid arcade/wager-based game, concurrently while player
continues to engage in
play of arcade-related portion of game.

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= Display outcome of wager-based event and updated information relating to
distribution of monetary
payouts and non-monetary payouts1018. e.g., Display outcome of virtual slot
reel spin and update player's
credits based on payout from virtual slot reel spin. In some embodiments,
depending upon the wager-based
game event outcome, one or more non-monetary payouts may also be distributed
(e.g., within the non-
wager-based portion of the hybrid arcade/wager-based game).
= Continue play of arcade-related portion of game 1020?
= If yes to 1020, change/update wagering parameters 1026?
= If no to 1020, end arcade-related portion of game.
= If yes to 1026, present opportunity to change wager parameters 1008, and
continue game play 1010.
= If no to 1026, Player continues to participate in arcade-related portion of
game 1012.
Figure 11 shows an illustrative example of a Wager-Based Event Procedure 1100
in accordance with a
specific example embodiment. In at least one embodiment, the Wager-Based Event
Procedure 1100 may be initiated
or implemented concurrently during hybrid arcade/wager-based game play,
allowing player to seamlessly continue
arcade-style game play while wagering event is executed and outcome
determined. As illustrated in the example
embodiment of Figure 11, the Wager-Based Event Procedure may facilitate,
enable, initiate, and/or perform one or
more of the following operation(s), action(s), and/or feature(s) (or
combinations thereof):
= Determine wager-based gaming event to execute, and determine wager
amount(s) 1102.
= Collect wager amount 1104. For example, collect one credit.
= Initiate execution of wager-based gaming event 1106. For example,
initiate spin of RNG-based virtual slot
reels.
= Determine wager-based gaming event outcome 1108. For example, determine
outcome of virtual slot reel
spin.
= Access pay table information 1009. According to different embodiments,
the pay table information may
specify different payout amount(s) to be distributed to Player based on the
outcome of the wager-based
game event. In some embodiments, the payout amount(s) may be affected by, or
influenced by, one or more
aspects relating to the player's in-game activities, performance,
achievements, accomplishments, earned
points, etc. which occur (and/or do not occur) during play of the non-wager
based portion of the game.
= Determine monetary and non-monetary payout amount(s)/type(s) (if any)
based on outcome of wager-based
gaming event 1110. According to different embodiments, depending on the wager-
based game event
outcome, monetary payouts and/or non-monetary-payouts may be identified for
distribution.
= Distribute monetary and non-monetary payout(s) as appropriate 1112. For
example, distribute any monetary
payout(s) (e.g., credits) and/or non-monetary payouts due to player based on
outcome of virtual slot reel
spin.
Figure 13 shows an illustrative example of a Predetermined RNG Hybrid Arcade-
Wager Gaming Procedure
1300 in accordance with a specific example embodiment. As illustrated in the
example embodiment of Figure 13, the
Predetermined RNG Hybrid Arcade-Wager Gaming Procedure may facilitate, enable,
initiate, and/or perform one or
more of the following operation(s), action(s), and/or feature(s) (or
combinations thereof):
= Identify Player 1302.
= Identify Hybrid Arcade-style, Wager-based Game for Player participation
1304.
= Accept cash/credit in 1306.
= Configure/Reconfigure wagering parameters 1308. Reconfigure wagering
parameters during continued
game play, if desired
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= Initiate/continue Play of Hybrid Arcade-style, Wager-based Game 1310.
Continue play of game (if start of
game already initiated).
= Identify one or more in-game event(s) which may occur during play of the
non-wager based game portion,
and link a respective predetermined wager-based game event outcome to each
identified in-game event
1312. In at least one embodiment, this may involve generating or acquiring a
respective, predetermined
outcome (e.g., RNG-based outcome) for one or more identified in-game event(s).
For example, in the
zombie-themed hybrid arcade/wager-based game, each spawned NPC may have
associated therewith a
respective RNG-based game of chance outcome, which has been determined before
the initiation of the
associated RNG-based game of chance (e.g., before spin of virtual slot reels),
and which has been
determined before a wager-based triggering event has occurred in association
with that particular NPC.
However, in at least some embodiments, the hybrid arcade/wager-based game may
be configured or
designed to prevent the player from being aware that the outcome of the wager-
based game of chance has
been predetermined. In such embodiments, even though the outcome of the wager-
based game of chance
has been predetermined, the hybrid arcade/wager-based game may be configured
or designed to lead the
player to believe that the outcome of the wager-based game of chance was
determined after the occurrence
of the wager-based triggering event, and subsequent execution of the wager-
based game of chance.
= Player participates in arcade-related portion of game 1314, which
corresponds to the non-wager based
portion of the hybrid arcade/wager-based game.
= Wager-based triggering event detected in connection with an identified in-
game event 1318? For example,
in at least one embodiment, the gaming device may be configured or designed to
monitor activities in the
entertainment portion (e.g., non-wager-based portion) of the hybrid
arcade/wager-based game for
occurrences of in-game event(s) which qualify as wager-based triggering
event(s). In one embodiment, if
an occurrence of an in-game event is detected, the gaming device may determine
whether or not the
occurrence of the detected in-game event qualifies as a wager-based triggering
event. For example, the
killing or destruction of an NPC in a zombie-themed hybrid arcade/wager-based
game may correspond to
an in-game event which qualifies as a wager-based triggering event.
= If it is determined that the occurrence of the second in-game event
qualifies as a wager-based triggering
event, the gaming device may initiate 1320 a wager-based game event in
response to the detection of the
wager-based triggering event, concurrently while allowing the player to
continue to participate in arcade-
related portion of game. For example, in at least one embodiment, when a wager-
based triggering event
occurs in the arcade (e.g., non-wager-based) portion of the hybrid
arcade/wager-based game, the hybrid
arcade/wager-based game may respond by automatically initiating a wager-based
game event such as, for
example, initiating wager-based spin of a set of virtual slot reels, while
concurrently enabling the player to
continue game play of the arcade-related portion of game. In at least one
embodiment, the process of
initiating a wager-based game event may include:
o automatically identifying an amount to be wagered on the outcome of the
wager-based game event; and
o automatically using funds from the player's account to initiate and fund
a wager (for the identified
wager amount) on the outcome of the wager-based game event.
= Reveal outcome of wager-based game event to be the predetermined outcome
linked to the identified in-
game event which triggered initiation of the wager-based game event. Calculate
and display updated
information relating to monetary and/or non-monetary
payouts/credits/distributions (if any).
= Continue play of arcade-related portion of game 1330?
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= If yes to 1330, change/update wagering parameters 1325?
= If no to 1330, end arcade-related portion of game.
= If yes to 1325, present opportunity to change wager parameters 1308, and
continue game play 1310.
= If no to 1325, Player continues to participate in arcade-related portion
of game 1310.
In at least some embodiments where hybrid arcade/wager-based games are
deployed in casino/regulated
environments in which voluntary and/or mandatory rules/regulations are imposed
(e.g., based on GLI standards,
specific jurisdiction rules/regulations, and/or casino rules/regulations), one
or more mechanisms may be
implemented (see, e.g., Figure 12) to cause wager-based game events to be
initiated or triggered in a manner which
conforms with governing rules/regulations. For example, according to different
embodiments, a hybrid
arcade/wager-based game may be configured or designed to automatically create
conditions for a wager-based
triggering event to occur in situations where there is lack of player input
while credits are present, and gameplay is
expected. In other embodiments, one or more hybrid arcade/wager-based games
may be configured or designed to
automatically cause wager-based game events to be initiated or triggered in
accordance with specifically defined
rules and/or criteria such as, for example, one or more of the following (or
combinations thereof):
= One wager-based event (e.g., virtual reel spin) about every 10 seconds (or
sooner);
= 6 wager-based events (e.g., 6 separate reel spins) w/in 30 seconds);
= 10 wager-based events (e.g., 10 separate reel spins) during each level of
game play);
= Etc.
Additionally, in at least some embodiments, a player character's game world
movement may be
automatically controlled or influenced (e.g., via rail style, programmatically
controlled gameplay destination paths,
predetermined (and/or player-selectable) gameplay destination paths, etc.) to
cause, satisfy, or achieve one or more
identified or predefined goals/objectives. At least a portion of such
goals/objectives may be defined by or generated
by the hybrid arcade/wager-based game software and/or by local
rules/regulations governing play of the hybrid
arcade/wager-based game (e.g., in contrast to goals/objectives defined by the
player). Additionally, in at least some
embodiments, a player character's game world movement may also be
automatically controlled or influenced so as
to avoid the need for player input, and/or so as to avoid the need for
providing specific HID hardware. For example,
in one embodiment, a player character's game world movement may be
automatically controlled or influenced in a
manner which enables the player to interact with the gameplay elements via
existing gaming cabinet hardware such
as, for example, button panels, touchscreens, etc. In a controlled movement
setting, the player may see their
character travel a short distance on a game world map before engaging in a
battle, similar to the Zombie Rail Shooter
mentioned in previous embodiments where short automated movement zones offer a
quick "break" in
action/wagering events (e.g., to thereby cause the game to be in conformance
with standards governing the
occurrence of wager-based game events, which may be imposed by local
rules/regulations).
Figure 12 shows an illustrative example of a Wager-Based Event Monitoring and
Adjustment Procedure
1200 in accordance with a specific example embodiment. As illustrated in the
example embodiment of Figure 12, the
Wager-Based Event Monitoring and Adjustment Procedure may facilitate, enable,
initiate, and/or perform one or
more of the following operation(s), action(s), and/or feature(s) (or
combinations thereof):
= Identify Hybrid Arcade-style, wager-based Game, and player/participant
for analysis 1202.
= Monitor activity of identified Hybrid Arcade-style, wager-based Game
1204.
= Does number of wager-based gaming event(s) occurring in identified game
(e.g., during specified time
period) meet minimum specified threshold criteria 1206?
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= If no to 1206, modify arcade portion of game to cause an increase in
occurrence of triggering
event(s)/condition(s) for initiating wager-based event(s) during game play
1208. For example, in one
embodiment, a minimum specified threshold criteria may be configured by the
Casino such as, for example,
one or more of the following (or combinations thereof):
o One wager-based event (e.g., virtual reel spin) about every 10 seconds
(or sooner);
o 6 wager-based events (e.g., 6 separate reel spins) w/in 30 seconds);
o 10 wager-based events (e.g., 10 separate reel spins) during each level of
game play);
o Etc.
= If yes to 1206, game over for identified player/participant 1210?
= If no to 1210, continue to monitor activity of identified hybrid arcade-
style, wager-based Game 1204.
In a case where such games are featured in a casino/regulated environment,
there may be a need to initiate
or trigger a gambling event based on (e.g., GLI standards and/or specific
jurisdiction guidelines) "lack of player
input while credits are present and gameplay is expected (e.g., 1208, Fig 12).
Also, a player characters game world
movement may be automatically controlled (e.g., rail style and/or
programmatically controlled predetermined (e.g.,
and/or selectable) gameplay destination paths) as to not facilitate the need
for a specific HID, wherein the player
could interact with the gameplay elements via current methods (e.g., button
panel and/or touchscreen). In a
controlled movement setting, the player may see their character travel a short
distance on a game world map before
engaging in a battle, similar to the Zombie Rail Shooter mentioned in previous
embodiments where short automated
movement zones offer a quick "break" in action/wagering events (e.g.,
conforming to regulatory spins per minute).
Figure 15 shows a screenshot of an example embodiment of a Hybrid Arcade/Wager-
Based Game GUI
1500 which may be used for facilitating game play and wagering activities
relating to one or more of the hybrid
arcade/wager-based gaming aspects disclosed herein. More specifically, Figure
15 shows an example screenshot of
hybrid arcade/wager-based game GUI based on concept of a second person shooter
zombie game.
In the specific example embodiment of Figure 15 it is assumed that the hybrid
arcade/wager-based game
corresponds to a second person shooter zombie game. According to different
embodiments, the Hybrid
Arcade/Wager-Based Game GUI 1500 may be configured or designed to display
graphics, animation, images, video,
text, and/or other types of content such as, for example, one or more of the
following (or combinations thereof):
= Player character/avatar content (e.g., 1512). As illustrated in the
example embodiment of Figure 15, this
may include an image of the character, a description of the character (e.g.,
Class A Merc.), and other
characteristics associated with the character such as, for example, character
classification, skill level,
strength, speed, power, knowledge, weapons, bet/wager multiplier value (e.g.,
30x per kill), etc.
= Wagering content (e.g., 1514). In the specific example embodiment of
Figure 15, the wagering content
1514 includes a wager value (e.g., $0.01) representing an amount to be
automatically wagered for each
wager-based event which occurs during play of the hybrid arcade/wager-based
game.
= Player credit information (e.g., 1516, 1524, 1522). In the specific example
embodiment of Figure 15, a
second portion of player credit information 1524 may indicate recent credit(s)
(e.g., "+4,720") awarded to
the player (e.g., based on recent wager-based event), and a second portion of
player credit information 1516
may indicate the player's current amount of total credits (e.g., 106,320
credits).
= Wager-based event outcome information (e.g., 1522). In the specific
example embodiment of Figure 15,
the wager-based event outcome information 1522 shows an amount of credits
awarded to the player based
on the most recent wager-based game event which was initiated and executed
during play of the hybrid
arcade/wager-based game.
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= Player character health status information (e.g., 1542).
= Player character ammunition status information (e.g., 1544).
= Player score information (e.g. 1530, 1532). In at least one embodiment, a
second portion of player score
information 1530 may represent the player's current total score achieved
during the hybrid arcade/wager-
based game play session. In at least one embodiment, a second portion of
player score information 1532
may represent the player's score or award which has been awarded to the player
based on a game play event
activity and/or outcome achieved during the hybrid arcade/wager-based game
play session.
= Scene/Background Graphics (e.g., 1529)
= NPC graphics/content (e.g., 1528)
In the specific example embodiment of Figure 15, a classic styled slot game
(e.g., 1520) comprising 3
virtual slot reels is displayed, and configured or designed to offer a 1 line
setup. In the specific example embodiment
of Figure 15, the hybrid arcade/wager-based game is configured or designed to
use different player characters (e.g.,
"mercenaries", 1512) as bet multipliers. For example, as illustrated in the
example embodiment of Figure 15, the
player may use the gaming device button panel to choose a wager amount
"weapon" or "character" to use, say, an
armored mercenary game character (e.g., 1512, Fig. 15) wielding a shotgun
(e.g., equivalent to a 30 line max bet). A
bet multiplier of "30" (e.g., 30x) is associated with Class A Mercenary
character 1512. Additionally, as illustrated in
the example embodiment of Figure 15, the wagering denomination is $0.01 (e.g.,
1514). Accordingly, since the
selected game character/weapon (e.g., 1512) is configured to correspond to a
30x wager of the wagering
denomination, this is equivalent to a $0.30 wager per kill (e.g., a $0.30
wager per kill of each NPC). Thus, for
example, in the specific example embodiment of Figure 15, when the player
destroys NPC 1529, this event may
qualify as a wager-based triggering event, which may cause the gaming machine
to automatically place and initiate
(using the player's funds) a $0.30 wager at the wager-based portion of the
game (e.g., $0.30 wager automatically
initiated at the slot game 1520). In some embodiments, the wager-based portion
of the game is implemented as a
RNG-based game of chance (e.g., such as a slot reel spin, roulette wheel spin,
dice roll, etc.). In some embodiments,
the outcome of the wager-based game event is determined after the wager-based
triggering event has occurred. In
other embodiments, as described in greater detail herein, the outcome of the
wager-based game event is determined
before the wager-based triggering event has occurred, but not revealed until
after the wager-based triggering event
has been initiated. In the specific example embodiment of Figure 15, it is
assumed that the outcome of the wager-
based slot game 1520 results in the player winning 4,720 credits (1122), which
may be automatically distributed to
the player's account. In at least some embodiments, credits won by the player
during play of the hybrid
arcade/wager-based game may be converted into cash or other forms of monetary
currency or credit.
GAMING AND WAGERING TECHNIQUES RELATING TO SKILL-BASED GAMING EMBODIMENTS
As described in greater detail herein, various aspects of the present
disclosure are directed to different
gaming, wagering, and paytable techniques relating to skill-based, wager-based
games ("skill-based wager games"),
which, for example, may be deployed at different casino establishments. In at
least some embodiments, one or more
of the hybrid arcade/wager-based game embodiments described herein may be
adapted, modified, configured and/or
designed to function as a skill-based wager game. For example, according to
different embodiments, one or more
hybrid arcade/wager-based games may be configured or designed such that the
outcomes and/or paytables of the
wager-based game events are, at least partially, dependent on, or influenced
by, the level of skill of the player. An
example of one such embodiment is illustrated and described with respect to
the Achievement-Based Gaming and
Wagering Procedure of Figure 16. Alternatively, other embodiments of hybrid
arcade/wager-based games may be
configured or designed to include both skill-based wager game portion(s) and a
non-skill based wager game (e.g.,

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RNG-based wager game) portion(s). An example of one such embodiment is
illustrated and described with respect to
the Skill-Based HAWG Procedure of Figure 17.
EXAMPLE SKILL BASED WAGER GAMING EMBODIMENTS
Traditionally, many of today's various gaming jurisdictions have prohibited
wagering on skill-based games
such as arcade-type games, video console games (e.g., XBOX, PlayStation, Wii,
etc.), and/or other gaming platforms
in which a player's relative skill at playing the game affects the game's
paytable and/or affects the probability that
the player will receive a winning payout. However, more recently, some gaming
jurisdictions (including the state of
Nevada, for example) have begun to introduce new rules and regulations for
permitting skill-based, wager-based
gaming. In light of these recent developments with respect to skill-based
wager gaming, a number of different skill-
based wager games and skill-based paytable embodiments are described herein.
For example, one skill-based, wager-based gaming technique is directed to a
skill-based wager game which
has been configured or designed to provide a look and feel of game play
similar to that of a typical arcade-type
game. The player puts in an amount of money to earn a credit. The player uses
that credit to start the game. When
the player has been defeated, or when gameplay is deemed to be "ended", the
player may use another credit to
continue or to play again. According to different embodiments, there are a
number of different ways that a player
may wager and win money playing the skill-based, wager-based game, examples of
which are briefly described
below.
Example Skill-Based Wager Gaming Embodiment A:
According to different embodiments, one or more skill-based wager games may be
configured or designed
to utilize "skill-based" or "achievement-based" paytables (or "payout tables")
whereby the odds, awards, and/or
payout(s) of one or more wager-based game events relating to the skill-based
wager game are at least partially based
on, or dependent on one or more of the following (or combinations thereof):
= The level of skill of the player.
= The performance of the player during game play.
= One or more achievements earned/not earned by the player during game play.
= One or more objectives accomplished/not accomplished by the player during
game play.
= The player's game score (e.g., score relating to non-wager based portion
of game).
= "Points" and/or "accrued variables" earned by the player during game
play.
= Player's hand/eye coordination.
= Time required for player to accomplish one or more in-game tasks or
objectives.
= Number of wager-based game events initiated by player during one or more
time intervals.
= Total amount wagered by player during one or more time intervals.
= Player's specified wager denomination or wager amount (e.g., per wager-
based game event).
= Player's relative performance of one or more in-game activities as
compared to the performances of other
players.
= And/or other factors where the player's skillful input may influence or
affect the outcomes, odds, awards,
and/or payout(s) of one or more wager-based game events associated with the
skill-based wager game.
For example, in some embodiments, one or more skill-based, wager-based games
may be configured or
designed to utilize a predefined score or a predefined set (or list) of scores
with a respective monetary award or
payout value associated with each different predefined score. For example, in
some embodiments, a casino (or game
host) may establish a predefined score or a predefined set (or list) of scores
with a respective monetary award or
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payout value associated with each different predefined score. If the player
achieves or earns a score (e.g., during
game play of the skill-based, wager-based game) which falls within the range
of one of the predefined scores (e.g.,
Predefined Score A <= Player's Score < Predefined Score B), the player may be
awarded a monetary payout amount
associated with the appropriate predefined score (e.g., Predefined Score A, in
this example) at the end of the game
(or at the end of that round or level of game play).
By way of illustration, assume that a casino establishes a PAY TABLE A which
includes a list of
predefined scores and respective payout awards for a pinball games as follows:
PAY TABLE A
= 500,000 wins $1,
= 1,000,000 wins $5,
= 2,000,000 wins $50, and
= 3,000,000 wins $100.
If a player plays the pinball game, and achieves a score of 2,156,200 they
would win $50 in this example.
In some embodiments, the player may receive a cash payout. In other
embodiments, the player may receive the
monetary payout in the form of credits. For example, if one casino credit was
set to be equivalent to $1, the player
may receive 50 credits at the pinball game, which may be used to fund
subsequent gameplay, and/or which may be
cashed out or redeemed for cash.
In other embodiments, the casino may be able to define multiple different "pay
tables" in which the
associated payout(s) may be at least partially dependent upon on how much the
player spends per credit. For
example, in one embodiment, the example PAY TABLE A (above) may be applicable
to pinball gaming sessions in
which the player has elected to wager $1 per credit.
In other embodiments, multiple different pay tables may be provided and used
to determine different payout
amounts based on the initial amounts wagered or on the respective monetary
value(s) associated with a credit. For
example, in one embodiment, multiple different pay tables (e.g., Pay Tables B
1, B2) may be associated with
different pinball gaming sessions in which a player (or multiple players)
has/have elected to wager $0.25/credit,
$5/credit, etc. For example, as illustrated by the Pay Tables Bl, B2 below,
Pay Table B1 specifies a second set of
payout criteria to be used for determining payouts in pinball games involving
$0.25/credit wagers, and Pay Table B2
specifies a second set of payout criteria to be used for determining payouts
in pinball games involving $5/credit
wagers.
PAY TABLE B1 (1 credit = $0.25)
= 500,000 wins $0.25,
= 1,000,000 wins $1,
= 2,000,000 wins $2.50,
= 3,000,000+ wins $10.
PAY TABLE B2 (1 credit = $5)
= 500,000 wins $1,
= 1,000,000 wins $10,
= 2,000,000 wins $50,
= 3,000,000+ wins $100.
In at least some embodiments, it may be preferable to tie in (or factor in) a
difficulty parameter setting
which may be individually configured for each respective win value. For
example, relative difficulty of
accumulating points during game play may be higher for higher payout amounts,
as compared to that of relatively
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lower payout amounts. By way of illustration, the relative difficulty of
accumulating points in a $5/credit game may
be higher than the relative difficulty of accumulating points in a
$0.25/credit game.
According to different embodiments, multiple different types of difficulty
parameters may be configured for
a given skill-based, wager-based game. For example, one type of difficulty
parameter may relate to game play
difficulty, which, for example, may influence the degree of difficulty for
satisfying or completing in-game tasks,
objectives, events, conditions, etc. Another type of difficulty parameter may
relate to in-game point accumulation
difficulty, which, for example, may influence the degree of difficulty
relating to accumulating points during game
play. For example, in a $0.25/credit game of pinball, 250 points may be
awarded when the pinball contacts a
particular target/object in the game. Alternatively, in a $5/credit game of
pinball, 100 points may be awarded when
the pinball contacts the same target/object in the game. It will be
appreciated that one or more of the difficulty
parameter types described herein may be incorporated into a variety of
different skill-based, wager-based games,
including, for example, hybrid arcade/wager-based games, rail shooter type
games, multi-player RPG-type games,
etc.
Example Skill-Based Wager Gaming Embodiment B:
In other embodiments, one or more skill-based, wager-based games may be
configured or designed to
utilize a predefined set (or list) of payout(s) for each level of gameplay
which is achieved or completed by the
player. For example, in some embodiments, a casino (or game host) may
establish a predefined set (or list) of
payout(s) for each level of gameplay which is achieved or completed by the
player. For example, in some
embodiments, a respective monetary award or payout value may be associated
with the achievement or completion
of each different level of play. By way of illustration, assume that a skill-
based, wager-based pinball game is
configured to award payouts in accordance with PAY TABLE C (below).
PAY TABLE C
= Score of at least 500,000 achieved at Level 1 pays $1.
= Score of at least 1,000,000 achieved at Level 2 pays $5.
= Score of at least 2,000,000 achieved at Level 3 pays $10.
= Score of at least 3,000,000 achieved at Level 4 pays $50.
= Score of at least 6,000,000 achieved at Level 4 pays another $50.
In this particular example, a player may begin playing the skill-based, wager-
based game at Level 1. If,
during Level 1 gameplay, the player achieves a score of at least 500,000, the
player is awarded a payout of $1, in
accordance with Pay Table C. Even if the player achieves or continues to
achieve a score greater than 500,000 (e.g.,
player achieves a score of 10,000,000) in Level 1, the player only receives
the $1 payout. In one embodiment, after
achieving the Level 1 payout, the player may advance to Level 2. In accordance
with Pay Table C, if the player
achieves a score of at least 1,000,000 during Level 2 gameplay, the player
awarded a payout of $5. In some
embodiments, this $5 payout may be in addition to the $1 payout which the
player earned during Level 1 gameplay.
In at least one embodiment, if the player does not achieve a score of
1,000,000 during Level 2 game play, the player
will not receive the $5 payout (but, may still receive the $1 payout for
achieving a score of at least 500,000 during
Level 1 gameplay).
In accordance with Pay Table C, if the player achieves a score of at least
2,000,000 during Level 3
gameplay, the player awarded a payout of $10, which may be in addition to any
payout(s) awarded to the player
during other levels of gameplay. Similarly, in accordance with Pay Table C, if
the player achieves a score of at least
3,000,000 during Level 4 gameplay, the player awarded a payout of $50, which
may be in addition to any payout(s)
awarded to the player during other levels of gameplay.
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In some embodiments, if the player reaches the highest level of gameplay, the
player may continue to play
at that level, and may continue to receive payouts for achieving specific
scores at that level. For example, referring to
the example embodiment of Payout Table C, if the player is playing at Level 4
and achieves a score of 3,000,000, the
player may be awarded a payout of $50. If the player then continues gameplay
at Level 4 and achieves a score of at
least 6,000,000, the player may be awarded another payout of $50.
In at least some embodiments, a player may be required to present his or her
player's club card (or player
tracking card) in order to play the skill-based, wager-based game. In this
way, the gaming system may monitor and
track the player's game score, level of play, awarded payout(s), etc. In some
embodiments, the gaming device
and/or skill-based, wager-based game may be configured or designed to "carry
over" the current game level to a new
game. For example, in one embodiment, if a player plays a skill-based, wager-
based game at Gaming Device A, and
achieves Level 3 and then leaves (or quits the game), the next player who
starts playing the skill-based, wager-based
game at that that gaming device machine may begin playing at Level 3. This
game level "carry over" feature could
be automatically reset in response to predefined events and/or conditions such
as, for example, after a specified time
interval has elapsed. It will be appreciated that such techniques may help
prevent players from cheating or "gaming
the system", for example, by attempting to repeat a level of play for which
the player has already received the
maximum award/payout for that level.
In some embodiments, it may be desirable for the gaming system (and/or skill-
based, wager-based game) to
automatically and/or dynamically take into account a player's level of skill
when determining the score(s) (or other
objectives/milestones) needed to achieve the next monetary award/payout. For
example, let's say a player easily
earns the Level 1 payout award (e.g., $1) with a score of 2,000,000. Based on
the player's relative performance
during Level 1 gameplay, it may be assumed from the player's Level 1 score
that the player's assessed level of skill
is relatively high, and therefore that there is a high likelihood that the
player will achieve a relatively high score on
Level 2 gameplay. Accordingly, based on such analysis, the gaming system
(and/or skill-based, wager-based game)
may be configured or designed to dynamically adjust (e.g., increase/decrease,
based on the player's assessed level of
skill at the previous Level) the target score needed for achieving the Level 2
monetary payout. For example, in the
example described above where the player achieved a score of 2,000,000 on
Level 1, the gaming system may
dynamically configure the Level 2 target score (e.g., needed for achieving the
Level 2 monetary payout) to be:
(player's high score on Level 1) + 500,000 (e.g.,. 2,000,000 + 500,000 =
2,500,000). In this way, the gaming
system (and/or skill-based, wager-based game) is able to automatically and/or
dynamically take into account each
player's relative level of skill when determining the score(s) (or other
objectives/milestones) needed to achieve the
next monetary award/payout. As a result, the skill-based, wager-based game may
automatically and dynamically
adapt to provide a challenging experience to players of differing levels of
skill, including players having relatively
high levels of skill, as well as players having relatively low levels of
skill.
Example Multi-Player or Tournament Skill-Based Wager Gaming Embodiments
In some embodiments, one or more skill-based, wager-based games may be
configured or designed to
utilize one or more multi-player, multi-bet pool(s) for wagering and monetary
awards/payouts. By way of
illustration, in one example embodiment, assume that 5 different gaming
devices on a casino floor have been
configured to enable player participation in a multi-player skill-based, wager-
based pinball game. In some
embodiments, one or more of the gaming devices may be physically located
adjacent to one another. The multiplayer
game challenge is about to begin, and 5 players step up to the bank of gaming
devices, and each player deposits $5
into their respective gaming device (e.g., $5 being the cost of one game play
credit, in this example). The five
deposits of $5 each may be allocated to fund a wager pool of $25. In one
embodiment, each player may then receive
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3 balls for gameplay, and each player engages in gameplay of the skill-based,
wager-based pinball game at their
respective gaming device until the game is over at their respective gaming
device. After all 5 players are finished
(e.g., game over at each gaming device), the players' scores are compared, and
monetary payouts may be
automatically awarded or distributed based on one or more payout tables such
as, for example, Pay Table D below.
PAY TABLE D
= 1st place wins (e.g., person with highest relative score of the multi-
player participants) is awarded 50% of
the pool (e.g., $10 in this particular example).
= 2nd place (e.g., person with second highest relative score of the multi-
player participants) wins 20% of the
pool (e.g., $5).
= 3rd place (e.g., person with third highest relative score of the multi-
player participants) wins 10% of the
pool (e.g., $2.50).
= The other 20% of the pool (e.g. $5), goes to the casino or house for
hosting the challenge.
In some embodiments, the wager pool amount may be adjusted or modified based
on how many players are
participating in a given skill-based, wager-based game challenge. In some
embodiments, there may need to be at
least 2 players participating. In some two player game embodiments, instead of
the 1st place player getting 50%, the
1st place player may receive 75% of the wager pool, the 2nd place player may
receive nothing, and the casino may
receive get 25% of the wager pool.
In some embodiments, one or more players may concurrently or simultaneously
participate in the
multiplayer, skill-based, wager-based game challenge. In other embodiments,
one or more players may
asynchronously participate in the multiplayer, skill-based, wager-based game
challenge. For example, in one
embodiment, the multiplayer, skill-based, wager-based game challenge may be
conducted over a specified time
interval such as, for example, 24 hours, 2 days, 7 days, 30 days, etc. For
example, in one embodiment, a player may
provide his or her player tracking card to sign up to participate in the game
challenge, and may provide funds to
cover the $5 credit/entry fee. The player may initiate gameplay of the
multiplayer, skill-based, wager-based game
challenge any time during the "open challenge" period. When the player's game
is over, the game (or gaming
device) may display information to the player relating to the player's current
(e.g., in real-time) standing or raking in
the game challenge. In some embodiments, players could sign up for email/text
alerts or notifications for notifying
them of any changes in their relative rankings.
In some embodiments, if desired, a player may be permitted to enter into the
game challenge a second time
by paying another $5 credit/entry fee. However, in some embodiments where a
player participates in the game
challenge a second time, the gaming system may be configured to select only
the relatively highest score from that
player's two game challenge entries, in order, for example, to help avoid
outcomes where one person wins 1st and 2nd
place (or 1st and 3rd place, or 2nd and 3rd place, etc.).
In another example embodiment, assume that 500 people sign up for the weekly
game challenge at
$5/credit. That would bring the collective wager pool amount to $2,500. In
this example, a weekly game challenge
Pay Table E (below) may be configured to award payouts according to:
PAY TABLE E
= 1st place wins is awarded 50% of the pool (e.g., $1250, in this
particular example).
= 2nd place wins 20% of the pool (e.g., $500).
= 3rd place wins 10% of the pool (e.g., $250).

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In this particular example, the casino or house would receive a flat $500 from
the wager pool. In at least
some embodiments, the amount of money required to enter the game challenge,
and the percentage of the wager pool
amount to be paid out to the highest scoring players may be dynamically
configurable by the casino or house.
Additional Aspects Relating to Skill-Based Wager Gaming
According to some embodiments described herein, a wager may be made (or
placed) on the outcome of a
single wager-based game event, such as, for example, a slot reel spin. In such
embodiments, the payout amount (if
any) is determined based on the outcome of that specific wager-based game
event.
In other embodiments, however, a wager may be made (or placed) on other types
of game-related events,
activities, achievements, etc. For example, in one embodiment, a wager (and/or
associated pay table) may be based
on (or placed on) the collective outcomes of a series of game-related
activities or achievements. By way of
illustration, in a zombie-themed wager-based game of skill conducted at a
gaming device, a player may place a $5
wager at the gaming device on the outcome of the game. In one embodiment, the
zombie-themed wager-based game
of skill may be configured or designed to include a tiered pay table (e.g.,
Pay Table F) which is based on the total
number of zombies killed by the player during a single gaming session of the
zombie-themed wager-based game of
skill. A simplified example of such a pay table is illustrated by Pay Table F
(below).
PAY TABLE F (1 credit = $5)
= Kill 20 zombies $1,
= Kill 45 zombies $10,
= Kill 70 zombies $50,
= Kill 100+ zombies $100.
In this particular example, it is assumed that the player places a $5 wager at
the gaming device to play one
game of the zombie-themed wager-based game of skill, in which the player tries
to kill as many zombies as possible
during the gaming session. In at least one embodiment, the gaming session may
be configured or designed to last a
predetermined amount of time (e.g., 60 seconds). In some embodiments, the time
period of the gaming session may
be shortened or extended, depending upon various conditions/events which may
occur during game play. In the
present example, it is assumed that once the gaming session is started, the
player will have 60 seconds to kill as
many zombies as possible. After the gaming session has ended, the player's
payout amount (if any) is determined in
accordance with the tiered payout parameters specified in Pay Table F. Thus,
for example, if the total number of
zombies killed by the player during the gaming session is less than 20, the
player will receive no payout. If the total
number of zombies killed by the player during the gaming session is between 20-
44, the player will receive $1
payout. If the total number of zombies killed by the player during the gaming
session is between 40-69, the player
will receive $10 payout. If the total number of zombies killed by the player
during the gaming session is between 70-
99, the player will receive $50 payout. If the total number of zombies killed
by the player during the gaming session
is 100 or more, the player will receive $100 payout.
In other embodiments, wagers may be made (or placed) on other types of game-
related events, activities,
achievements, etc. According to different embodiments, a player may make one
wager to play a game (or a level
within a game) in its entirety. That game may or may not have "levels"
associated with it. For each game or level,
the player's skill may be demonstrated via his accomplishments in the game.
Examples of different types of game-
related accomplishments indicative of a player's skill level may include, but
are not limited to: game score achieved,
total points earned, number of objectives completed (e.g., number of zombie
kills), hit-to-miss ratio, head-shot
frequency, etc. In some embodiments, a skill-based wager game may utilize one
or more "achievement-based" pay
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tables (such as that illustrated by Pay Table F). For example, in one
embodiment, a higher game score may result in a
higher win/payback in the skill-based wager game (or within a level of the
skill-based wager game).
One potential issue associated with wager-based games of skill relates to the
problem of highly skilled
players "breaking the bank", for example, by consistently performing so well
in the game so as to be able to always
obtain a payout which is larger than the initial wager, thereby making the
skill-based wager game economically
nonviable.
In order to prevent this potential issue from occurring in skill-based wager
games, at least some
embodiments of skill-based wager games may be configured or designed to
automatically and dynamically adjust,
control and/or influence the amount of available wager-related achievement
opportunities for a given game/level
which can be attained by a player. Thus, for example, skill-based wager games
incorporating this feature do not
guarantee that there will always be sufficient randomly-generated
opportunities within the game/level to enable the
player to attain the highest (or relatively higher) payout tiers of the skill-
based wager game pay table. For example,
in at least some embodiments, a skill-based wager game may be configured or
designed to randomly determine or
predetermine (e.g., for a given wager-related gaming session) the maximum
(and/or minimum) number/amount of
wager-related achievement opportunities which are available to be attained by
the player during that wager-related
gaming session.
By way of illustration, using the zombie-themed wager-based game of skill
example described above, the
game may be configured or designed such that there is no guarantee that the
game will actually generate at least 100
zombies for the player to kill. In one embodiment, the skill-based zombie game
may use an RNG engine (or other
randomized mechanism) for determining the maximum number of zombies which may
be spawned in-game during
the wager-based gaming session. For example, in a first wager-based gaming
session, the skill-based wager game
may randomly determine that a maximum of 104 zombies may be spawned in-game
during the first wager-based
gaming session; whereas, in a second wager-based gaming session, the skill-
based wager game may randomly
determine that a maximum of 68 zombies may be spawned in-game during the
second wager-based gaming session.
Accordingly, in the first wager-based gaming session it would be possible for
the player to achieve the top tier
payout of $100 by killing at least 100 zombies in 60 seconds. However, in the
second wager-based gaming session, it
would not be possible for that player to achieve either the $100 payout tier
or the $50 payout tier since the player
would be able to kill at most 68 zombies during the second wager-based gaming
session. This feature allows the
game designer to prevent highly skilled player from "breaking the bank",
thereby making the skill-based wager
game economically viable for a casino.
Figure 16 shows an illustrative example of an Achievement-Based Gaming and
Wagering Procedure 1600
in accordance with a specific example embodiment. As illustrated in the
example embodiment of Figure 16, the
Achievement-Based Gaming and Wagering Procedure may facilitate, enable,
initiate, and/or perform one or more of
the following operation(s), action(s), and/or feature(s) (or combinations
thereof):
= Identify Player 1602.
= Identify skill-based wager game for Player participation 1604.
= Accept cash/credit in 1606.
= Player initiates achievement-based wager on skill-based game to be played
at gaming device 1608. For
example, player places a $5 wager at the gaming device to play one game of the
zombie-themed wager-
based game of skill, in which the player tries to kill as many zombies as
possible during the gaming session.
= Randomize one or more in-game variables affecting/influencing outcome
achievement-based wager 1610.
In at least some embodiments, a skill-based wager game may be configured or
designed to randomly
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determine or predetermine (e.g., for a given wager-related gaming session) the
maximum (and/or minimum)
number/amount of wager-related achievement opportunities which are available
to be attained by the player
during that wager-related gaming session. For example, the skill-based zombie
game may use an RNG
engine (or other randomized mechanism) for determining the maximum number of
zombies (e.g., 88) which
may be spawned in-game during the wager-based gaming session. In some
embodiments, RNG engine may
be used to control an NPC spawn timer, for example, to control how frequently
zombies are spawned
during a given time interval. In other embodiments, types of randomized in-
game environmental variables
may be used to limit the player's in-game achievement/milestones. For example,
in some embodiments, the
spawning location of one or more zombies in the virtual world may be
automatically and/or dynamically
adjusted to positively or negatively influence the total number of zombies
which the player is able to kill
during the gaming session. In other embodiments, the zombies may each have a
respective amount of
"health", resulting in each zombie requiring a randomly generated number of
"hits" by a shot/bullet before
that zombie is killed, thereby making the total number of zombies killed
dependent upon on how many
bullets the player has at his disposal.
= Initiate skill-based gaming session at gaming device 1612.
= Player participates in skill-based gaming session. 1614. For example,
once the gaming session is started, the
player may have 60 seconds to kill as many zombies as possible. In one
embodiment, new zombies are
spawned over time up to maximum value (e.g., as determined by RNG) for that
wager-based game session.
= End of skill-based gaming session 1616? If yes, proceed to 1618. If no,
player continues to participate in
skill-based gaming session (1614). In one embodiment, the gaming session may
be configured or designed
to last a predetermined amount of time (e.g., 60 seconds). In some
embodiments, the time period of the
gaming session may be shortened or extended, depending upon various
conditions/events which may occur
during game play. For example, in one embodiment, time period of gaming
session may be automatically
and dynamically extended past 60 seconds to allow player to kill a
predetermined minimum number of
zombies.
= Determine outcome of achievement based wager based on achievement
criteria/player performance 1618.
For example, game determines that Player killed 75 zombies during skill-based
gaming session.
= Determine monetary payouts and non-monetary payouts using achievement-
based paytable. Distribute
payout(s) 1620. For example, after the gaming session has ended, the player's
payout amount may be
determined in accordance with the tiered payout parameters specified in Pay
Table F. Since player killed
75 zombies during gaming session, player receives payout of $50.
In other skill-based wager game embodiments, the end of the gaming session may
be determined to occur
when an objective or achievement has been reached, such as, for example, when
the player kills a total of n zombies
(e.g., n=100). In such embodiments, the game's pay table may be configured to
award different payout amounts,
based on the time it took for the player to achieve the objective (e.g., based
on how long it took player to kill 100
zombies, where larger payout amounts are awarded for shorter time values). In
yet other skill-based wager game
embodiments, the skill-based wager game may require the player to achieve a
designated objective during a given
time interval in order for the gaming session to continue. For example, in one
embodiment, the skill-based wager
gaming session may be configured or designed to last a minimum of 30 seconds
(e.g., to accommodate nonskilled
players), and thereafter, may require that the player kill another zombie
every n seconds (e.g., every 5 seconds) in
order for the gaming session to continue. If the player does not kill the
zombie within the allotted time window, the
gaming session may automatically end. In some embodiments, the skill-based
wager game may be configured or
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designed to dynamically manipulate in-game variables in order to increase or
decrease the chances of the player
achieving the objective within the allotted timefmme.
Additional aspects, features, benefits, and advantages relating to the various
skill-based wager game
techniques described herein may be further illustrated by way of illustration
with respect to the different example
skill-based wager game embodiments described below.
Example Skill-Based Wager Game Embodiment 1: ZOMBIES vi
In this particular example skill-based wager game embodiment, it is assumed
that the player places a wager
at the beginning of a "Wave" or "Level" of Zombies. In one embodiment, this
wager may be significantly larger than
a typical wager on a spin of the slot machine, as it encompasses activity that
may unfold over a span of time (e.g.,
measured in minutes).
In one embodiment, the game may spawn a random number of zombies within a
virtual playing field. The
placement of these zombies within the playing field may be random. The player
controlled avatar may be tasked
with killing as many of these zombies as possible within the first N seconds
of play (e.g., n = 60 seconds). The
number of zombies killed within the allotted time may determine the payout to
the player using a graduated or tiered
payout schedule (or pay table) (e.g. 10 zombies pays 1, 20 zombies pays 2, 30
zombies pays 5, 40 zombies pays 10,
etc). The payout schedule may look similar to the following:
Zombies Killed under 120 seconds Pays
10 1
2
5
10
For clarification, it is to be noted that the numeric value of the payout
(e.g., "40 zombies pays 10", payout is
"10"), it is contemplated that the payout value (e.g., "10") may represent
different types of "payout units", which
may vary, depending upon each skill-based wager game and associated
paytable(s). For example, a payout of "10"
20 may represent: 10x the wager amount, or 10 credits, or 10 dollars, or 10
cents, or 10 free dinners, or 10 entries in a
raffle, etc.
In some embodiments, the initial number of zombies may be predetermined (e.g.,
fixed or constant) or
variable (e.g., randomly determined). In some embodiments, the initial
placement of the zombies may be
predetermined (e.g., fixed or constant) or variable (e.g., randomly
determined). In some embodiments, the length of
25 the player's gaming session (e.g., amount of time given to the player)
may be predetermined (e.g., fixed or constant)
or variable (e.g., randomly determined).
In some embodiments, the placement of the zombies may be used to establish or
influence the difficulty of
the game. Since the player is limited in the amount of time he has to kill
zombies, the farther away the zombie is
from the player's avatar in the virtual world may affect how much time it
takes for the player to reach (travel to) the
30 zombie. Since, in this particular example, time is a key limiting factor
in how the outcome of the game is
determined, the placement of these zombies has a significant impact on the
number of actual zombies which may be
killable within the N seconds of game play. Therefore, the payout of the game
may be randomly determined based
on the virtual limitations of travel in the virtual world.
In some embodiments, rather than basing the achievement metric on the number
of zombie kills, the
35 achievement metric may be a score. In this latter embodiment, each
zombie kill may attribute a different number of
points to the player's score based on any number of varying factors, such as
the zombie's color, difficulty, rarity, or
what body part the player hit the zombie on (e.g. a zombie head-shot may be
worth 100 points, while hitting a
zombie in the foot may be worth only 5 points.), etc. In one embodiment, the
payout schedule may be similar to that
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described above, but may be modified to be based on "Player Score acquired in
under 120 seconds" instead of
"Zombies Killed".
Example Skill-Based Wager Game Embodiment 2: ZOMBIES v2
In this particular example skill-based wager game embodiment, it is assumed
that the player places a wager
at the beginning of a "Wave" or "Level" of Zombies. In one embodiment, this
wager is significantly larger than a
typical wager on a spin of the slot machine, as it encompasses activity that
may unfold over a span of time.
In one embodiment, at the beginning of the game, a random number of zombies
(e.g. zero or more) may
spawn in random locations within the virtual world. As the player attempts to
kill the initially spawned zombies (i.e.
after the initial spawn of zombies), the game may randomly spawn more zombies
by waiting a randomly determined
amount of time before spawning a random number of additional zombies (zero or
more) in random locations around
the virtural playing field.
In some embodiments, the initial number of zombies may be predetermined (e.g.,
fixed or constant) or
variable (e.g., randomly determined). In some embodiments, the initial
placement of the zombies may be
predetermined (e.g., fixed or constant) or variable (e.g., randomly
determined). In some embodiments, the amount of
time between subsequent zombie spawns may be predetermined (e.g., fixed or
constant) or variable (e.g., randomly
determined). In some embodiments, the number of zombies spawned following the
initial set of zombies may be
may be predetermined (e.g., fixed or constant) or variable (e.g., randomly
determined).
In some embodiments, the spawning of additional zombies may continue to occur
until some amount of
time has passed, the amount of time being based on the design of the game. In
one embodiment, this amount of time
may be fixed and the player may know how much time he has to accomplish his
task. In an alternate embodiment,
the amount of time given the player is randomly chosen, and the player may or
may not be notified of how long he
has to accomplish his task. In one embodiment, the achievement metric of the
game may be based on how many
zombies were killed after some amount of time has passed.
In Zombies v2, there are more potential random determinations that can affect
the overall payout to the
player. For example, the overall payout can be based on (or influenced by) one
or more of the following (or
combinations thereof): (a) the placement of the zombies within the virtual
game world; (b) the rate at which zombies
are spawned; (c) how many zombies can be spawned during a given time interval;
and/or (d) the amount of time that
the player has to kill zombies. For example, if the game, through random
determination, only spawns 39 zombies
within N seconds, then the player may never have access to the prizes that are
awarded for killing 40 or more
zombies.
In one embodiment, the payout schedule may be based on some form of "Score"
representing a
measurement of the player's achievements, skill and/or performance in
accomplishing the game objectives.
Example Skill-Based Wager Game Embodiment 3: ZOMBIES v3
In the example skill-based wager game embodiments of Zombies vi and v2
(described above), the player
may be required to kill relatively more zombies within a given time interval
to be awarded a higher payout amount.
Alternatively, in this particular example skill-based wager game embodiment
(Zombies v3), the payout may be
based on the amount of time it takes for the player to kill N zombies, with a
lower time equating to a higher payout.
For example, killing 50 zombies in under 20 seconds may pay 500, while killing
the same 50 zombies in 250
seconds may pay 0. In some embodiments, a score metric may be used instead of
a kill count.
In at least some embodiments, each different skill-based gaming session that
is initiated may have
associated therewith a different respective set of randomized in-game
variables which may influence or affect: the
difficulty of game play, the value of the achievement metric used to determine
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In some embodiments, multiple different game-related achievement metrics
(e.g., time and score) may be
used to determine payout amounts. For example, in one embodiment that
incorporates concepts from vi, v2 and v3,
a payout schedule may be configured as follows: 50 zombies in 30 seconds (or
less) pays 500, 40 zombies in under
45 seconds pays 100, 30 zombies in under 60 seconds pays 50, 30 zombies in
under 90 seconds pays 10, and 25
zombies in under 120 seconds pays 1.
In another embodiment, the payout schedule may be configured as follows:
Acquire This Score In under This Many Seconds Pays This
Amount to Player
100 120 1
200 90 10
300 75 25
300 60 50
300 45 100
400 45 500
In at least one embodiment using this latter payout schedule, the player would
be paid the highest amount
indicted by the criteria that he met. For example, if the player's score is
350, and it took him 55 seconds to achieve
that score, the player would be paid 50. If the player's score is 250, and it
took him 55 seconds to achieve that score,
the player would be paid 10. If the player's score is 350, and it took him 65
seconds to achieve that score, the player
would be paid 25.
In an alternate embodiment, the player may be paid for each different payout
tier that was met. For
example, If the player's score is 350, and it took him 55 seconds to achieve
that score, the player would be paid 1
(tier 1) + 10 (tier 2) + 25 (tier 3) + 50 (tier 4) = 86.
Example Skill-Based Wager Game Embodiment 4: MATCH 3 (BEJEWELED) V1
In this particular example skill-based wager game embodiment, it is assumed
that the skill-based wager
game is an object matching game having functionality similar to that of the
arcade game BejeweledTM. In this
particular example, it is assumed that the player places a wager at the
beginning of a "Board" of gems. In one
embodiment, this wager is significantly larger than a typical wager on a spin
of the slot machine, as it encompasses
activity that may unfold over a span of time measured.
In one embodiment, the player is expected to identify and select 3 or more
gems of the same type (e.g. Red
gems, Blue gems, etc.) that are touching each other (left, right, top, bottom,
diagonally) on the playing board. Each
time gems are matched, they are removed from the playing board and replaced by
new gems using a predefined
algorithm. (e.g., see "Bejeweled" at www.bejeweled.com, incorporated herein by
reference).
In one embodiment, the game's pay table may be based on two different game-
related achievement metrics,
namely: (1) how many total gems the player is able to match and remove, using
this "minimum of 3" rule, and (2)
the total amount of time it takes the player to accomplish the removal of the
gems. An example achievement-based
pay table incorporating these achievement metrics may be configured as
follows:
Clear This Many Gems In under This Many Seconds Pays This
Amount to Player
100 120 1
200 90 10
300 75 25
300 60 50
300 45 100
400 45 500
Using the above achievement-based pay table, if the player is able to match
and remove 200 gems in 70
seconds, the payout would be 10. If the player clears 300 gems in 70 seconds,
the payout would be 25. If the player
clears 500 gems in 120 seconds, the payout would be 200. If the player clears
400 gems in 60 seconds, the payout
would be 50.
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In a different embodiment, where the amount of game play time is fixed or
predetermined (e.g., clear as
many gems as possible and 120 seconds), the payout table may be configured as
follows:
if the player is able to match and remove 200 gems in 120 seconds, the payout
is 10;
if the player clears 300 gems in the 120 seconds, the payout is 50;
if the player clears 500 gems in the 120 seconds, the payout is 200;
etc.
In other embodiments, the design of the skill-based wager game may incorporate
and track different types
achievement metrics such as, for example, Match 3 (Achievement Metric A) and
Match 4 (Achievement Metric B).
For example, in one embodiment, the skill-based wager game may require the
player to accomplish or achieve X
matched gems using Match-3 or better, while also requiring Y matched gems
using Match-4 or better. An example
achievement-based pay table incorporating these achievement metrics may be
configured as follows:
Clear this many gems AND Clear this many gems
In under This Pays This Amount to Player
matching 3 or more matching 4 or more many seconds
100 50 120 1
200 100 90 10
300 150 90 20
400 200 75 50
500 300 75 100
500 300 60 500
According to different embodiments, this concept may be extendable to Match 5,
Match 6, etc. Similarly,
this concept of configuring a payout schedule based on multiple different
achievement metrics may also be
incorporated into a skill-based wager Zombie game, for example, by requiring a
player achieve X number of Zombie
Headshots, Y number of Zombie Chest-or-Head shots, etc.
In one embodiment, the skill-based wager game may use a score-based the
achievement metric, and may
associate different score values with different properties of the gems (e.g.,
+3 points for each green gem cleared, +5
points for each red gem cleared, +9 points for each blue gem cleared, +2
points for each triangle gem cleared, +3
points for each square gem cleared, +6 points for each diamond gem cleared,
etc.).
In some embodiments, the difficulty level of the skill-based wager game may be
controlled (e.g.,
increased/decreased) by configuring the gaming parameters such that certain
gem colors/shapes are generated more
frequently than others.
In another embodiment, the skill-based wager game may be configured or
designed to include Artificial
Intelligence ("Al') functionality to determine the respective color(s) of each
newly spawned gem in the game
environment. In some embodiments, this determination may be based on a variety
of different factors, such as, for
example, the distribution of colors on the game board immediately prior to the
generation of more gems, the layout
of gems on the top "row" of the playing board, etc.
In this way, by associating different score values with different properties
of the objects (e.g., gems,
zombies, rings, etc.) which are cleared/collected, the skill-based wager game
provides a game designer with
numerous different options for: introducing in-game randomization which
affects or influences one or more
achievement-based metrics achievement-based objectives, and for influencing or
controlling the overall payout(s) to
the player(s).
The randomized in-game elements which affect the generation and/or clearing of
new gems may have an
effect on the ability of the player to achieve certain achievement metrics.
For example, in one embodiment, if the
wager-related achievement metric is based on the number of gems cleared except
for Red gems, the overall
probability that the player will be able to achieve more difficult achievement
metrics and/or higher payout values
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may be influenced and/or controlled by adjusting (e.g., increasing/decreasing)
the probability of red gems being
randomly generated/spawned into the gaming environment.
It will be appreciated that other variations relating to the achievement-based
metrics and/or payout
schedules (such as those described previously with respect to Zombie-themed
skill-based wager game embodiments)
may also be applied to one or more of the match-type skill-based wager game
embodiments described herein.
Example Skill-Based Wager Game Embodiment 5: CAR RACE vi
In this particular example skill-based wager game embodiment, it is assumed
that the player places a wager
at the beginning of a skill-based wager car race game. In one embodiment, this
wager is significantly larger than a
typical wager on a spin of the slot machine, as it encompasses activity that
may unfold over a span of time.
In one embodiment, the goal of the game is for the player to complete the
course in the least amount of
time. The player's achievement metric is therefore tied to the amount of time
it takes him to complete the race. In an
alternate embodiment, the goal of the game may be for the player to drive as
far as possible during a specified time
interval (e.g., 120 seconds). In this latter embodiment, the achievement
metric may be based on how far the player
gets at the end of the specified time interval. In some embodiments, the
length of the time interval may be increased
and/or decreased, depending upon the occurrence(s) of various in-game events,
conditions, achievements, etc.
In some embodiments, the race may have various obstacles and/or objects that
the player may contend with
(and/or interact with) during game play. These obstacles and/or objects may be
designed to make it more helpful or
more difficult for the player to complete the race rapidly (and/or to achieve
higher payout amounts). In one
embodiment, these obstacles/objects may be randomly distributed throughout the
race track, or generation/placement
of the obstacles/objects may be in some way controlled by a randomized
mechanism or process (such as an RNG
engine).
In some embodiments, the obstacles/objects may be placed at fixed or constant
locations throughout the
gaming environment (e.g., at different locations throughout the race track),
for each different gaming session. In
other embodiments, the obstacles/objects may be placed in random locations
throughout the gaming environment,
for each different gaming session.
In some embodiments, each of the obstacles/objects may have respective
properties or characteristics
associated therewith which may (positively or negatively) affect or influence
the player's in-game performance or
accomplishments. In some embodiments, at least a portion of the values
associated with the properties/characteristics
of each obstacle/object may be randomly determined each time a new
obstacle/object is generated or spawned in the
gaming environment.
For example, in some embodiments, obstacles may be items like rocks, potholes,
orange traffic cones,
detours, wildlife (deer, bears, rabbits, etc), pedestrians, etc., each of
which may have a varying degree of penalty
associated with them. According to different embodiments, this penalty may
take the form of an immediate
modification of the current timer, may take the form of a slow-down of the
player's car, may take the form of a
broken piece(s) of the player's car (busted wheel, weakened suspension, etc),
and/or may take the form of some
other negative consequence of interacting with the obstacle. In one
embodiment, each obstacle may be designed such
that it may provide some negative influence of the player's achievement
metric, and the randomness applied when
generating the obstacle may be a factor in determining the degree of influence
that the obstacle's negative effect will
have on the player's performance.
In some embodiments, the randomness of the obstacles may be such that it is
somewhat easier to make it
through the first half of the race, but nearly impossible (or actually
impossible) to complete the second half of the
race in a timeframe that would result in any payout to the player.
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In some embodiments, one or more obstacles may be configured to function as in-
game hindrances, which
may take the form of computer-controlled racers (AI racers) that are racing
simultaneous with the player's vehicle.
For example, one or more properties/characteristics associated with each of
the AT racers (e.g. the aggressiveness of
the AT racer, the suicidal tendencies of the AT racer, etc.) may be based in
some way on randomized mechanisms or
processes.
In other embodiments, the qualities of the player's car (e.g., stickiness of
the tires, tightness of the
suspension, power of the engine, etc.) may be dynamically influenced or
affected (e.g., during game play) by
randomly introduced in-game element(s), event(s), variable(s) and/or
condition(s).
Example Skill-Based Wager Game Embodiment GAME 6: CAR RACE v2
In this particular example skill-based wager game embodiment, it is assumed
that the player places a wager
at the beginning of a skill-based wager car race game. In one embodiment, this
wager is significantly larger than a
typical wager on a spin of the slot machine, as it encompasses activity that
may unfold over a span of time.
In one embodiment of the skill-based wager car race game, the expectation is
that, during the course of the
race, the player's vehicle may drive over/past, or may interact with, various
objects, tokens, prizes, etc. placed
throughout the race track. Some of the introduced items/objects may be of
similar type to each other, but may each
have randomly assigned properties/characteristics associated therewith. Other
introduced items/objects may be of
different types.
For example, in some embodiments, each prize introduced into the gaming
environment may be worth a
random number of points that gets added to a player's score (e.g., achievement
metric). In other embodiments, the
score may be simply based on the number of prizes picked up. In other
embodiments, points awarded for each prize
may be based on the type of prize interacted with (e.g. a bronze ring may be
worth 1 points, a silver worth 5, and a
gold worth 10, etc.).
In some embodiments, the payout to the player may be based on the total number
of points earned upon
completion of the track or race or other in-game objective(s).
In some embodiments, the player must simply complete the race to get paid. In
other embodiments, the
player may only get paid if he completes the race within a certain amount of
time. In other embodiments, the player
may only get paid if he completes accomplishes or achieves a specific set of
in-game objectives during game play. In
some embodiments, the player may be paid based on how many points he has
accumulated after a certain timeframe
has elapsed. This elapsed timeframe may be either a fixed timeframe or a
randomly determined timeframe.
In Car Race v2, the randomness of where and how the prizes/objects are placed
on the virtual race track can
greatly affect the amount of time it takes the player to complete the race.
For example, if a prize is placed on the
inside edge of a high-radius corner in the track, it is expected that the
player may easily pick up that prize. However,
if a prize is placed outside the outer edge of a low-radius corner, it is
expected that it may cost significant time for
the player to pick up that object.
In some embodiments, the prize may be configured or designed to appear on the
track only when the
player's vehicle gets within a predetermined proximity to the prize's
location. This gives the player very little time to
react and modify the course of his virtual car in order to acquire the prize.
In some embodiments, the proximity
value may be randomly determined, which influences the relative ease or
difficulty in the player being able to collect
that prize during game play.
Other aspects of the skill-based/achievement-based wagering techniques
described herein may include, but
are not limited to:
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= A wager may be made (or placed) on the outcome of a specific achievement
metric relating to the skill-
based wager game and/or game level.
= The player's accomplishments or achievements of one or more in-game
objectives during a given skill-
based wager gaming session may be accumulated to provide an achievement metric
(e.g. a Score) for that
gaming session.
= Skill-based wager games may be configured or designed to include
achievement-based pay tables.
= Upon completion of the game/level (e.g., gaming session), the achievement
metric may be used to
determine the payout amount(s) (if any) to be distributed to the player (e.g.,
in accordance with the payout
criteria specified in the achievement-based pay table(s))
= The ability for the player to actually achieve any given level of payout may
be at least partially influenced
or controlled by the randomly generated nature of the in-game achievement-
based opportunities available to
the player during the gaming session.
= In at least some embodiments, different types of weighted randomization
mechanisms may be used to drive
the introduction of randomized in-game object(s), obstacle(s), element(s),
event(s), variable(s) and/or
condition(s) into the gaming environment for influencing or controlling the
player's ability to achieve or
satisfy one or more in-game achievement objectives (e.g., relating to the
achievement metric(s) used for
determining wager-based payouts) which will be used to determine the amount of
payout (if any) to be
distributed to the player. By way of illustration, if a non-weighted RNG
mechanism were used to generate
the outcome of a coin flip, with the probability of a "heads" outcome being
50% and the probability of a
"tails" outcome being 50%, the distribution of the outcomes over multiple
flips should be 50% heads and
50% tales. By contrast, if a weighted RNG mechanism were used to generate the
outcome of a coin flip,
with the probability of a "heads" outcome being 60% and the probability of a
"tails" outcome being 40%,
the distribution of the outcomes over multiple flips should be 60% heads and
40% tales.
= In at least some embodiments, the introduction of randomized in-game
object(s), obstacle(s), element(s),
event(s), variable(s) and/or condition(s) during game play (for influencing or
controlling the player's ability
to achieve or satisfy one or more in-game achievement objectives relating to
the achievement metric(s) used
for determine wager-based payouts) may be used as an automated mechanism for
ensuring that the
distribution of skill-based wager game payout(s) across multiple different
gaming sessions predictably
conforms with published win probabilities, published pay table criteria,
regulatory guidelines, and/or other
desired standards.
Skill-Based Hybrid Arcade/Wager-Based Game Embodiments
In at least some embodiments, one or more hybrid arcade/wager-based games may
be configured or
designed to incorporate one or more aspects of the skill-based/achievement-
based wagering techniques described
herein.
Figure 17 shows an illustrative example of a Skill-Based Hybrid Arcade/Wager-
Based Game (HAWG)
Procedure 1700 in accordance with a specific example embodiment. As
illustrated in the example embodiment of
Figure 17, the Skill-Based HAWG Procedure may facilitate, enable, initiate,
and/or perform one or more of the
following operation(s), action(s), and/or feature(s) (or combinations
thereof):
= Identify Player 1702.
= Identify skill-based HAWG game for Player participation 1704.
= Accept cash/credit in 1706.

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= Player initiates achievement-based wager on skill-based HAWG game to be
played at gaming device 1708.
For example, player places a $5 wager at the gaming device to play one game of
the zombie-themed wager-
based game of skill, in which the player tries to kill as many zombies as
possible during the gaming session.
= Randomize one or more in-game variables affecting/influencing outcome
achievement-based wager 1710.
In at least some embodiments, a skill-based wager game may be configured or
designed to randomly
determine or predetermine (e.g., for a given wager-related gaming session) the
maximum (and/or minimum)
number/amount of wager-related achievement opportunities which are available
to be attained by the player
during that wager-related gaming session.
= Initiate skill-based HAWG gaming session at gaming device 1710.
= Player participates in skill-based HAWG gaming session. 1714. For example,
once the gaming session is
started, the player may have 60 seconds to kill as many zombies as possible.
In one embodiment, new
zombies are spawned over time up to maximum value (e.g., as determined by RNG)
for that wager-based
game session.
= First set of in-game triggering event(s)/condition(s) detected for
initiating wager-based game event 1716?
For example, killing of a zombie may correspond to a wager-based triggering
event.
= If yes at 1716, Initiate Wager-Based Game Event Procedure(s) (1718)
(e.g., Fig 11) while concurrently
enabling player to continue play of arcade-related portion of game. By way of
illustration:
o Initiate wager-based virtual slot reel spin in response to successful NPC
hit/destruction, concurrently
while player continues to engage in play of arcade-related portion of game.
o Initiate wager-based virtual slot reel spin in response to Player's
character collecting "Wagering Ring"
or "Gold Award Object" concurrently while player continues to engage in play
of arcade-related
portion of game.
o Initiate wager-based virtual slot reel spin in response to player
achieving an objective in the non-wager-
based portion of the hybrid arcade/wager-based game, concurrently while player
continues to engage in
play of arcade-related portion of game.
= Display outcome of wager-based event and updated information relating to
distribution of monetary
payouts and non-monetary payouts 1720. e.g., Display outcome of virtual slot
reel spin and update player's
credits based on payout from virtual slot reel spin. In some embodiments,
depending upon the wager-based
game event outcome, one or more non-monetary payouts may also be distributed
(e.g., within the non-
wager-based portion of the hybrid arcade/wager-based game).
= Continue skill-based HAWG gaming session 1722?
= If yes, player continues to participate in skill-based HAWG gaming
session (1714). If no, end skill-based
HAWG gaming session and proceed to 1724.
= Determine outcome of achievement based wager based on achievement
criteria/player performance 1724.
For example, game determines that Player killed 75 zombies during skill-based
gaming session.
= Determine monetary payouts and non-monetary payouts using achievement-
based paytable. Distribute
payout(s) 1726. For example, after the gaming session has ended, the player's
payout amount may be
determined in accordance with the tiered payout parameters specified in Pay
Table F. Since player killed
75 zombies during gaming session, player receives payout of $50.
OPEN WORLD & ROLE-PLAYING GAMING (E.G., RPG) EMBODIMENTS
The format of at least some of the hybrid arcade-style, wager-based games may
also focus on "linear",
"non-linear (e.g., open world)", Massively Multiplayer Online "MMO", and/or
Role-Playing ("RPG") type video
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and/or arcade-style games such as, for example, "Half-Life", "Grand Theft
Auto", "World of Warcraft", and "Final
Fantasy" (e.g., respectively). Such games may be collectively referred to
herein as "RPG" type games, and may
feature a player character that is moved through the game world via player
input (e.g., HID). This allows for an
increased sense of excitement through gameplay by providing a multitude of
player-choice possibilities through a
wide-array of path directions.
In some embodiments, the format of the hybrid arcade-style, wager-based game
may facilitate a gameplay
environment in which multiplayer functionality takes place. The multiplayer
gameplay may have multiple
"enrollment" aspects in which one particular player could be on location at a
casino playing a hybrid arcade/wager-
based game, while another different player could be at a different location
(e.g., a location outside the casino which
may be accessible via network access to a home/personal computer and/or mobile
device) playing the same hybrid
arcade/wager-based game, but without the wagering aspect found in the casino
environment.
A non-wagering game such as this is commonly known as a "free to play" game,
in which the player is
allowed to download and install said game on their own devices, which then
allows the player progress through the
game in a manner substantially similar to that of the hybrid arcade/wager-
based game except that the wagering
component (e.g., regulated gambling component) of the game is omitted.
Examples of some popular "free to play"
games may include: "TERA", "Marvel Puzzle Quest", "Planetside 2", etc. Gaming
situations such as this may
promote a "clicks to bricks" outcome where a casino property could promote or
solicit home users to "login over the
weekend to play Super Awesome RPG! Free! Come down to the casino and play
Super Awesome RPG for a chance
to win big!" Such property advertisement may entice more patrons to visit the
casino in order to "win big" on their
favorite hybrid arcade/wager-based game. The various hybrid arcade/wager-based
gaming techniques described
herein may also be utilized for enabling enhanced slot machine gambling with
new and exciting twists, while still
being compliant with local/state/Federal gaming regulations.
In at least some embodiments, the assemblage and representation of graphical
elements of the RPG type
hybrid arcade/wager-based games may be configured or designed such that the
visual result (e.g., as experienced by
the player) resembles that of a traditional, arcade-style RPG-type game, and
may be further configured or designed
such that the interaction by the player (e.g., via HID, EGM button panel
and/or possible touchscreen) facilitates
wagered gameplay, for example, by providing opportunities to the player (e.g.,
during play of the RPG-type hybrid
arcade/wager-based game) to selectively participate in wager-based
activities/events which conform to appropriate
gaming regulations and jurisdictional requirements. Using the various hybrid
arcade/wager-based gaming technique
described herein, the visual relationship between player and machine may be
enhanced and improved, thereby
increasing player immersion and facilitating longer more exciting gambling
durations without the need to implement
new and/or reconfigured back-end delivery structure(s).
Additionally, unlike the Zombie themed rail shooter embodiments previously
described herein, the RPG
(e.g., Role Playing Game) hybrid arcade/wager-based game may be
setup/configured/built substantially differently
(e.g., than that of rail-type games), while still utilizing similar concepts,
triggering mechanisms and gameplay
criteria. For example, in some embodiments, the focus on the wagering event
may change depending on the
structure, style, and theme of the RPG game. For example, in one embodiment of
the Zombie theme game, the wager
event was triggered after (or in response to) an NPC being destroyed; whereas
an RPG version of the game may be
configured or designed to trigger a wager-based gaming event to occur when a
player character deals damage to an
NPC and/or attacks an NPC. For example, depending on one or more factors such
as, for example: the type of attack,
player character performing the attack, weapon and/magic spell being used and
type of NPC player is battling, etc.,
there may exist the possibility of an NPC being destroyed by the damage dealt
by the player character in a single
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wager-based gaming event (e.g., one attack). A person of ordinary skill in the
art may deem it preferable that the
wagering event be based on more simplified criteria such as the destruction of
an object rather than on more complex
criteria such as the degree of damage dealt to the object. However, by
leveraging and using various programmatic
functions such as those inherent in RPG styled gameplay, it becomes possible
to define and/or configure one or more
wager-based triggering events (e.g., for initiating pre-approved RNG-based
games of chance) which may be based
on different degrees of damage inflicted upon an object, and/or which may be
based on player initiated attacks. In
such embodiments, for example, the specific case previously described where
the NPC was destroyed by a single
damage dealing attack may be a result of a wild symbol and or mini bonus win
line configuration, which may be
displayed to the player via graphics and/or animations. In a similar manner, a
player could be engaged in a battle
where multiple attacks from NPCs and/or other player(s) may be exchanged. For
example, from a gambling/casino
viewpoint, a patron could be "battling" a giant monster for a few minute
duration where each (e.g., or at least one)
attack made by the player initiates a separate wager-based spin of the RNG-
based slot game.
In some embodiments of RPG hybrid arcade/wager-based games, battles between
players and NPC's may
follow a "turn based" style, e.g. player move, NPC move, player move, NPC move
- until the battle is over (e.g.,
either the player or NPC gets destroyed). Some RPG hybrid arcade/wager-based
game embodiments may have
multiple "hero's" controlled by one player. For example, one embodiment of an
RPG hybrid arcade/wager-based
game may be configured or designed to be substantially similar in gameplay to
the RPG-based game "Final
Fantasy", in which the player controls (3) hero characters as "they" travel
across the lands in search of their quest
related tasks. These (3) hero characters may encounter numerous NPC's along
their travels, and when doing so, the
team of hero's may encounter a cornucopia of NPC's in no specific amount
and/or arrangement. For example, one
NPC encounter may entail the 3 hero characters battling 4 ogres, or 8 small
gremlins, or 1 behemoth, or a
combination thereof such as, 1 behemoth 1 ogre and 4 small gremlins. How the
player decides to battle each group
may depend on one or more factors such as, for example: the player's
preferences, the player characters abilities, the
type of NPC's (e.g., fighting style, weaknesses, strengths) about to be
battled, wagering criteria relating to one or
more player characters, etc.
EXAMPLE EMBODIMENT OF RPG HYBRID ARCADE/WAGER-BASED GAMEPLAY
By way of illustration, the following example embodiment is intended to help
illustrate at least some of the
various features of the RPG hybrid arcade/wager-based game described herein.
According to different embodiments, a player may acquire "skill points, battle
points and/or experience
points" from non-monetary payouts of wager-based game event outcomes. The
player may then "spend" on their
character to increase abilities and/or learn new skills. For example, a
warrior character has just defeated a large boss-
like NPC, upon doing so, the player is awarded (3) "points" which may be used
by the player (e.g., if desired) to
upgrade his/her character's abilities/game play characteristics, such as, for
example:
= a health, stamina or mana potion costs 1 point;
= a fancy sword costs 2 points;
= a fire imbued weapon rune costs 1 point;
= a fire imbued armor rune costs 2 points;
= a 10% health increase costs 3 points;
= a heavy plate armor set costs 5 points;
= etc.
The player may also choose to not spend points at the current time in order to
save and gather more points
for higher ranked (e.g., more costly) abilities and/or items.
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According to different embodiments, one or more of the player's associated
skill attributes may be
dynamically and individually adjustable (e.g., increased/decreased) based on
various criteria such as, for example:
wager-based game event outcomes, objects collected, and/or other gameplay
activities which may occur during play
of the arcade-style portion of the hybrid arcade/wager-based game. In some
embodiments, enhancing a character's
skills/abilities may affect the odds of winning a wager-based game event. In
other embodiments, enhancing a
character's skills/abilities may affect the odds of winning a wager-based game
event, particularly where the wager-
based game event is based off of an RNG and results are predetermined. In this
way, the player is incentivized to
work towards building his/her character to become a powerful force to be
reckoned with. An additional benefit in
providing functionality for enabling a player to increase his/her gameplay
skill attributes relates to the ability to
periodically add visually appealing effects and designs that may be built upon
throughout an extended period of
gameplay.
PREDETERMINED RNG HYBRID ARCADE-WAGER GAMES
Various embodiments of hybrid arcade/wager-based games may be configured or
designed in a manner
such that the respective wager event outcomes associated with a given wager-
based triggering event may be
predetermined before the occurrence of the wager-based triggering event. For
example, in at least one embodiment,
a hybrid arcade/wager-based game may be configured or designed to:
= enable a player to engage in interactive game play of a hybrid
arcade/wager-based game at a second EGD,
wherein the hybrid arcade/wager-based game includes a non-wager based gaming
portion and a wager-
based gaming portion;
= link a second predetermined wager-based game event outcome to a second in-
game event which may occur
during play of the non-wager based game portion;
= detect an occurrence of the second in-game event in the non-wager based
game portion;
= determine if the occurrence of the second in-game event qualifies as a
wager-based triggering event;
= if it is determined that the occurrence of the second in-game event
qualifies as a wager-based triggering
event, initiate a second wager-based game event;
= automatically fund an amount wagered on the second wager-based game
event; and
= reveal, after initiation of the second wager-based game event, the second
predetermined wager-based game
event outcome as an outcome of the second wager-based game event.
Additionally, according to different embodiments, the hybrid arcade/wager-
based game may be configured
or designed to facilitate, enable, initiate, and/or perform one or more of the
following operation(s), action(s), and/or
feature(s) (or combinations thereof):
= Enable the player to concurrently engage in continuous game play of the
non-wager based gaming portion
of the hybrid arcade/wager-based game during execution of the second wager-
based game event.
= Analyze the second wager-based game event outcome to determine whether or
not to automatically modify
an availability of at least one resource or attribute of the non-wager based
gaming portion; if the second
wager-based game event outcome satisfies a second set of conditions,
automatically modify an availability
of at least one resource or attribute of the non-wager based gaming portion;
if the second wager-based game
event outcome does not satisfy the second set of criteria, not perform
modification of the at least one
resource or attribute of the non-wager based gaming portion in response to the
second wager-based game
event outcome.
= Analyze the second wager-based game event outcome to determine whether or
not a non-wager based
gaming award should be distributed at the non-wager based gaming portion; if
the second wager-based
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game event outcome satisfies a second set of criteria, automatically cause the
non-wager based gaming
award to be distributed at the non-wager based gaming portion; and wherein the
distribution of the non-
wager based gaming award includes causing at least one component of the gaming
network to modify at
least one in-game resource or attribute which is available for use by an in-
game character during play of the
non-wager based gaming portion.
= Automatically retrieve a second batch of predetermined wager-based game
event outcomes from a second
RNG engine; and select the second wager-based game event outcome from the
second batch of
predetermined wager-based game event outcomes.
In at least some embodiments where the second in-game event corresponds to a
spawning of a second non-
player character ("Second NPC") in the non-wager based gaming portion, the
hybrid arcade/wager-based game may
be configured or designed to: link a second predetermined wager-based game
event outcome to the Second NPC;
detect a second in-game interaction with the Second NPC, the second in-game
interaction being caused based on
input from the player during play of the non-wager based gaming portion;
determine if the second in-game
interaction with the Second NPC qualifies as a wager-based triggering event;
if it is determined that the occurrence
of the second in-game interaction with the Second NPC qualifies as a wager-
based triggering event, initiate the
second wager-based game event; and reveal, after initiation of the second
wager-based game event, the second
predetermined wager-based game event outcome as the outcome of the second
wager-based game event which was
initiated in response to the occurrence of the second in-game interaction with
the Second NPC.
In at least some embodiments where the second in-game event corresponds to a
spawning of a second
object ("Second Object) in the non-wager based gaming portion, the hybrid
arcade/wager-based game may be
configured or designed to: link a second predetermined wager-based game event
outcome to the Second Object;
detect a second in-game interaction with the Second Object, the second in-game
interaction being caused based on
input from the player during play of the non-wager based gaming portion;
determine if the second in-game
interaction with the Second Object qualifies as a wager-based triggering
event; if it is determined that the occurrence
of the second in-game interaction with the Second Object qualifies as a wager-
based triggering event, initiate the
second wager-based game event; and reveal, after initiation of the second
wager-based game event, the second
predetermined wager-based game event outcome as the outcome of the second
wager-based game event which was
initiated in response to the occurrence of the second in-game interaction with
the Second Object.
In at least some embodiments where the second in-game event corresponds to the
satisfying or
accomplishing of a second achievement ("Second Achievement") in the non-wager
based gaming portion, the hybrid
arcade/wager-based game may be configured or designed to: link a second
predetermined wager-based game event
outcome to the Second Achievement; detect a that the Second Achievement has
been accomplished or satisfied
during play of the non-wager based gaming portion; determine if the
accomplishing of the Second Achievement
qualifies as a wager-based triggering event; if it is determined that the
accomplishing of the Second Achievement
qualifies as a wager-based triggering event, initiate the second wager-based
game event; and reveal, after initiation
of the second wager-based game event, the second predetermined wager-based
game event outcome as the outcome
of the second wager-based game event which was initiated in response to the
accomplishing of the Second
Achievement.
By way of illustration, the introduction (or spawning) of a new NPC into the
gaming environment may
represent an "NPC Spawning Event". In at least one embodiment, each spawned
NPC may have associated
therewith a respectively different, predetermined RNG-based outcome. For
example, in some embodiments, each
spawned NPC has associated therewith a respective RNG-based game of chance
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before the initiation of the wager-based game event (e.g., before initiation
of the RNG-based game of chance), and
which may be determined before a wager-based triggering event has occurred for
that particular NPC.
In at least one embodiment, each NPC Spawning Event may initiate, trigger or
cause the gaming machine to
perform or execute a plurality of operations for determining a respective RNG-
based game of chance outcome to be
associated with each spawned dark monger gremlin (NPC). For example, the
plurality of operations may include,
but are not limited to, one or more of the following (or combinations
thereof):
= Detecting an NPC Spawning Event associated with a spawned NPC.
= Identifying the spawned NPC.
= Causing the RNG to generate a predetermined RNG-based outcome for the
identified, spawned NPC.
According to different embodiments, the predetermined RNG-based outcome may
result in monetary
payouts and/or non-monetary payouts.
= Associating or linking the predetermined RNG-based outcome with a
specific wager-based triggering event
(e.g., destruction of the NPC) associated with the identified NPC.
= Encrypting and saving the predetermined RNG-based outcome associated with
the identified NPC.
For example, in at least one embodiment, when an NPC Spawning Event occurs in
association with a
specific NPC, the gaming device may respond by making a call to a Random
Number Generator (RNG) in order to
obtain a predetermined outcome of a future wager-based gaming event associated
with the specific NPC. In some
embodiments, the call to the Random Number Generator (RNG) may be made before
the occurrence of a wager-
based triggering event in order to predetermine an outcome of the future wager-
based gaming event.
In at least one embodiment, when a wager-based triggering event is detected in
association with an
identified NPC (e.g., killing or damaging an NPC), the gaming device may be
configured or designed to respond by
automatically initiating and/or performing one or more operations, including,
for example:
= Retrieving the predetermined RNG-based outcome for the identified NPC
(associated with the wager-based
triggering event).
= Using the predetermined RNG-based outcome to dynamically determine or
calculate the wager-based
gaming event symbols to be displayed in connection with the wager-based game
event.
= Automatically initiating a wager-based game event (e.g., virtual slot
reel spin) in connection with detected
wager-based triggering event. In the present example, a maximum permitted
wager amount may be placed
on the outcome of a virtual slot reel spin, and the virtual slot reel spin
initiated.
= Causing anticipation animation to be displayed at the gaming device display
(e.g., spinning reels, NPC
damage animations, etc.).
= Determining, using the predetermined RNG-based outcome, the final
arrangement of symbols to be
displayed in connection with the wager-based game event outcome (e.g., which
is to be initiated in response
to the detection of the wager-based triggering event associated with the
identified NPC).
= Displaying the final arrangement of symbols (e.g., display final position of
symbols of virtual slot reel spin)
to convey the outcome of wager-based game event in accordance with the
predetermined RNG-based
outcome associated with the identified NPC. (e.g., based on outcome of the
wager-based game of chance).
= Calculate and display updated information relating to
payout/credits/distributions using the predetermined
RNG-based outcome of the wager-based game of chance. Update player's credits
based on payout from
virtual slot reel spin.
In at least one embodiment, if the outcome of the wager-based game of chance
is a win or payout, "loot
piles", among other graphical representations, may be displayed adjacent to
the damaged NPC. Player may also be
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notified of any non-monetary payouts, free spins, bonus rounds and the like,
which may be awarded or distributed to
the player based on one or more wager-based game event outcome(s).
In at least some embodiments, the RPG hybrid arcade/wager-based game may be
configured or designed to
provide opportunities in which the player is awarded specific "points" (e.g.,
mentioned previously) to upgrade their
character stats. For example, a player may be awarded a nonmonetary payout of
points based upon the outcome of a
wager-based game event initiated during play of the RPG hybrid arcade/wager-
based game.
In at least some embodiments, the RPG hybrid arcade/wager-based game may be
configured or designed to
include functionality for enabling the player to acquire or purchase various
types of in-game resources (e.g., items,
skills, and abilities, etc.) using points that were awarded to the player from
non-monetary payouts of wager-based
game events. In at least some embodiments, the hybrid arcade/wager-based game
may be configured or designed to
offer the ability for a player to exchange earned points for other types of
artifacts such as, for example: scrolls, gems,
crystals, pendants and/or other artifacts that possess special
abilities/attributes.
Sports/Motorsports RPG Embodiments
In other embodiments, the format or theme of the hybrid arcade/wager-based
games may be directed to
"sports" style arcade games (e.g., including motorsports), such as, for
example, "NBA JAM", "Golden Tee", "San
Francisco Rush", "Need for Speed", etc. Such games may feature a player
character(s) and/or a player vehicle(s)
and/or vessel(s), wherein the player has control over his or her
character/vehicle via HID interaction (e.g., )(BOX
controller, steering wheel/foot-pedal combo, etc.). Sports-type hybrid
arcade/wager-based games (e.g., including
motorsports) may be setup (e.g., built) completely different (e.g., from rail-
type or RPG-type games), while still
utilizing concepts, triggering mechanisms and gameplay criteria which may be
common to some or all types of
hybrid arcade/wager-based games.
In some embodiments, focus on the wager-based game event(s) may change
depending on the structure,
style, and theme of the Sports-type hybrid arcade/wager-based game. For
example, in the Rail-themed and RPG-
themed hybrid arcade/wager-based games, initiation of at least some of the
wager-based gaming events were
triggered in response to events/conditions which occurred to NPCs, such as for
example, the destruction of an NPC,
damage to an NPC, attack on an NPC, etc. In contrast, in sports-themed hybrid
arcade/wager-based games, initiation
of at least some of the wager-based gaming events may be automatically
triggered in response to actions and/or
activities performed by the player (or performed by the player's character).
For example, in sports-themed hybrid arcade/wager-based game embodiments
involving characters (e.g.,
rather than vehicles/vessels), a player may control one or more characters,
and based on the type of sport, specific
gameplay actions or events may be configured or defined to correspond to wager-
based triggering events (e.g., for
triggering initiation of one or more wager-based game events). Examples of
such specific gameplay actions or
events may include, but are not limited to, one or more of the following (or
combinations thereof):
= Making a basket.
= Scoring a touchdown .
= Hitting a ball or other object.
= Kicking a ball or other object.
= Catching a ball or other object.
= Kicking a goal.
= Sinking a ball (e.g., birdie, bogey in golf).
= Running a play.
= Dodging an opponent.
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= Swinging something (e.g., racquet, tennis, ping pong, etc.).
= Scoring one or more point(s) during gameplay.
= Fouling an opponent.
= Etc.
In sports-themed hybrid arcade/wager-based game embodiments involving
vehicles/vessels (e.g., rather
than characters), a player may control one or more "vehicles" and, based on
the type of sport, specific gameplay
actions or events may be configured or defined to correspond to wager-based
triggering events (e.g., for triggering
initiation of one or more wager-based game events). Examples of such specific
gameplay actions or events may
include, but are not limited to, one or more of the following (or combinations
thereof):
= Crossing checkpoints.
= Dodging and/or evading items.
= Collecting items.
= Making laps.
= Time based durations (e.g., drag racing, "endless-driver, oval-track).
= Picking up virtual object(s).
= Driving over/into a virtual object.
= Crashing.
= Avoiding collisions/objects.
= Driving to specific regions/locations.
= Passing opponent(s).
= Etc.
In at least one embodiment, a "point may be defined or interpreted as a term
that references one gaining a
level in score in relation to a specific game in which they are involved
(e.g., as opposed to "points" that may be
known in relation to EGM gameplay (e.g., leaderboard points) and/or player
club card points). Depending on the
specific type of sports game involved, one or more one or more specific sets
of wager-based triggering events may
be predefined for triggering initiation of one or more approved wager-based
game events (e.g., RNG-based games of
chance) which conform with regulatory/jurisdictional requirements.
One of the benefits of using symbols such as Wager Triggering object(s) to
initiate wager-based game
events, is that it provides player with the ability to selectively initiate a
wager-based game event and/or to selectively
cause a wager-based triggering event to occur, as desired. For example, in
embodiments where a wager-based
triggering event occurs when a player's character collects a Wager Triggering
Ring, the player may elect to not
initiate any wagers during play of the hybrid arcade/wager-based game, for
example, by avoiding collection of
Wager Triggering object(s). In this way, the frequency and pace of the
wagering events may be directly controlled
by the player during active play of the arcade-style portion of the hybrid
arcade/wager-based game.
A related benefit of using symbols such as Wager Triggering object(s) to
initiate wager-based game events,
is that it provides the ability for each player to establish and control
his/her preferred pace of gambling during play
of the hybrid arcade/wager-based game. For example, by purposefully
interacting with Wager Triggering object(s)
relatively infrequently during gameplay, a player may maintain a relatively
slow pace of gambling during play of the
hybrid arcade/wager-based game. In contrast, by purposefully interacting with
Wager Triggering object(s) relatively
frequently during gameplay, a player may maintain a relatively fast pace of
gambling during play of the hybrid
arcade/wager-based game.
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By way of illustration, let's say a player enjoys gambling slowly, e.g.,
"pressing the spin button" and
waiting for the animations, enjoying the moment, having a sip of their drink,
looking around the casino between
spins, then spinning again in the same manner. This particular player could
experience a similar "relaxed" level of
gambling during play of a driving-type hybrid arcade/wager-based game, for
example, by selectively choosing when
to interact with a Wager Triggering Ring. For example, during gameplay, the
player may control the direction of the
vehicle so as to avoid interacting with one or more Wager Triggering
object(s). When the player is ready to initiate
another wager-based spin of the virtual slot reel, the player may choose steer
the vehicle so that it interacts with the
next displayed "Wager Ring," thereby initiating a wager-based gaming event
(e.g., virtual slot reel spin). The player
may relax/enjoy the moment, and then continue on.
In contrast, a fast paced player (who prefers faster paced gambling) may
purposefully chose to drive
relatively fast, and steer his/her vehicle so as to interact with each Wager
Triggering object which is displayed
during gameplay, thereby initiating multiple wager-based gaming events (e.g.,
virtual slot reel spins) within a given
time interval in order to maintain a relatively fast pace of gambling during
play of the hybrid arcade/wager-based
game.
In at least one embodiment, the slow paced player and fast paced player could
each be playing the same
driving-type hybrid arcade/wager-based game at two different, adjacent gaming
machines, and have completely
different gameplay experiences. Yet both players may be enjoying themselves
equally as much due to the flexibility
of design of the hybrid arcade/wager-based game configuration and the ability
for each player to establish and
control his/her preferred pace of gambling during play of the hybrid
arcade/wager-based game.
According to different embodiments, each Wager Triggering object introduced
into the gaming
environment may have associated therewith a respectively different,
predetermined RNG-based outcome. For
example, in at least one embodiment, when an identified Wager Triggering
object is initially introduced (e.g., and
displayed) in the gaming environment, the gaming device may respond by making
a call to a Random Number
Generator (RNG) in order to obtain a predetermined outcome of a future wager-
based gaming event which will be
initiated in response to the player's vehicle/character interacting with the
identified Wager Triggering object. In
some embodiments, the predetermined RNG-based game of chance outcome
associated with a given Wager
Triggering object is generated/determined before the initiation of the
corresponding RNG-based game of chance, and
is generated/determined before the player's vehicle/character has interacted
with the identified Wager Triggering
object.
At least some hybrid arcade/wager-based game embodiments may be configured or
designed to provide the
ability to selectively toggle certain HUD elements, timers, checkpoints, and
the like. Additionally, at least some
hybrid arcade/wager-based game embodiments may be configured or designed to
provide capability of supporting
multiplayer events and/or tournaments (e.g., in which timer-based events
occur). For example, a casino property may
have a promotion setup where groups of people/teams may be "racing" to get the
most "spins" within a specific
timeframe. In doing so, timers, points, and other various details may be
displayed to the patron(s).
In other sports-type hybrid arcade/wager-based game embodiments, similar
mechanisms may be
implemented for enabling a player to selectively control the pace of wager-
based game events. For example, in
sports-type hybrid arcade/wager-based game embodiments involving characters
(e.g., basketball-themed games,
football-themed games, soccer-themed games, baseball-themed games, hockey-
themed games, etc.) Wager
Triggering object(s) and/or other symbols for triggering wager-based game
events may be distributed at various
locations of the virtual game play field/arena/court of the hybrid
arcade/wager-based game. A player may
selectively choose to navigate his/her character, during gameplay, to interact
with one or more Wager Triggering
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object(s) (to thereby trigger initiation of one or more wager-based game
event) and/or to avoid interacting with one
or more Wager Triggering object(s) (to thereby prevent initiation of one or
more wager-based game events).
Player Event Based Wager Triggering Associations
In at least some hybrid arcade/wager-based game embodiments where one or more
wager-based triggering
events are based on specifically defined player character game play
activities, a respective, predetermined RNG-
based game of chance outcome may be generated/determined before (e.g., in
advance of) the occurrence of each
specific player character game play activity or achievement which causes or
triggers a wager event. Examples of
such player character game play activities may include, but are not limited
to, one or more of the following (or
combinations which may include, but are not limited to, one or more of the
following (or combinations thereof):
= blocking a shot;
= stealing a ball;
= jumping in the air;
= doing a flip;
= firing a weapon;
= casting a spell;
= initiating a power punch;
= jumping
= ducking
= scoring a goal
= specific interaction(s) with objects;
= specific interaction(s) with other players;
= satisfying or accomplishing an in-game achievement (e.g., clearing a row
in Tetris0 or linking 3 or more
gems in Bejeweled );
= etc.;
For example, in one embodiment, a wager-based triggering event may be defined
to occur whenever a
player's character performs a flip during game play. In this specific example,
before the player's character performs
a flip during game play, the gaming device may make a call to the Random
Number Generator (RNG) in order to
obtain a predetermined outcome of a future wager-based gaming event which may
be subsequently initiated if/when
the system detects that the player's character has performed a flip during
game play. Upon detecting the next
occurrence of a player character flip event, a wager-based game event will be
automatically initiated by the system,
and the outcome of the wager-based game event will correspond to the
predetermined RNG outcome. Thereafter, the
gaming device may make another call to the Random Number Generator (RNG) to
obtain a next predetermined
outcome to be associated with a next wager-based game event which will be
triggered by the player's character
performing another flip during game play.
By way of illustration, a player may initiate a wager-based triggering event,
such as, for example, when a
player character does a "ninja flip" while jumping. In this specific example,
a player character may be able to jump
repeatedly. In order to properly utilize HAWG's functionality, the code of the
game may implement or initiate a
series of calls, checks, and/or other operations such as, for example:
= Determine if a player's character did in fact jump;
= Determine if, while the player's character was airborne, it performed a
"ninja flip";
= (Assuming player's character performed a "ninja flip") retrieve the pre-
predetermined RNG outcome
associated with the detected wager-based triggering event;

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= Display wager event outcome to the player (and calculate winnings, if
applicable);
= Generate and store another new pre-predetermined RNG for a next player's
character "ninja flip" event;
= In some embodiments, some of all of the above-described activities may
occur while the player's character
is still in the air (e.g., w/in a few milliseconds)
To further elaborate, let's say the player's character in the above example
just landed back on the ground
and the player decided to immediately do another "ninja flip" jump (e.g.,
immediately after touchdown). Upon the
next jump, the some or all of the activities described immediately above may
repeat. If the nature of gameplay were
to continually jump and do flips, this process may continue until the player
is satisfied with the gambling duration
and/or no longer has credits to fund gameplay.
In some hybrid arcade/wager-based game embodiments, the occurrence of various
types of scoring events
during gameplay (e.g.,. scoring a field goal, scoring a basket, scoring a
touchdown, scoring a run, scoring a goal,
sinking ball in hole, etc.) may trigger the automatic initiation of one or
more wager-based game event(s), thereby
allowing players to get a "real win" feel (e.g., if winnings are applicable).
In at least some such embodiments, an
occurrence of such a scoring event during gameplay may be treated by the
hybrid arcade/wager-based game as the
occurrence of a wager-based triggering event, which, in turn, may trigger the
automatic initiation of a respective
wager-based game event. For example, in the basketball-themed hybrid
arcade/wager-based game embodiment, the
court may have multiple Wager Triggering object(s) distributed throughout. A
player may choose to navigate his/her
character in various directions, such as, for example: (a) towards a displayed
Wager Triggering Ring to thereby
initiate one or more wager-based gaming events; (b) away from the displayed
Wager Triggering object(s) to thereby
prevent initiation any wager-based gaming events; and/or (c) directly towards
the basket to score (e.g., which, in
some embodiments, may also trigger initiation of a wager-based gaming event).
One perceived benefit of configuring or designing a sports-type hybrid
arcade/wager-based game to initiate
a wager-based game event in response to an occurrence of a game-related
scoring event is that it helps to create a
positive association (e.g., in the player's mind) between a game-based
achievement (e.g., scoring of a basket), and
the associated wager-based game event. Consequently, such a positive
association may help encourage the player to
have thoughts or perceptions such as, for example, "my luck may come when I
score an actual basket" (e.g., the "real
win" perception). This comparison to gameplay may be comparatively similar to
the comparison made between the
"fast" and "slow" paced gamblers--each is based on player interaction, the
methods & designs thereof, and the visual
and mental relationships between said elements which promote a fun and
flexible environment capable of providing
satisfactory results to target specific and wide-ranged demographics.
WAGER CONFIGURATION/SELECTION
According to different embodiments, there are multiple ways in which a
player's wagering preferences may
be selected/configured in a given hybrid arcade/wager-based game. By way of
illustration, a few simplified
examples (using only characters) are described below.
= A player may select from various characters (etc.), wherein each of the
individual characters is configured
or designed to have associated therewith a respective bet line value (e.g., 1-
line, 3-lines, 5-lines, 10-lines,
30-lines etc.) and/or wager multiplier value (e.g., lx, 3x, 8x, 10x, 25x, 30x,
etc.).
= A player may select from various characters (etc.), wherein each
character has associated therewith a
respective set of attacks, weapons, abilities, skills, etc., and wherein each
set of
attacks/weapons/abilities/skills/etc. has associated therewith a respective
bet line value and/or wager
multiplier value.
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= A player may select from various characters (etc.), and use a standard
wager selection process for wager
selection/configuration (e.g., in which the player manually selects desired
wagering criteria such as, for
example, base wagering amount, number of bet line(s) to be wagered, wager
multiplier value(s), etc.
= Etc.
In some embodiments, at least a portion of the various wager-related
parameters may be coded into hybrid
arcade/wager-based game software/hardware, and utilized for defining and/or
determining the different sets of pre-
configured wager-related parameters which may be available for player
selection in a given hybrid arcade/wager-
based game.
In one embodiment, the RPG hybrid arcade/wager-based game implemented at an
EGM may be configured
or designed to enable a player to selectively choose from a set of characters,
and the basis for wager differentiation is
reflected via which move, ability, skill, spell, etc. is initiated by the
player and performed by the player's character
(e.g., after wager funding and/or during play at) the EGM. In some
embodiments, the "max bet" or relatively highest
wager multiplier value may correspond to the "strongest" moves/abilities for a
given character, and the "min bet" or
relatively lowest wager multiplier value may correspond to the "weakest"
moves/abilities for that character.
In one example, a Second Person hybrid arcade/wager-based game may be
configured or designed to enable
a player to select from various characters, where each character has
associated therewith a corresponding bet/wager
multiplier value.
In at least some embodiments, the wagering outcomes may be based on a series
of themed slot reel symbols
rather than a specific type of NPC battled (e.g. the destruction of a tiny
gremlin may net the same winnings as a
demon boss etc.). This may help to avoid the need of using large and possibly
confusing pay tables wherein
hundreds of different NPC's and/or "Wager Triggering objects" may need to be
shown. Using themed reel symbols
allows HAWG design to remain clean and simple to play and understand like
standard slot machines.
In at least some embodiments, the number and/or type of activities which may
be performed by a player's
character may depend on various wager-related parameters, such as, for
example, the number of lines of the virtual
slot interface being wagered upon. For example, in one embodiment utilizing a
virtual 3 reel 1 line slot interface,
each character may only have as many moves as bet multiplier selections
allowed. In this simplified example, each
player character may only have 5 moves/abilities each (e.g., corresponding to
their respective wager multipliers lx,
2x, 3x, 5x, 10x), and depending on which one is selected, a specific sequence
of player character animation would
play when initiated. In other embodiments, if we change our example to a
multiple line slot interface, depending on
the amount of lines, reels, style of gameplay, and wager triggering events,
the number and type of player character
moves/abilities available to be selected by the player (e.g., for each RPG
character) may be substantially increased.
Additionally, in at least some embodiments, the number and type of player
character moves/abilities available to be
selected by the player (e.g., for each RPG character) may be automatically and
dynamically increased/decreased
depending on the number of wager lines selected by the player. For example, in
one embodiment, if the player
selects a 2-line slot wager option, the player's may automatically be provided
with the ability to perform an
additional "healing" ability (e.g., in addition to the character's other 5
available activities/abilities). Depending on
the nature of the gameplay and pay table details, the player may in fact
initiate a wager-based event by simply
healing themselves during a round of play.
Similar techniques may be implemented for sports related hybrid arcade/wager-
based games. For example,
in a basketball-themed hybrid arcade/wager-based game, a player may be able to
initiate a wager based event by
stealing the ball from an opponent. Other factors influencing how the wager
initiation is handled may include, but
are not limited to, one or more of the following (or combinations thereof):
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= style of activity involved (e.g., layup, slam dunk, etc.);
= total wager amount;
= wager multiplier amount;
= base wager denomination amount;
= etc.
For example, in one embodiment, a non-monetary payout opportunity may be made
available only if the
player selects the "max bet" and other game conditions are met, such as, for
example, the player's character
performs a slam dunk, and a predetermined symbol appears on the bet line of
the slot game interface. A player could
successfully play and slam dunk all day long (getting wins if applicable), but
if they are only betting minimum (or
are only betting less than "max bet"), such activity may not meet the specific
requirements needed to initiate
additional enhanced outcomes, non-monetary payouts, bonuses, awards, etc. In
at least some embodiments, some or
all of these gaming/wagering rules are clearly defined to the player in a
manner which conforms with appropriate
gaming jurisdictions and/or regulations.
At least some embodiments of hybrid arcade/wager-based games may not require
that character selection be
associated with wager or line multipliers. For example, in some hybrid
arcade/wager-based game embodiments, the
player may be allowed to dynamically select the wager-related parameters
(e.g., line/bet multiplier(s), wager
denomination(s), etc.) to be applied to the wager-based game event(s).
EXAMPLE RANDOM NUMBER GENERATOR (RNG) EMBODIMENT(S)
According to different embodiments, one or more different types of RNG engines
may be utilized to
generate random numbers, game event outcome(s), and/or wager event outcome(s).
For example, in at least one
embodiment, an RNG engine may be implemented using a standard Mersenne Twister
algorithm.
Initializing and Seeding
Upon initialization of the RNG engine, it may generate a seed value based on
values of several different
parameters, such as, for example:
= Current time in milliseconds,
= Process ID of the current process,
= The address of the current time variable, and
= The last seed value used.
After generating all of the variables, they are all multiplied by the last
seed value. An XOR operator is
applied to the current time variable, with a variable based on the bits for
the current time shifted to the right by 11.
In at least one embodiment, the seed value is determined by using an XOR
operator to combine all four of the
variables.
Background Generation
After initialization the RNG engine may start generating numbers on a separate
thread. This thread may be
constantly running in the background resulting in millions of numbers being
discarded per second.
Generating RNG Number(s)
When a component of the hybrid arcade/wager-based game requests a random
number, it may call the
GetRandomNumberRange function one or more times (e.g., depending on the number
of reels). For example, for a 3
reel slot game, the GetRandomNumberRange function may be called three (3)
times (e.g., 1 RNG call per reel).
In some hybrid arcade/wager-based game embodiments, one or more calls to the
RNG engine may occur
each time an NPC is spawned in the game. For example, if a new NPC is spawned
in a hybrid arcade/wager-based
game which uses a 3 reel virtual slot game to implement wager-based game
events, three separate
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GetRandomNumberRange function calls may be made to the RNG engine to obtain 3
different random numbers,
which represent a predetermined outcome of the wager-based 3-reel slot game
event which will be initiated if/when
the newly spawned NPC is destroyed (or damaged in some embodiments).
Similarly, in hybrid arcade/wager-based game embodiments which utilize symbols
(e.g., such as Wager
Triggering object(s)) to initiate wager-based game events, one or more calls
to the RNG engine may occur each time
a new Wager Triggering Symbol is "spawned" or introduced into the gaming
environment. For example, if a new
Wager Triggering Symbol is introduced into the gaming environment of a driving-
type hybrid arcade/wager-based
game which uses a 3 reel virtual slot game to implement wager-based game
events, three separate
GetRandomNumberRange function calls may be made to the RNG engine to obtain 3
different random numbers,
which represent a predetermined outcome of the wager-based 3-reel slot game
event which will be initiated if/when
the player's character or vehicle interacts with the identified Wager
Triggering Symbol.
In at least one embodiment, the GetRandomNumberRange function may utilize 2
parameters representing,
for example, a minimum value (e.g., zero) and a maximum value (e.g., 255).
When the number is generated by the
RNG engine, it may need to be scaled to fit inside the minimum and maximum
values. In one embodiment, the
value of each generated RNG number may be automatically scaled by performing
the following operations:
1. Increase the maximum value by 1 so when we mod it later we can achieve
the maximum number.
2. Set the limit of the number to equal the difference between the min and
max. This will represent how many
numbers we can generate.
3. Use integer division to get the largest number that our limit will mod
evenly into our RNG's Maximum
number.
4. Generate a number from the RNG engine.
5. Check to see if the number is larger than our mod evenly number. If we
don't do this, then a lower number
has the potential to show more often than higher numbers generated by the RNG
engine generator.
Comparing it to a large evenly modded number will help ensure that each number
has the same chance of
being called by disregarding the numbers that are higher than this.
6. If the number is larger than our mod evenly number, we discard it and
generate another number.
7. Repeat operations 5 and 6 (above) until a number is found/identified.
8. Mod the identified number generated by our limit, and add the minimum
amount to it. This will give us the
final RNG number.
Using the RNG Engine Number(s)
In one embodiment, the 3 numbers that are generated in connection with the
spawning of an identified NPC
(or Wager Triggering Symbol) are securely encrypted and stored inside of (or
otherwise stored in a manner which
associated with or linked to) the identified NPC/ Wager Triggering Symbol, in
the order that the 3 RNG numbers
were generated.
If/when the identified NPC is subsequently killed or destroyed (or damaged in
some embodiment), or if the
player's character/vehicle interacts with the identified Wager Triggering
Symbol (destroying and/or damaging such
object) we access and use the 3 stored RNG numbers (in order) to check the
positions of each reel. These positions
are then compared to a math model to get the award value. Thereafter, assuming
no errors detected, the award value
and reels are displayed for the user to see.
Figure 1 illustrates a simplified block diagram of a specific example
embodiment of a Hybrid
Arcade/Wager-Based (e.g., "HAWG") Gaming System 100 which may be implemented
via a computerized data
network. As described in greater detail herein, different embodiments of
Hybrid Arcade/Wager-Based Gaming
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Systems may be configured, designed, and/or operable to provide various
different types of operations,
functionalities, and/or features generally relating to Hybrid Arcade/Wager-
Based Gaming System technology.
Further, as described in greater detail herein, many of the various
operations, functionalities, and/or features of the
Hybrid Arcade/Wager-Based Gaming System(s) disclosed herein may provide may
enable or provide different types
of advantages and/or benefits to different entities interacting with the
Hybrid Arcade/Wager-Based Gaming
System(s).
According to different embodiments, at least some Hybrid Arcade/Wager-Based
Gaming System(s) may be
configured, designed, and/or operable to provide a number of different
advantages and/or benefits and/or may be
operable to initiate, and/or enable various different types of operations,
functionalities, and/or features, such as, for
example, one or more of those described and/or referenced herein. According to
different embodiments, at least a
portion of the various functions, actions, operations, and activities
performed by one or more component(s) of the
Hybrid Arcade/Wager-Based Gaming System may be initiated in response to
detection of one or more conditions,
events, and/or other criteria satisfying one or more different types of
minimum threshold criteria, such as, for
example, one or more of those described and/or referenced herein. According to
different embodiments, at least a
portion of the various types of functions, operations, actions, and/or other
features provided by the Hybrid
Arcade/Wager-Based Gaming System may be implemented at one or more client
systems(s), at one or more System
Server(s), and/or combinations thereof. According to different embodiments,
the Hybrid Arcade/Wager-Based
Gaming System 100 may include a plurality of different types of components,
devices, modules, processes, systems,
etc., which, for example, may be implemented and/or instantiated via the use
of hardware and/or combinations of
hardware and software. For example, as illustrated in the example embodiment
of Figure 1, the Hybrid
Arcade/Wager-Based Gaming System may include one or more types of systems,
components, devices, processes,
etc. (e.g., or combinations thereof) described and/or referenced herein.
According to different embodiments, the Hybrid Arcade/Wager-Based Gaming
(e.g., HAWG) System 100
may include a plurality of different types of components, devices, modules,
processes, systems, etc., which, for
example, may be implemented and/or instantiated via the use of hardware and/or
combinations of hardware and
software. For example, as illustrated in the example embodiment of Figure 1,
the Hybrid Arcade/Wager-Based
Gaming System may include one or more of the following types of systems,
components, devices, processes, etc.
(e.g., or combinations thereof):
= Local Casino System(s) 122 operable to perform and/or implement various
types of functions, operations,
actions, and/or other features such as those described or referenced herein.
According to different
embodiments, one or more Local Casino System(s) 122 may include, but are not
limited to, one or more of
the following (or combinations thereof):
o Casino Gaming System Server(s) 120 - In at least one embodiment, the
Casino Gaming System
Server(s) may be operable to perform and/or implement various types of
functions, operations, actions,
and/or other features such as those described or referenced herein.
o Class 2 RNG System(s)/Service(s) 124 operable to perform and/or implement
various types of
functions, operations, actions, and/or other features such as those described
or referenced herein. For
example, in at least some embodiments, Class 2 RNG System(s)/Service(s) 124
may be operable to
dynamically generate and/or provide Class 2 gaming type RNG outcomes to be
used by Hybrid
Arcade/Wager-Based Gaming devices as "predetermined" RNG outcome(s) relating
to Class 2 type
wager-based game event(s) occurring at the Hybrid Arcade/Wager-Based Gaming
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o Class 3 RNG System(s)/Service(s) 126 operable to perform and/or implement
various types of
functions, operations, actions, and/or other features such as those described
or referenced herein. For
example, in at least some embodiments, Class 3 RNG System(s)/Service(s) 126
may be operable to
dynamically generate and/or provide Class 3 gaming type RNG outcomes to be
used by Hybrid
Arcade/Wager-Based Gaming devices as "predetermined" RNG outcome(s) relating
to Class 3 type
wager-based game event(s) occurring at the Hybrid Arcade/Wager-Based Gaming
devices.
o Electronic Gaming Machine(s) (EGMs) 128 operable to perform and/or
implement various types of
functions, operations, actions, and/or other features such as those described
or referenced herein.
= Other Gaming Network(s).
= Client Computer System(s) 130 operable to perform and/or implement various
types of functions,
operations, actions, and/or other features such as those described or
referenced herein.
= 3rd Party System(s) 150 operable to perform and/or implement various
types of functions, operations,
actions, and/or other features such as those described or referenced herein.
= Internet & Cellular Network(s) 110.
= Remote/Internet-based Gaming Service(s) 190 operable to perform and/or
implement various types of
functions, operations, actions, and/or other features such as those described
or referenced herein.
= According to different embodiments, one or more Remote/Internet-based
Gaming Service(s) 190 may
include, but are not limited to, one or more of the following (or combinations
thereof):
o Class 2 RNG System(s)/Service(s) 194 operable to perform and/or implement
various types of
functions, operations, actions, and/or other features such as those described
or referenced herein. For
example, in at least some embodiments, Class 2 RNG System(s)/Service(s) 194
may be operable to
dynamically generate and/or provide Class 2 type RNG outcomes to be used by
remote Hybrid
Arcade/Wager-Based Gaming devices as "predetermined" RNG outcome(s) relating
to Class 2 type
wager-based game event(s) occurring at the Hybrid Arcade/Wager-Based Gaming
devices.
o Class 3 RNG System(s)/Service(s) 196 operable to perform and/or implement
various types of
functions, operations, actions, and/or other features such as those described
or referenced herein. For
example, in at least some embodiments, Class 3 RNG System(s)/Service(s) 196
may be operable to
dynamically generate and/or provide Class 3 type RNG outcomes to be used by
remote Hybrid
Arcade/Wager-Based Gaming devices as "predetermined" RNG outcome(s) relating
to Class 3 type
wager-based game event(s) occurring at the Hybrid Arcade/Wager-Based Gaming
devices.
o Remote Database System(s) 180 operable to perform and/or implement
various types of functions,
operations, actions, and/or other features such as those described or
referenced herein.
o Gaming Server(s) 192 operable to perform and/or implement various types
of functions, operations,
actions, and/or other features such as those described or referenced herein.
o Remote System(s)/Service(s) 170, which, for example, may include, but are
not limited to, one or more
of the following (e.g., or combinations thereof):
= Content provider servers/services
= Media Streaming servers/services
= Database storage/access/query servers/services
= Financial transaction servers/services
= Payment gateway servers/services
= Electronic commerce servers/services
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= Event management/scheduling servers/services
= Etc.
= Mobile Device(s) 160 ¨ In at least one embodiment, the Mobile Device(s)
may be operable to perform
and/or implement various types of functions, operations, actions, and/or other
features such as those
described or referenced herein.
= Etc.
In at least one embodiment, the Hybrid Arcade/Wager-Based Gaming System may be
operable to utilize
and/or generate various different types of data and/or other types of
information when performing specific tasks
and/or operations. This may include, for example, input data/information
and/or output data/information. For
example, in at least one embodiment, the Hybrid Arcade/Wager-Based Gaming
System may be operable to access,
process, and/or otherwise utilize information from one or more different types
of sources, such as, for example, one
or more local and/or remote memories, devices and/or systems. Additionally, in
at least one embodiment, the
Hybrid Arcade/Wager-Based Gaming System may be operable to generate one or
more different types of output
data/information, which, for example, may be stored in memory of one or more
local and/or remote devices and/or
systems. Examples of different types of input data/information and/or output
data/information which may be
accessed and/or utilized by the Hybrid Arcade/Wager-Based Gaming System may
include, but are not limited to, one
or more of those described and/or referenced herein.
According to specific embodiments, multiple instances or threads of the Hybrid
Arcade/Wager-Based
Gaming System may be concurrently implemented and/or initiated via the use of
one or more processors and/or
other combinations of hardware and/or hardware and software. For example, in
at least some embodiments, various
aspects, features, and/or functionalities of the Hybrid Arcade/Wager-Based
Gaming System may be performed,
implemented and/or initiated by one or more of the various systems,
components, systems, devices, procedures,
processes, etc., described and/or referenced herein.
In at least one embodiment, a given instance of the Hybrid Arcade/Wager-Based
Gaming System may
access and/or utilize information from one or more associated databases. In at
least one embodiment, at least a
portion of the database information may be accessed via communication with one
or more local and/or remote
memory devices. Examples of different types of data which may be accessed by
the Hybrid Arcade/Wager-Based
Gaming System may include, but are not limited to, one or more of those
described and/or referenced herein.
According to different embodiments, various different types of
encryption/decryption techniques may be
used to facilitate secure communications between devices in Hybrid
Arcade/Wager-Based Gaming System(s) and/or
Hybrid Arcade/Wager-Based Gaming Network(s). Examples of the various types of
security techniques which may
be used may include, but are not limited to, one or more of the following
(e.g., or combinations thereof): random
number generators, SHA-1 (e.g., Secured Hashing Algorithm), MD2, MD5, DES
(e.g., Digital Encryption Standard),
3DES (e.g., Triple DES), RC4 (e.g., Rivest Cipher), ARC4 (e.g., related to
RC4), TKIP (e.g., Temporal Key
Integrity Protocol, uses RC4), AES (e.g., Advanced Encryption Standard), RSA,
DSA, DH, NTRU, and ECC (e.g.,
elliptic curve cryptography), PKA (e.g., Private Key Authentication), Device-
Unique Secret Key and other
cryptographic key data, SSL, etc. Other security features contemplated may
include use of well-known hardware-
based and/or software-based security components, and/or any other known or yet
to be devised security and/or
hardware and encryption/decryption processes implemented in hardware and/or
software.
According to different embodiments, one or more different threads or instances
of the Hybrid
Arcade/Wager-Based Gaming System may be initiated in response to detection of
one or more conditions or events
satisfying one or more different types of minimum threshold criteria for
triggering initiation of at least one instance
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of the Hybrid Arcade/Wager-Based Gaming System. Various examples of conditions
or events which may trigger
initiation and/or implementation of one or more different threads or instances
of the Hybrid Arcade/Wager-Based
Gaming System may include, but are not limited to, one or more of those
described and/or referenced herein.
It will be appreciated that the Hybrid Arcade/Wager-Based Gaming System of
Figure 1 is but one example
from a wide range of Hybrid Arcade/Wager-Based Gaming System embodiments which
may be implemented.
Other embodiments of the Hybrid Arcade/Wager-Based Gaming System (e.g., not
shown) may include additional,
fewer and/or different components/features that those illustrated in the
example Hybrid Arcade/Wager-Based
Gaming System embodiment of Figure 1.
Generally, the Hybrid Arcade/Wager-Based Gaming techniques described herein
may be implemented in
hardware and/or hardware+software. For example, they can be implemented in an
operating system kernel, in a
separate user process, in a library package bound into network applications,
on a specially constructed machine, or
on a network interface card. In a specific embodiment, various aspects
described herein may be implemented in
software such as an operating system or in an application running on an
operating system.
Hardware and/or software+hardware hybrid embodiments of the Hybrid
Arcade/Wager-Based Gaming
techniques described herein may be implemented on a general-purpose
programmable machine selectively activated
or reconfigured by a computer program stored in memory. Such programmable
machine may include, for example,
mobile or handheld computing systems, PDA, smart phones, notebook computers,
tablets, netbooks, desktop
computing systems, system servers, cloud computing systems, network devices,
etc.
Figure 2 shows an example block diagram of an electronic gaming system 200 in
accordance with a specific
embodiment. Electronic gaming system 200 may include electronic gaming devices
(e.g., electronic gaming
terminals, electronic gaming machines, wager-based video gaming machines,
etc.) 251, which may be coupled to
network 205 via a network link 210. Network 205 may be the internet or a
private network. One or more video
streams may be received at video/multimedia server 215 from EGDs 251.
Video/Multimedia server 215 may
transmit one or more of these video streams to one or more: mobile devices
245, 255, electronic gaming devices
(e.g., EGD) 251, and/or other remote electronic device. Video/Multimedia
server 215 may transmit these video
streams via network link 210 and network 205.
Electronic gaming system 200 may include an accounting/transaction server 220,
a gaming server 225, an
authentication server 230, a player tracking server 235, a voucher server 240,
and a searching server 242.
Accounting/transaction server 220 may compile, track, store, and/or monitor
cash flows, voucher
transactions, winning vouchers, losing vouchers, and/or other transaction data
for the casino operator and for the
players. Transaction data may include the number of wagers, the size of these
wagers, the date and time for these
wagers, the identity of the players making these wagers, and the frequency of
the wagers. Accounting/transaction
server 220 may generate tax information relating to these wagers.
Accounting/transaction server 220 may generate
profit/loss reports for predetermined gaming options, contingent gaming
options, predetermined betting structures,
and/or outcome categories.
Gaming server 225 may generate gaming options based on predetermined betting
structures and/or outcome
categories. These gaming options may be predetermined gaming options,
contingent gaming options, and/or any
other gaming option disclosed in this disclosure.
Authentication server 230 may determine the validity of vouchers, players'
identity, and/or an outcome for
a gaming event.
Player tracking server 235 may track a player's betting activity, a player's
preferences (e.g., language,
drinks, font, sound level, etc.). Based on data obtained by player tracking
server 235, a player may be eligible for
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gaming rewards (e.g., free play), promotions, and/or other awards (e.g.,
complimentary food, drinks, lodging,
concerts, etc.).
Voucher server 240 may generate a voucher, which may include data relating to
gaming options. For
example, data relating to the structure may be generated. If there is a time
deadline, that information may be
generated by voucher server 240. Vouchers may be physical (e.g., paper) or
digital.
Searching server 242 may implement a search on one or more gaming devices to
obtain gaming data.
Searching server 242 may implement a messaging function, which may transmit a
message to a third party (e.g., a
player) relating to a search, a search status update, a game status update, a
wager status update, a confirmation of a
wager, a confirmation of a money transfer, and/or any other data relating to
the player's account. The message can
take the form of a text display on the gaming device, a pop up window, a text
message, an email, a voice message, a
video message and the like. Searching server 242 may implement a wagering
function, which may be an automatic
wagering mechanism. These functions of searching server 242 may be integrated
into one or more servers.
Searching server 242 may include one or more searching structures, one or more
searching algorithms,
and/or any other searching mechanisms. In general, the search structures may
cover which hybrid arcade/wager-
based games paid out the most money during a time period, which hybrid
arcade/wager-based games kept the most
money from players during a time period, which hybrid arcade/wager-based games
are most popular (e.g., top
games), which hybrid arcade/wager-based games are least popular, which hybrid
arcade/wager-based games have
the most amount of money wager during a period, which hybrid arcade/wager-
based games have the highest wager
volume, which hybrid arcade/wager-based games are more volatile (e.g.,
volatility, or deviation from the statistical
norms, of wager volume, wager amount, pay out, etc.) during a time period, and
the like. Search may also be
associated with location queries, time queries, and/or people queries.
The searching structures may be predetermined searching structures. For
example, the method may start
searching a second device, then a second device, then a third device, up to an
Nth device based on one or more
searching parameters (e.g., triggering event). In one example, the search may
end once one or more triggering
events are determined. In another example, the search may end once data has
been received from a predetermined
number (e.g., one, two, ten, one hundred, all) of the devices. In another
example, the search may be based on a
predetermined number of devices to be searched in combination with a
predetermined number of search results to be
obtained. In this example, the search structure may be a minimum of ten
devices to be searched, along with a
minimum of five gaming options to be determined.
In another example, the searching structures may be based on one or more
specific game types and/or
themes (e.g., second person shooter types, second person rail types, TV
themes, Movie themes, multiplayer types,
etc.). Searching structure may search one or more of these games.
In another example, the searching structure may be based on a player's
preferences, past transactional
history, player input, a particular game, a particular EGD, a particular
casino, a particular location within a casino,
game outcomes over a time period, payout over a time period, and/or any other
criteria.
Searching algorithms may be dynamic searching programs, which may be modified
based on one or more
past results. In one example, the search algorithm may determine that a
specific triggering event occurs with a
ninety percent success rate on a second EGD, a ten percent success rate on a
second EGD, a fifty percent success
rate on a third EGD, and a seventy percent success rate on a fourth EGD. The
search algorithm may generate a
search priority based on the probability of success, which may lead to the
second EGD being searched second, the
fourth EGD being searched second, the third EGD being searched third, and the
second EGD being searched fourth.
Search algorithm may utilize any dynamic feedback procedure to enhance current
and/or future searching results
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Figure 3 illustrates a network diagram of an example embodiment of a Gaming
Network 300 which may be
configured or designed to implement various hybrid arcade/wager-based gaming
techniques described and/or
referenced herein. As described in greater detail herein, different
embodiments of Gaming Networks may be
configured, designed, and/or operable to provide various different types of
operations, functionalities, and/or features
generally relating to Gaming Network technology. Further, as described in
greater detail herein, many of the various
operations, functionalities, and/or features of the Gaming Network(s) and/or
Gaming System(s) disclosed herein may
provide may enable or provide different types of advantages and/or benefits to
different entities interacting with the
Gaming Network(s).
According to different embodiments, at least some Gaming Network(s) may be
configured, designed,
and/or operable to provide a number of different advantages and/or benefits
and/or may be operable to initiate,
and/or enable various different types of operations, functionalities, and/or
features, such as, for example, one or more
of the following (e.g., or combinations thereof):
= Enable real-world casino venues to securely and legally provide
opportunities for their players/players to
participate in online or network-based wager-based gaming sessions. Examples
of various types of games
which may be played may include, but are not limited to, one or more hybrid
arcade/wager-based game(s) such
as those described and/or referenced herein.
= Enable casino venues to provide opportunities for their players/players
to participate in live, multiplayer, wager-
based, arcade-style video games where players from different casinos,
different locations, and/or different
EGDs, are able to compete against one another in a multiplayer, hybrid
arcade/wager-based gaming
environment. In at least one embodiment, players can be located at the same
and/or at remote gaming venues
that are connected via a wide area network such as the Internet, cellular
networks, VPNs, cloud-based networks,
etc.
= Utilize live electronic gaming device dealers and attendants for
conducting the wager-based, arcade-style
video games.
= Deploy electronic gaming devices (e.g., EGDs) in multiple different physical
casino venues, and utilize the
EGDs for enabling casino players/players to participate in wager-based, arcade-
style video games.
= Players may be allowed to manually switch or change their opponents
(e.g., in heads-up game play).
= Players may be automatically switched (e.g., by gaming system) to play
different opponents (e.g., auto
switching feature; useful for tournament play).
= Gaming system may perform automated matching of players in tournament (e.g.,
based on various criteria
such as, for example: skill level, experience, random, social relationships,
etc.). In at least one embodiment,
multi-property network connections between various different casino venues
(e.g., located at different
geographic locations) may be implemented and utilized to facilitate pairing of
and/or participation by
remote players.
= In at least one embodiment, a central clearing house may be utilized for
financial transactions (e.g., deposit,
debit of player accounts, payouts, lines of credit, etc.) relating to the
hybrid arcade/wager-based game
sessions.
= Various types of game play rules may be implemented and automatically
enforced for the hybrid
arcade/wager-based game sessions, such as, for example: time limit per play,
amount per wager, max
wager, maximum wager, rules to facilitate speed of game play, rules imposed
for conformance with
regulatory or jurisdiction requirements, etc. For example, in one embodiment,
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wager within an allotted time interval, the system may be configured or
designed to automatically enter
default wager for that player.
According to different embodiments, the Gaming Network 300 may include a
plurality of different types of
components, devices, modules, processes, systems, etc., which, for example,
may be implemented and/or instantiated
via the use of hardware and/or combinations of hardware and software. For
example, as illustrated in the example
embodiment of Figure 3, the Gaming Network may include one or more of the
following types of systems,
components, devices, processes, etc. (e.g., or combinations thereof):
= Display System Server(s) 304. In at least one embodiment, the Display
System Server(s) may be configured or
designed to implement and/or facilitate management of content (e.g., graphics,
images, text, video fees, etc.) to
be displayed and/or presented at one or more EGDs (e.g., or at one or more
groups of EGDs), dealer displays,
administrator displays, etc.
= EGD Multimedia System Server(s) 305. In at least one embodiment, the
Table Multimedia System Server(s)
may be configured or designed to generate, implement and/or facilitate
management of content (e.g., graphics,
images, text, video fees, audio feeds, etc.), which, for example, is to be
streamed or provided to one or more
EGDs (e.g., or to one or more groups of EGDs).
= Messaging System Server(s) 306. In at least one embodiment, the Messaging
System Server(s) may be
configured or designed to implement and/or facilitate management of messaging
and/or other communications
among and between the various systems, components, devices, EGDs, players,
dealers, and administrators of the
gaming network.
= Mobile System Server(s) 308. In at least one embodiment, the Mobile System
Server(s) may be configured or
designed to implement and/or facilitate management of communications and/or
data exchanged with various
types of mobile devices, including for example: player-managed mobile devices
(e.g., smart phones, PDAs,
tablets, mobile computers), casino-managed mobile devices (e.g., mobile gaming
devices), etc.
= Financial System Server(s) 312. In at least one embodiment, the Financial
System Server(s) may be configured
or designed to implement and/or facilitate tracking, management, reporting,
and storage of financial data and
financial transactions relating to one or more hybrid arcade/wager-based game
sessions. For example, at least
some Financial System Server(s) may be configured or designed to keep track of
the game accounting (e.g.,
money in, money out) for a virtual hybrid arcade/wager-based game being
played, and may also be configured
or designed to handle various financial transactions relating to player wagers
and payouts. For example, in at
least one embodiment, Financial Servers may be configured or designed to
monitor each remote player's
account information, and may also manage or handle funds transfers between
each player's account and the
active game server (e.g., associated with the player's game session).
= Player Tracking System Server(s) 314. In at least one embodiment, the
Player Tracking System Server(s) may
be configured or designed to implement and/or facilitate management and
exchange of player tracking
information associated with one or more EGDs, hybrid arcade/wager-based game
sessions, etc. In at least one
embodiment, a Player Tracking System Server may include at least one database
that tracks each player's hands,
wins/losses, bet amounts, player preferences, etc., in the network. In at
least one embodiment, the presenting
and/or awarding of promotions, bonuses, rewards, achievements, etc., may be
based on a player's play patterns,
time, games selected, bet amount for each game type, etc. A Player Tracking
System Server may also help
establish a player's preferences, which assists the casino in their
promotional efforts to: award player comps
(e.g., loyalty points); decide which promotion(s) are appropriate; generate
bonuses; etc.
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= Data Tracking & Analysis System(s) 318. In at least one embodiment, the
Data Tracking & Analysis System(s)
may be configured or designed to implement and/or facilitate management and
analysis of game data. For
example, in one embodiment the Data Tracking & Analysis System(s) may be
configured or designed to
aggregate multisite hybrid arcade/wager-based gaming trends, local wins,
jackpots, etc.
= Gaming System Server(s) (e.g., 322, 324). In at least one embodiment,
different game servers may be
configured or designed to be dedicated to one or more specifically designated
type(s) of game(s). Each game
server has game logic to host one of more virtual hybrid arcade/wager-based
game sessions. At least some
game server(s) may also be capable of keeping track of the game accounting
(e.g., money in, money out) for a
virtual hybrid arcade/wager-based game being played, and/or for updating the
Financial Servers at the end of
each game. The game server(s) may also operable to generate the EGD graphics
primitives (e.g., game virtual
objects and game states), and may further be operable to update EGDs when a
game state change (e.g., new card
dealt, player upped the ante, player folds/busts, etc.) may be detected.
= Jurisdictional/Regulatory Monitoring & Enforcement System(s) 350. In at
least one embodiment, the
Jurisdictional/Regulatory Monitoring & Enforcement System(s) may be configured
or designed to handle
tracking, monitoring, reporting, and enforcement of specific regulatory
requirements relating to wager-based
gameplay activities in one or more jurisdictions.
= Authentication & Validation System(s) 352. According to different
embodiments, the Authentication &
Validation System(s) may be configured or designed to determine and/or
authenticate the identity of the current
player at a given EGD. For example, in one embodiment, the current player may
be required to perform a log in
process at the EGD in order to access one or more features. Alternatively, the
EGD may be adapted to
automatically determine the identity of the current player based upon one or
more external signals such as, for
example, scanning of a barcode of a player tracking card, an RFID tag or badge
worn by the current player
which provides a wireless signal to the EGD for determining the identity of
the current player. In at least one
implementation, various security features may be incorporated into the EGD to
prevent unauthorized players
from engaging in certain types of activities at the EGD. In some embodiments,
the Authentication & Validation
System(s) may be configured or designed to authenticate and/or validate
various types of hardware and/or
software components, such as, for example, hardware/software components
residing at a remote EGDs, game
play information, wager information, player information and/or identity, etc.
Examples of various
authentication and/or validation components are described in U.S. Patent No.
6,620,047, titled, "ELECTRONIC
GAMING APPARATUS HAVING AUTHENTICATION DATA SETS," incorporated herein by
reference in
its entirety for all purposes.
= Casino Venues (e.g., 330, 340). In at least one embodiment, each casino
venue may correspond to a real-world,
physical casino which is located at a particular geographic location. In some
embodiments, a portion of the
multiple different casino venues may be affiliated with each other (e.g.,
Harrah's Las Vegas, Harrah's London).
In other embodiments, at least a portion of the multiple different casino
venues do not share any affiliation with
each other.
= Electronic gaming devices (e.g., EGDs) 332, 334, 336, 342, 344, 346. As
described in greater detail herein, the
EGDs may be configured or designed to facilitate and enable players to
participate in wager-based, arcade-style
video game sessions (e.g., and/or other types of hybrid arcade/wager-based
game sessions). Different EGDs
may be physically located in one or more different casino venues, and may be
connected via a communication
network. In some embodiments, EGDs may be implemented as stationary machines.
In some embodiments, at
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least some EGDs may be implemented using mobile devices (e.g., tablets,
smartphones, laptops, PC's, and the
like).
= Internet, Cellular, and WAN Network(s) 310
= Game History Server(s) 364. In at least one embodiment, the Game History
Server(s) may be configured or
designed to track all (e.g., or selected) game types and game play history for
all (e.g., or selected) hybrid
arcade/wager-based games. In some embodiments, a Game History Server may also
assist the casino manager
in case of disputes between players and the casino by, for example, providing
the ability to "replay" (e.g., by
virtually recreating the game events) the game in dispute, step by step, based
on previously stored game states.
Such dispute resolution capability is a desirable feature in hybrid
arcade/wager-based game environments.
= Remote Database System(s) which, for example, may be operable to store and
provide access to various types of
information and data described herein.
= Remote System Server(s)/Service(s), which, for example, may include, but
are not limited to, one or more of the
following (e.g., or combinations thereof):
= Content provider servers/services
= Media Streaming servers/services
= Database storage/access/query servers/services
= Financial transaction servers/services
= Payment gateway servers/services
= Electronic commerce servers/services
= Event management/scheduling servers/services
= Etc.
= Mobile Game Device(s) 336, 346 ¨ In at least one embodiment, the Mobile
Device(s) may be operable to
perform and/or implement various types of functions, operations, actions,
and/or other features such as those
described or referenced herein (e.g., such as those illustrated and/or
described with respect to Figure 6).
According to specific embodiments, a variety of different game states may be
used to characterize the state
of current and/or past events which are occurring (e.g., or have occurred) at
a given EGD. For example, in one
embodiment, at any given time in a game, a valid current game state may be
used to characterize the state of game
play (e.g., and/or other related events, such as, for example, mode of
operation of the EGD, etc.) at that particular
time. In at least one embodiment, multiple different states may be used to
characterize different states or events
which occur at the EGD at any given time. In one embodiment, when faced with
ambiguity of game state, a single
state embodiment forces a decision such that one valid current game state is
chosen. In a multiple state embodiment,
multiple possible game states may exist simultaneously at any given time in a
game, and at the end of the game or at
any point in the middle of the game, the EGD may analyze the different game
states and select one of them based on
certain criteria. Thus, for example, when faced with ambiguity of game state,
the multiple state embodiment(s)
allow all potential game states to exist and move forward, thus deferring the
decision of choosing one game state to a
later point in the game. The multiple game state embodiment(s) may also be
more effective in handling ambiguous
data or game state scenarios.
According to specific embodiments, a variety of different entities may be used
(e.g., either singly or in
combination) to track the progress of game states which occur at a given
gaming EGD. Examples of such entities
may include, but are not limited to, one or more of the following (e.g., or
combination thereof): master controller
system, display system, gaming system, local game tracking component(s),
remote game tracking component(s), etc.
Examples of various game tracking components may include, but are not limited
to: automated sensors, manually
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operated sensors, video cameras, intelligent playing card shoes, RFID
readers/writers, RFID tagged chips, objects
displaying machine readable code/patterns, etc.
According to a specific embodiment, local game tracking components at the EGD
may be operable to
automatically monitor game play activities at the EGD, and/or to automatically
identify key events which may
trigger a transition of game state from one state to another as a game
progresses. Depending upon the type of game
being played at the gaming table, examples of possible key events may include,
but are not limited to, one or more of
the following (e.g., or combination thereof):
= start of a new hybrid arcade/wager-based gaming session;
= end of a current hybrid arcade/wager-based gaming session;
= start of a virtual slot wheel spin;
= game start event;
= game end event;
= detection of event for triggering initiation of wager-based event (e.g.,
destroying a zombie on screen
triggers spin of virtual slot reel, and subsequent payout/credit award);
= detection of event for triggering end of wager-based event (e.g., slot wheel
spin, etc.);
= detection of event for triggering initiation of randomized game play
event;
= detection of event for triggering end of randomized game play event;
= initial wager period start;
= initial wager period end;
= subsequent wager period start;
= subsequent wager period end;
= payout period start;
= payout period end;
= etc.
Figures 4, 5, 6, and 14 show block diagrams of different example embodiments
of electronic gaming
machines (e.g., EGMs) or electronic gaming devices ("EGDs) which may be used
for facilitating, enabling,
initiating, and/or implementing one or more of the hybrid arcade/wager-based
gaming aspects described herein.
Figure 4 shows a block diagram 400 of electronic gaming device 400, in
accordance with a specific
embodiment. Electronic gaming device 400 may include a processor 402, a memory
404, a network interface 422,
input devices 428, and a display 426.
Processor 402 may generate gaming options based on predetermined betting
structures and/or outcome
categories. Predetermined betting structures may utilize more than one outcome
category to generate via processor
402 gaming options. Predetermined betting structures may combine any outcome
category with any other outcome
category to gaming options.
Processor 402 may offer a gaming option which is structured so that the gaming
option relates to more than
one EGD. Processor 402 may generate contingent gaming options and/or
predetermined gaming options.
Contingent gaming options 410 may be structures such that when a triggering
event occurs over one or more than
one gaming event, racing event, and/or sporting event, the wager is activated.
Network interface 422 may allow electronic gaming device 400 to communicate
with remote
devices/systems such as, for example, video/multimedia server(s),
accounting/transaction server(s), gaming
server(s), authentication server(s), player tracking server(s), voucher
server(s), etc.
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Input devices 428 may be mechanical buttons, electronic buttons, a
touchscreen, a microphone, cameras, an
optical scanner, or any combination thereof. Input devices 428 may be utilized
to make a wager, to make an offer to
buy or sell a voucher, to determine a voucher's worth, to cash in a voucher,
to modify (e.g., change sound level,
configuration, font, language, etc.) electronic gaming device 400, to select a
movie or music, to select type of content
to be displayed on main and/or auxiliary screen(s) of EGD, or any combination
thereof.
Arcade-Style Game Engine 442 may be configured or designed to manage the
arcade-style game play
portion (or entertainment portion) of the hybrid arcade/wager-based game.
Wager-Based Game Engine 444 may be configured or designed to manage the wager-
based game event
portion(s) of the hybrid arcade/wager-based game.
Random Number Generator (RNG) Engine 446 may include software and/or hardware
algorithm and/or
processes which are used to generate random outcomes, and may be used by the
Wager-Based Game Engine to
generate wager-based game event outcomes, at least a portion of which may
correspond to predetermined wager-
based game event outcomes (as described in greater detail below).
Display 426 may show video streams from one or more gaming devices, gaming
objects from one or more
gaming devices, computer generated graphics, predetermined gaming options,
and/or contingent gaming options.
Memory 404 may include various memory modules 440. Memory 404 via various
memory modules 440
may include a future betting module 406, a predetermined game options module
408, a contingent game options
module 410, a confirmation module 412, a validation module 414, a voucher
module 416, a reporting module 418, a
maintenance module 420, a player tracking preferences module 424, a searching
module 430, and an account module
432.
Future betting module 406 may store data relating to the predetermined betting
structure. Processor 402
may utilize data in future betting module 406 to genemte predetermined gaming
options and/or contingent gaming
options. Any other processor (e.g., gaming server 225, any virtualized gaming
server, etc.) may implement these
functions of processor 402.
Predetermined game options module 408 may store data relating to predetermined
gaming options, which
may be offered to a player.
Contingent game options module 410 may store data relating to contingent
gaming options, which may be
offered to a player.
Confirmation module 412 may utilize data received from a voucher, the
transaction history of the voucher
(e.g., the voucher changed hands in a secondary market), and/or the identity
of the player to confirm the value of the
voucher. In another example, confirmation module 412 may utilize game event
data, along with voucher data to
confirm the value of the voucher.
Validation module 414 may utilize data received from a voucher to confirm the
validity of the voucher.
Voucher module 416 may store data relating to generated vouchers, redeemed
vouchers, bought vouchers,
and/or sold vouchers.
Reporting module 418 may generate reports related to a performance of
electronic gaming device 400,
electronic gaming system(s), hybrid arcade/wager-based game(s), video streams,
gaming objects, credit device(s),
identification device(s), etc.
In one implementation, reporting module 418 may reside on a central server and
can aggregate and generate
real time statistics on betting activities at one or more hybrid arcade/wager-
based games at one or more participating
casino's. The aggregate betting statistics may include trends (e.g., aggregate
daily wager volume and wager amount
by game types, by casinos, and the like), top games with the most payouts, top
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search structures used by players, most popular hybrid arcade/wager-based
game(s) by wager volume, most searched
for game, hybrid arcade/wager-based game(s) with least payouts, weekly trends,
monthly trends, and other statistics
related to game plays, wagers, people, location, and searches.
The information and statistics generated by the server-based reporting module
418 can be displayed
publicly or privately. For example, popular trending and statistical
information on wager volume and wager amount
for the top ten hybrid arcade/wager-based games can be publicly displayed in a
casino display system so that players
can study and decide what game to play, where, when, etc. Such a public
display of general statistics can also be
posted on the Internet, sent out as a text, an email, or multimedia message to
the player's smart phones, tablets,
desktop computer, etc. In another example, the trending and statistical
information can also be distributed privately
to privileged players such as casino club members.
Maintenance module 420 may track any maintenance that is implemented on
electronic gaming device 400
and/or electronic gaming system 200. Maintenance module 420 may schedule
preventative maintenance and/or
request a service call based on a device error.
Player tracking preferences module 424 may compile and track data associated
with a players preferences.
Searching module 430 may include one or more searching structures, one or more
searching algorithms,
and/or any other searching mechanisms. The searching structures may be
predetermined searching structures. For
example, the method may start searching a second device, then a second device,
then a third device, up to an Nth
device based on one or more searching parameters (e.g., triggering event). In
one example, the search may end once
one or more triggering events are determined. In another example, the search
may end once data has been received
from a predetermined number (e.g., one, two, ten, one hundred, all) of the
devices. In another example, the search
may be based on a predetermined number of devices to be searched in
combination with a predetermined number of
search results to be obtained. In this example, the search structure may be a
minimum of ten devices to be searched,
along with a minimum of five gaming options to be determined.
In another example, the searching structures may be based on one or more
specific games (e.g., baccarat
tables, roulette tables, blackjack tables, poker tables, craps tables, Sic Bo
tables, etc.). Searching structure may
search one or more of these games.
In another example, the searching structure may be based on a player's
preferences, past transactional
history, player input, a particular hybrid arcade/wager-based game or game
type, a particular EGD, a particular
casino, a particular location within a casino, game outcomes over a time
period, payout over a time period, and/or
any other criteria. Searching algorithms may be dynamic searching programs,
which may be modified based on one
or more past results, as described previously.
In another example, the search algorithm may generate a search priority based
on the probability of success
various events and/or conditions, as described previously. In some
embodiments, the search algorithm may utilize
any dynamic feedback procedure to enhance current and/or future searching
results.
Account module 432 may include data relating to an account balance, a wager
limit, a number of wagers
placed, credit limits, any other player information, and/or any other account
information.
Data from account module 432 may be utilized to determine whether a wager may
be accepted. For
example, when a search has determined a triggering event, the device and/or
system may determine whether to allow
this wager based on one or more of a wager amount, a number of wagers, a wager
limit, an account balance, and/or
any other criteria.
In at least one embodiment, at least a portion of the modules discussed in
block diagram 400 may reside
locally in gaming terminal 400. However, in at least some embodiments, the
functions performed by these modules
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may be implemented in one or more remote servers. For instance, modules 406-
420 and 424 may each be on a
remote server, communicating with gaming terminal 400 via a network interface
such as Ethernet in a local or a wide
area network topology. In some implementations, these servers may be physical
servers in a data center. In some
other implementations, these servers may be virtualized. In yet some other
implementations, the functions
performed by these modules may be implemented as web services. For example,
the predetermined game options
module 408 may be implemented in software as a web service provider. Gaming
terminal 400 would make service
requests over the web for the available predetermined wager options to be
displayed. Regardless of how the
modules and their respective functions are implemented, the interoperability
with the gaming terminal 400 is
seamless.
In one implementation, reporting module 418 may reside on a central server and
can aggregate and generate
real time statistics on betting activities at one or more hybrid arcade/wager-
based games at one or more participating
casino's. The aggregate betting statistics may include trends (e.g., aggregate
daily wager volume and wager amount
by game types, by casinos, and the like), top games with the most payouts, top
EGDs with the most payouts, top
search structures used by players, most popular hybrid arcade/wager-based
game(s) by wager volume, most searched
for game(s), EGDs with least payouts, weekly trends, monthly trends, and other
statistics related to game plays,
wagers, people, location, and searches.
The information and statistics generated by the server-based reporting module
418 can be displayed
publicly or privately. For example, popular trending and statistical
information on wager volume and wager amount
for the top ten hybrid arcade/wager-based games can be publicly displayed in a
casino display system so that players
can study and decide what game to play, where, when, etc. Such a public
display of general statistics can also be
posted on the Internet, sent out as a text, an email, or multimedia message to
the player's smart phones, tablets,
desktop computer, etc. In another example, the trending and statistical
information can also be distributed privately
to privileged players such as casino club members.
Figure 5 is a simplified block diagram of an exemplary intelligent multi-
player electronic gaming system
500 in accordance with a specific embodiment. In some embodiments, gaming
system 500 may be implemented as a
gaming server. In other embodiments, gaming system 500 may be implemented as
an electronic gaming machine
(e.g., EGM) or electronic gaming device (e.g., EGD).
As illustrated in the embodiment of Figure 5, gaming system 500 includes at
least one processor 510, at
least one interface 506, and memory 516. Additionally, as illustrated in the
example embodiment of Figure 5,
gaming system 500 includes at least one master gaming controller 512, a multi-
touch sensor and display system 590,
a plurality of peripheral device components 550, and various other components,
devices, systems such as, for
example, one or more of the following (e.g., or combinations thereof):
= Arcade-Style Game Engine(s) 541;
= Wager-Based Game Engine(s) 543;
= RNG Engine(s) 545;
= Candle control system which, for example, may include functionality for
determining and/or controlling the
appearances of one or more candles, etc.;
= Transponders 554;
= Wireless communication components 556;
= Gaming chip/wager token tracking components 570;
= Games state tracking components 574;
= Motion/gesture analysis and interpretation components 584.
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= Audio/video processors 583 which, for example, may include functionality
for detecting, analyzing and/or
managing various types of audio and/or video information relating to various
activities at the gaming
system.
= Various interfaces 506b (e.g., for communicating with other devices,
components, systems, etc.);
= Tournament manager 575;
= Sensors 560;
= One or more cameras 562;
= One or more microphones 563;
= Secondary display(s) 535a;
= Input devices 530a;
= Motion/gesture detection components 551;
= Peripheral Devices 550;
Arcade-Style Game Engine(s) 541 may be configured or designed to manage the
arcade-style game play
portion (or entertainment portion) of the hybrid arcade/wager-based game.
Wager-Based Game Engine(s) 543 may be configured or designed to manage the
wager-based game event
portion(s) of the hybrid arcade/wager-based game.
Random Number Generator (RNG) Engine(s) 545 may include software and/or
hardware algorithm and/or
processes which are used to generate random outcomes, and may be used by the
Wager-Based Game Engine to
generate wager-based game event outcomes, at least a portion of which may
correspond to predetermined wager-
based game event outcomes (as described in greater detail below).
Monetary Payout Manager 522 may be configured or designed to include
functionality for determining the
appropriate monetary payout(s) (if any) to be distributed to player(s) based
on the outcomes of the wager-based
game events which are initiated during play of one or more hybrid arcade/wager-
based games.
Non-Monetary Payout Manager 524 may be configured or designed to include
functionality for determining
the appropriate non-monetary payout(s) (if any) to be awarded or distributed
to player(s) based on the outcomes of
the wager-based game events which are initiated during play of one or more
hybrid arcade/wager-based games.
One or more cameras (e.g., 562) may be used to monitor, stream and/or record
image content and/or video
content relating to persons or objects within each camera's view. For example,
in at least one embodiment where the
gaming system is implemented as an EGD, camera 562 may be used to generate a
live, real-time video feed of a
player (e.g., or other person) who is currently interacting with the EGD. In
some embodiments, camera 562 may be
used to verify a user's identity (e.g., by authenticating detected facial
features), and/or may be used to monitor or
tract facial expressions and/or eye movements of a user or player who is
interacting with the gaming system.
In at least one embodiment, display system 590 may include one or more of the
following (e.g., or
combinations thereof):
= EGD controllers 591;
= Multipoint sensing device(s) 592 (e.g., multi-touch surface
sensors/components);
= Display device(s) 595;
= Input/touch surface 596;
= Etc.
According to various embodiments, display surface(s) 595 may include one or
more display screens
utilizing various types of display technologies such as, for example, one or
more of the following (e.g., or
combinations thereof): LCDs (e.g., Liquid Crystal Display), Plasma, OLEDs
(e.g., Organic Light Emitting Display),
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TOLED (e.g., Transparent Organic Light Emitting Display), Flexible (e.g.,
F)OLEDs, Active matrix (e.g., AM)
OLED, Passive matrix (e.g., PM) OLED, Phosphor-escent (e.g., PH) OLEDs, SEDs
(e.g., surface-conduction
electron-emitter display), EPD (e.g., ElectroPhoretic display), FEDs (e.g.,
Field Emission Displays) and/or other
suitable display technology. EPD displays may be provided by E-ink of
Cambridge, MA. OLED displays of the type
list above may be provided by Universal Display Corporation, Ewing, NJ.
In at least one embodiment, master gaming controller 512 may include one or
more of the following (e.g.,
or combinations thereof):
= Authentication/validation components 544;
= Device drivers 552;
= Logic devices 513, which may include one or more processors 510;
= Memory 516, which may include one or more of the following (e.g., or
combinations thereof):
configuration software 514, non-volatile memory 519, EPROMS 508, RAM 509,
associations 518 between
indicia and configuration software, etc.;
= Interfaces 506;
= Etc.
In at least one embodiment, Peripheral Devices 550 may include one or more of
the following (e.g., or
combinations thereof):
= Power distribution components 558;
= Non-volatile memory 519a (e.g., and/or other types of memory);
= Bill acceptor 553;
= Ticket I/0 555;
= Player tracking I/0 557;
= Meters 559 (e.g., hard and/or soft meters);
= Meter detect circuitry 559a;
= Processor(s) 510a;
= Interface(s) 506a;
= Display(s) 535;
= Independent security system 561;
= Door detect switches 567;
= Candles, etc. 571;
= Input devices 530;
= Etc.
In one implementation, processor 510 and master gaming controller 512 are
included in a logic device 513
enclosed in a logic device housing. The processor 510 may include any
conventional processor or logic device
configured to execute software allowing various configuration and
reconfiguration tasks such as, for example: a)
communicating with a remote source via communication interface 506, such as a
server that stores authentication
information or games; b) converting signals read by an interface to a format
corresponding to that used by software
or memory in the gaming system; c) accessing memory to configure or
reconfigure game parameters in the memory
according to indicia read from the device; d) communicating with interfaces,
various peripheral devices and/or I/O
devices; e) operating peripheral devices such as, for example, card readers,
paper ticket readers, etc.; f) operating
various I/O devices such as, for example, displays 535, input devices 530;
etc. For instance, the processor 510 may
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send messages including game play information to the displays 535 to inform
players of game play/event
information, wagering information, and/or other desired information.
In at least one implementation, the gaming system may include card readers
such as used with credit cards,
or other identification code reading devices to allow or require player
identification in connection with play of the
card game and associated recording of game action. Such a player
identification interface can be implemented in the
form of a variety of magnetic card readers commercially available for reading
a player-specific identification
information. The player-specific information can be provided on specially
constructed magnetic cards issued by a
casino, or magnetically coded credit cards or debit cards frequently used with
national credit organizations such as
Visa, Mastercard, American Express, or banks and other institutions.
The gaming system may include other types of participant identification
mechanisms which may use a
fingerprint image, eye blood vessel image reader, or other suitable biological
information to confirm identity of the
player. Such personalized identification information could also be used to
confirm credit use of a smart card,
transponder, and/or player's personal player input device (e.g., UID).
The gaming system 500 also includes memory 516 which may include, for example,
volatile memory (e.g.,
RAM 509), non-volatile memory 519 (e.g., disk memory, FLASH memory, EPROMs,
etc.), unalterable memory
(e.g., EPROMs 508), etc. The memory may be configured or designed to store,
for example: 1) configuration
software 514 such as all the parameters and settings for a game playable on
the gaming system; 2) associations 518
between configuration indicia read from a device with one or more parameters
and settings; 3) communication
protocols allowing the processor 510 to communicate with peripheral devices
and I/O devices 4) a secondary
memory storage device 515 such as a non-volatile memory device, configured to
store gaming software related
information (e.g., the gaming software related information and memory may be
used to store various audio files and
games not currently being used and invoked in a configuration or
reconfiguration); 5) communication transport
protocols (e.g., such as, for example, TCP/IP, USB, Firewire, 1EEE1394,
Bluetooth, IEEE 802.11x (e.g., IEEE
802.11 standards), hiperlan/2, HomeRF, etc.) for allowing the gaming system to
communicate with local and non-
local devices using such protocols; etc. In one implementation, the master
gaming controller 512 communicates
using a serial communication protocol. A few examples of serial communication
protocols that may be used to
communicate with the master gaming controller include but are not limited to
USB, RS-232 and Netplex (e.g., a
proprietary protocol developed by IGT, Reno, NV).
A plurality of device drivers 552 may be stored in memory 516. Example of
different types of device
drivers may include device drivers for gaming system components, device
drivers for gaming system components,
etc. Typically, the device drivers 552 utilize a communication protocol of
some type that enables communication
with a particular physical device. The device driver abstracts the hardware
implementation of a device. For example,
a device drive may be written for each type of card reader that may be
potentially connected to the gaming system.
Examples of communication protocols used to implement the device drivers
include Netplex , USB, Serial, Ethernet,
Firewire, I/O debouncer, direct memory map, serial, PCI, parallel, RF,
BluetoothTM, near-field communications (e.g.,
using near-field magnetics), 802.11 (e.g., WiFi), etc. Netplex is a
proprietary IGT standard while the others are open
standards. According to a specific embodiment, when one type of a particular
device is exchanged for another type
of the particular device, a new device driver may be loaded from the memory
516 by the processor 510 to allow
communication with the device. For instance, one type of card reader in gaming
system 500 may be replaced with a
second type of card reader where device drivers for both card readers are
stored in the memory 516.
In some embodiments, the software units stored in the memory 516 may be
upgraded as needed. For
instance, when the memory 516 is a hard drive, new games, game options,
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existing parameters, new settings for new parameters, device drivers, and new
communication protocols may be
uploaded to the memory from the master gaming controller 512 or from some
other external device. As another
example, when the memory 516 includes a CD/DVD drive including a CD/DVD
designed or configured to store
game options, parameters, and settings, the software stored in the memory may
be upgraded by replacing a second
CD/DVD with a second CD/DVD. In yet another example, when the memory 516 uses
one or more flash memory
519 or EPROM 508 units designed or configured to store games, game options,
parameters, settings, the software
stored in the flash and/or EPROM memory units may be upgraded by replacing one
or more memory units with new
memory units which include the upgraded software. In another embodiment, one
or more of the memory devices,
such as the hard-drive, may be employed in a game software download process
from a remote software server.
In some embodiments, the gaming system 500 may also include various
authentication and/or validation
components 544 which may be used for authenticating/validating specified
gaming system components such as, for
example, hardware components, software components, firmware components,
information stored in the gaming
system memory 516, etc. Examples of various authentication and/or validation
components are described in U.S.
Patent No. 6,620,047, entitled, "ELECTRONIC GAMING APPARATUS HAVING
AUTHENTICATION DATA
SETS," incorporated herein by reference in its entirety for all purposes.
Sensors 560 may include, for example, optical sensors, pressure sensors, RF
sensors, Infrared sensors,
motion sensors, audio sensors, image sensors, thermal sensors, biometric
sensors, etc. As mentioned previously,
such sensors may be used for a variety of functions such as, for example:
detecting the presence and/or monetary
amount of gaming chips which have been placed within a player's wagering zone;
detecting (e.g., in real time) the
presence and/or monetary amount of gaming chips which are within the player's
personal space; etc.
In one implementation, at least a portion of the sensors 560 and/or input
devices 530 may be implemented
in the form of touch keys selected from a wide variety of commercially
available touch keys used to provide
electrical control signals. Alternatively, some of the touch keys may be
implemented in another form which are
touch sensors such as those provided by a touchscreen display. For example, in
at least one implementation, the
gaming system player may include input functionality for enabling players to
provide their game play
decisions/instructions (e.g., and/or other input) to the EGD using the touch
keys and/or other player control
sensors/buttons. Additionally, such input functionality may also be used for
allowing players to provide input to
other devices in the casino gaming network (e.g., such as, for example, player
tracking systems, side wagering
systems, etc.)
Wireless communication components 556 may include one or more communication
interfaces having
different architectures and utilizing a variety of protocols such as, for
example, 802.11 (e.g., WiFi), 802.15 (e.g.,
including BluetoothTm), 802.16 (e.g., WiMax), 802.22, Cellular standards such
as CDMA, CDMA2000, WCDMA,
Radio Frequency (e.g., RFID), Infrared, Near Field Magnetic communication
protocols, etc. The communication
links may transmit electrical, electromagnetic or optical signals which carry
digital data streams or analog signals
representing various types of information.
An example of a near-field communication protocol is the ECMA-340 "Near Field
Communication ¨
Interface and Protocol (e.g., NFCIP-1)", published by ECMA International
(e.g., www.ecma-international.org),
herein incorporated by reference in its entirety for all purposes. It will be
appreciated that other types of Near Field
Communication protocols may be used including, for example, near field
magnetic communication protocols, near
field RF communication protocols, and/or other wireless protocols which
provide the ability to control with relative
precision (e.g., on the order of centimeters, inches, feet, meters, etc.) the
allowable radius of communication between
at least 5 devices using such wireless communication protocols.
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Power distribution components 558 may include, for example, components or
devices which are operable
for providing wireless power to other devices. For example, in one
implementation, the power distribution
components 558 may include a magnetic induction system which is adapted to
provide wireless power to one or
more portable UIDs at the gaming system. In one implementation, a UID docking
region may include a power
distribution component which is able to recharge a UID placed within the UID
docking region without requiring
metal-to-metal contact.
In at least one embodiment, motion/gesture detection component(s) 551 may be
configured or designed to
detect player movements and/or gestures and/or other input data from the
player. In some embodiments, each
gaming system may have its own respective motion/gesture detection
component(s). In other embodiments,
motion/gesture detection component(s) 551 may be implemented as a separate sub-
system of the gaming system
which is not associated with any one specific gaming system or device.
Figure 14 shows an example block diagram of an alternate embodiment of an
electronic gaming machine
which may be configured or designed to implement one or more of the hybrid
arcade/wager-based gaming aspects
described herein. As illustrated in the example embodiment of Figure 14, the
electronic gaming machine 1400 may
include, but are not limited to, one or more of the following component(s) (or
combinations thereof):
= One or more display(s) (1404, 1406).
= HID I/O component(s) (1410, 1414).
= Payout I/O component(s) (1408).
= Cash/Credit/Coin I/0 c component(s) (1412).
= CPUs/Processor(s)/Gaming Controller(s) (1420).
= Memory (1424).
= One or more Graphics Processor(s) (GPU) (1418).
= RNG I/O component(s) (1422, 1428).
= Other I/O component(s) (1416, 1426).
= Interface(s) to one or more External Services (1430).
Figure 6 is a simplified block diagram of an exemplary mobile gaming device
600 in accordance with a
specific embodiment. In at least one embodiment, one or more players may
participate in a wager-based, arcade-
style video game session using mobile gaming devices. In at least some
embodiments, the mobile gaming device
may be configured or designed to include or provide functionality which is
similar to that of an electronic gaming
device (e.g., EGD) such as that described, for example, in Figure 4.
As illustrated in the example of Figure 6, mobile gaming device 600 may
include a variety of components,
modules and/or systems for providing various functionality. For example, as
illustrated in Figure 6, mobile gaming
device 600 may include Mobile Device Application components (e.g., 660),
which, for example, may include, but
are not limited to, one or more of the following (e.g., or combinations
thereof):
= UI Components 662 such as those illustrated, described, and/or referenced
herein.
= Database Components 664 such as those illustrated, described, and/or
referenced herein.
= Processing Components 666 such as those illustrated, described, and/or
referenced herein.
= Other Components 668 which, for example, may include components for
facilitating and/or enabling the
mobile gaming device to perform and/or initiate various types of operations,
activities, functions such as
those described herein.
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In at least one embodiment, the mobile gaming device may include Mobile Device
App Component(s)
which have been configured or designed to provide functionality for enabling
or implementing at least a portion of
the various hybrid arcade/wager-based game techniques at the mobile gaming
device.
According to specific embodiments, various aspects, features, and/or
functionalities of the mobile gaming
device may be performed, implemented and/or initiated by one or more of the
following types of systems,
components, systems, devices, procedures, processes, etc. (e.g., or
combinations thereof):
= Processor(s) 610
= Device Drivers 642
= Memory 616
= Interface(s) 606
= Power Source(s)/Distribution 643
= Geolocation module 646
= Display(s) 635
= I/O Devices 630
= Audio/Video devices(s) 639
= Peripheral Devices 631
= Motion Detection module 640
= User Identification/Authentication module 647
= Client App Component(s) 660
= Other Component(s) 668
= UI Component(s) 662
= Database Component(s) 664
= Processing Component(s) 666
= Software/Hardware Authentication/Validation 644
= Wireless communication module(s) 645
= Information Filtering module(s) 649
= Operating mode selection component 648
= Speech Processing module 654
= Scanner/Camera 652
= OCR Processing Engine 656
= etc.
Figure 7 illustrates an example embodiment of a system server 780 which may be
used for implementing
various aspects/features described herein. In at least one embodiment, the
system server 780 includes at least one
network device 760, and at least one storage device 770 (e.g., such as, for
example, a direct attached storage device).
In one embodiment, system server 780 may be suitable for implementing at least
some of the hybrid arcade/wager-
based game techniques described herein.
In according to one embodiment, network device 760 may include a master
central processing unit (e.g.,
CPU) 762, interfaces 768, and a bus 767 (e.g., a PCI bus). When acting under
the control of appropriate software or
firmware, the CPU 762 may be responsible for implementing specific functions
associated with the functions of a
desired network device. For example, when configured as a server, the CPU 762
may be responsible for analyzing
packets; encapsulating packets; forwarding packets to appropriate network
devices; instantiating various types of
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virtual machines, virtual interfaces, virtual storage volumes, virtual
appliances; etc. The CPU 762 preferably
accomplishes at least a portion of these functions under the control of
software including an operating system (e.g.,
Linux), and any appropriate system software (e.g., such as, for example,
AppLogic(e.g., TM) software).
CPU 762 may include one or more processors 763 such as, for example, one or
more processors from the
AMID, Motorola, Intel and/or MIPS families of microprocessors. In an
alternative embodiment, processor 763 may
be specially designed hardware for controlling the operations of system server
780. In a specific embodiment, a
memory 761 (e.g., such as non-volatile RAM and/or ROM) also forms part of CPU
762. However, there may be
many different ways in which memory could be coupled to the system. Memory
block 761 may be used for a variety
of purposes such as, for example, caching and/or storing data, programming
instructions, etc.
The interfaces 768 may be typically provided as interface cards (e.g.,
sometimes referred to as "line cards").
Alternatively, one or more of the interfaces 768 may be provided as on-board
interface controllers built into the
system motherboard. Generally, they control the sending and receiving of data
packets over the network and
sometimes support other peripherals used with the system server 780. Among the
interfaces that may be provided
may be FC interfaces, Ethernet interfaces, frame relay interfaces, cable
interfaces, DSL interfaces, token ring
interfaces, Infiniband interfaces, and the like. In addition, various very
high-speed interfaces may be provided, such
as fast Ethernet interfaces, Gigabit Ethernet interfaces, ATM interfaces, HSSI
interfaces, POS interfaces, FDDI
interfaces, ASI interfaces, DHEI interfaces and the like. Other interfaces may
include one or more wireless
interfaces such as, for example, 802.11 (e.g., WiFi) interfaces, 802.15
interfaces (e.g., including BluetoothTm),
802.16 (e.g., WiMax) interfaces, 802.22 interfaces, Cellular standards such as
CDMA interfaces, CDMA2000
interfaces, WCDMA interfaces, TDMA interfaces, Cellular 3G interfaces, etc.
Generally, one or more interfaces may include ports appropriate for
communication with the appropriate
media. In some cases, they may also include an independent processor and, in
some instances, volatile RAM. The
independent processors may control such communications intensive tasks as
packet switching, media control and
management. By providing separate processors for the communications intensive
tasks, these interfaces allow the
master microprocessor 762 to efficiently perform routing computations, network
diagnostics, security functions, etc.
In at least one embodiment, some interfaces may be configured or designed to
allow the system server 780
to communicate with other network devices associated with various local area
network (e.g., LANs) and/or wide
area networks (e.g., WANs). Other interfaces may be configured or designed to
allow network device 760 to
communicate with one or more direct attached storage device(s) 770.
Although the system shown in FIGURE 7 illustrates one specific network device
described herein, it is by
no means the only network device architecture on which one or more embodiments
can be implemented. For
example, an architecture having a single processor that handles communications
as well as routing computations, etc.
may be used. Further, other types of interfaces and media could also be used
with the network device.
Regardless of network device's configuration, it may employ one or more
memories or memory modules
(e.g., such as, for example, memory block 765, which, for example, may include
random access memory (e.g.,
RAM)) configured to store data, program instructions for the general-purpose
network operations and/or other
information relating to the functionality of the various hybrid arcade/wager-
based game techniques described herein.
The program instructions may control the operation of an operating system
and/or one or more applications, for
example. The memory or memories may also be configured to store data
structures, and/or other specific non-
program information described herein.
Because such information and program instructions may be employed to implement
the systems/methods
described herein, one or more embodiments relates to machine readable media
that include program instructions,
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state information, etc. for performing various operations described herein.
Examples of machine-readable storage
media include, but are not limited to, magnetic media such as hard disks,
floppy disks, and magnetic tape; optical
media such as CD-ROM disks; magneto-optical media such as floptical disks; and
hardware devices that may be
specially configured to store and perform program instructions, such as read-
only memory devices (e.g., ROM) and
random access memory (e.g., RAM). Some embodiments may also be embodied in
transmission media such as, for
example, a carrier wave travelling over an appropriate medium such as
airwaves, optical lines, electric lines, etc.
Examples of program instructions include both machine code, such as produced
by a compiler, and files containing
higher level code that may be executed by the computer using an interpreter.
Figure 8 illustrates an example of a functional block diagram of a Gaming
System Server in accordance
with a specific embodiment. In at least one embodiment, the Virtual Live
electronic gaming device System Server
may be operable to perform and/or implement various types of functions,
operations, actions, and/or other features,
such as, for example, one or more of those described and/or referenced herein.
In at least one embodiment, the Gaming System Server may include a plurality
of components operable to
perform and/or implement various types of functions, operations, actions,
and/or other features such as, for example,
one or more of the following (e.g., or combinations thereof):
= Context Interpreter (e.g., 802) which, for example, may be operable to
automatically and/or dynamically analyze
contextual criteria relating to a detected set of event(s) and/or
condition(s), and automatically determine or
identify one or more contextually appropriate response(s) based on the
contextual interpretation of the detected
event(s)/condition(s). According to different embodiments, examples of
contextual criteria which may be
analyzed may include, but are not limited to, one or more of the following
(e.g., or combinations thereof):
o location-based criteria (e.g., geolocation of mobile gaming device,
geolocation of EGD, etc.)
o time-based criteria
o identity of user(s)
o user profile information
o transaction history information
o recent user activities
o etc.
= Time Synchronization Engine (e.g., 804) which, for example, may be
operable to manage universal time
synchronization (e.g., via NTP and/or GPS)
= Search Engine (e.g., 828) which, for example, may be operable to search for
transactions, logs, game history
information, player information, hybrid arcade/wager-based game information,
etc., which may be accessed
from one or more local and/or remote databases.
= Configuration Engine (e.g., 832) which, for example, may be operable to
determine and handle configuration of
various customized configuration parameters for one or more devices,
component(s), system(s), process(es), etc.
= Time Interpreter (e.g., 818) which, for example, may be operable to
automatically and/or dynamically modify or
change identifier activation and expiration time(s) based on various criteria
such as, for example, time, location,
transaction status, etc.
= Authentication/Validation Component(s) (e.g., 847) (e.g., password,
software/hardware info, SSL certificates)
which, for example, may be operable to perform various types of
authentication/validation tasks such as one or
more of those described and/or referenced herein.
= Transaction Processing Engine (e.g., 822) which, for example, may be
operable to handle various types of
transaction processing tasks such as, for example, one or more of those
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= OCR Processing Engine (e.g., 834) which, for example, may be operable to
perform image processing and
optical character recognition of images such as those captured by a gaming
device camera, for example.
= Database Manager (e.g., 826) which, for example, may be operable to
handle various types of tasks relating to
database updating, database management, database access, etc. In at least one
embodiment, the Database
Manager may be operable to manage game history databases, player tracking
databases, etc.
= Log Component(s) (e.g., 809) which, for example, may be operable to
generate and manage transactions history
logs, system errors, connections from APIs, etc.
= Status Tracking Component(s) (e.g., 812) which, for example, may be
operable to automatically and/or
dynamically determine, assign, and/or report updated transaction status
information based, for example, on the
state of the transaction.
= Gateway Component(s) which, for example, may be operable to facilitate
and manage communications and
transactions with external Payment Gateways.
= Web Interface Component(s) (e.g., 808) which, for example, may be
operable to facilitate and manage
communications and transactions with virtual live electronic gaming device web
portal(s).
= API Interface(s) to Gaming System Server(s) which, for example, may be
operable to facilitate and manage
communications and transactions with API Interface(s) to Gaming System
Server(s)
= API Interface(s) to 3rd Party System Server(s) (e.g., 848) which, for
example, may be operable to facilitate and
manage communications and transactions with API Interface(s) to 3rd Party
System Server(s)
= At least one processor 810. In at least one embodiment, the processor(s)
810 may include one or more
commonly known CPUs which are deployed in many of today's consumer electronic
devices, such as, for
example, CPUs or processors from the Motorola or Intel family of
microprocessors, etc. In an alternative
embodiment, at least one processor may be specially designed hardware for
controlling the operations of a
gaming system. In a specific embodiment, a memory (e.g., such as non-volatile
RAM and/or ROM) also forms
part of CPU. When acting under the control of appropriate software or
firmware, the CPU may be responsible
for implementing specific functions associated with the functions of a desired
network device. The CPU
preferably accomplishes all these functions under the control of software
including an operating system, and any
appropriate applications software.
= Memory 816, which, for example, may include volatile memory (e.g., RAM),
non-volatile memory (e.g., disk
memory, FLASH memory, EPROMs, etc.), unalterable memory, and/or other types of
memory. In at least one
implementation, the memory 816 may include functionality similar to at least a
portion of functionality
implemented by one or more commonly known memory devices such as those
described herein and/or generally
known to one having ordinary skill in the art. According to different
embodiments, one or more memories or
memory modules (e.g., memory blocks) may be configured or designed to store
data, program instructions for
the functional operations of the mobile gaming system and/or other information
relating to the functionality of
the various Mobile Transaction techniques described herein. The program
instructions may control the
operation of an operating system and/or one or more applications, for example.
The memory or memories may
also be configured to store data structures, metadata, identifier
information/images, and/or information/data
relating to other features/functions described herein.
= Interface(s) 806 which, for example, may include wired interfaces and/or
wireless interfaces. In at least one
implementation, the interface(s) 806 may include functionality similar to at
least a portion of functionality
implemented by one or more computer system interfaces such as those described
herein and/or generally known
to one having ordinary skill in the art.
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= Device driver(s) 842. In at least one implementation, the device
driver(s) 842 may include functionality similar
to at least a portion of functionality implemented by one or more computer
system driver devices such as those
described herein and/or generally known to one having ordinary skill in the
art.
= One or more display(s) 835.
= Messaging Server Component(s) 836, which, for example, may be configured
or designed to provide various
functions and operations relating to messaging activities and communications.
= Network Server Component(s) 837, which, for example, may be configured or
designed to provide various
functions and operations relating to network server activities and
communications.
= User Account/Profile Manager component(s) 807.
= Etc.
Figure 9 shows a block diagram illustrating components of a gaming system 900
which may be used for
implementing various aspects of example embodiments. In Figure 9, the
components of a gaming system 900 for
providing game software licensing and downloads are described functionally.
The described functions may be
instantiated in hardware, firmware and/or software and executed on a suitable
device. In the system 900, there may
be many instances of the same function, such as multiple game play interfaces
911. Nevertheless, in Figure 9, only
one instance of each function is shown. The functions of the components may be
combined. For example, a single
device may comprise the game play interface 911 and include trusted memory
devices or sources 909.
The gaming system 900 may receive inputs from different groups/entities and
output various services and
or information to these groups/entities. For example, game players 925
primarily input cash or indicia of credit into
the system, make game selections that trigger software downloads, and receive
entertainment in exchange for their
inputs. Game software content providers provide game software for the system
and may receive compensation for
the content they provide based on licensing agreements with the gaming machine
operators. Gaming machine
operators select game software for distribution, distribute the game software
on the gaming devices in the system
900, receive revenue for the use of their software and compensate the gaming
machine operators. The gaming
regulators 930 may provide rules and regulations that must be applied to the
gaming system and may receive reports
and other information confirming that rules are being obeyed.
In the following paragraphs, details of each component and some of the
interactions between the
components are described with respect to Figure 9. The game software license
host 901 may be a server connected to
a number of remote gaming devices that provides licensing services to the
remote gaming devices. For example, in
other embodiments, the license host 901 may 1) receive token requests for
tokens used to activate software executed
on the remote gaming devices, 9) send tokens to the remote gaming devices, 3)
track token usage and 4) grant and/or
renew software licenses for software executed on the remote gaming devices.
The token usage may be used in utility
based licensing schemes, such as a pay-per-use scheme.
In another embodiment, a game usage-tracking host 922 may track the usage of
game software on a
plurality of devices in communication with the host. The game usage-tracking
host 922 may be in communication
with a plurality of game play hosts and gaming machines. From the game play
hosts and gaming machines, the game
usage tracking host 922 may receive updates of an amount that each game
available for play on the devices may be
played and on amount that may be wagered per game. This information may be
stored in a database and used for
billing according to methods described in a utility based licensing agreement.
The game software host 902 may provide game software downloads, such as
downloads of game software
or game firmware, to various devious in the game system 900. For example, when
the software to generate the game
is not available on the game play interface 911, the game software host 902
may download software to generate a
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selected game of chance played on the game play interface. Further, the game
software host 902 may download new
game content to a plurality of gaming machines via a request from a gaming
machine operator.
In one embodiment, the game software host 902 may also be a game software
configuration-tracking host
913. The function of the game software configuration-tracking host is to keep
records of software configurations
and/or hardware configurations for a plurality of devices in communication
with the host (e.g., denominations,
number of paylines, paytables, max/min wagers). Details of a game software
host and a game software configuration
host that may be used with example embodiments are described in co-pending
U.S. patent no. 6,645,077, by Rowe,
titled, "Gaming Terminal Data Repository and Information System," filed
December 91, 9000, which is incorporated
herein in its entirety and for all purposes.
A game play host device 903 may be a host server connected to a plurality of
remote clients that generates
games of chance that are displayed on a plurality of remote game play
interfaces 911. For example, the game play
host device 903 may be a server that provides central determination for a
bingo game play played on a plurality of
connected game play interfaces 911. As another example, the game play host
device 903 may generate games of
chance, such as slot games or video card games, for display on a remote
client. A game player using the remote
client may be able to select from a number of games that are provided on the
client by the host device 903. The game
play host device 903 may receive game software management services, such as
receiving downloads of new game
software, from the game software host 902 and may receive game software
licensing services, such as the granting or
renewing of software licenses for software executed on the device 903, from
the game license host 901.
In particular embodiments, the game play interfaces or other gaming devices in
the gaming system 900 may
be portable devices, such as electronic tokens, cell phones, smart cards,
tablet PC's and PDA's. The portable devices
may support wireless communications and thus, may be referred to as wireless
mobile devices. The network
hardware architecture 916 may be enabled to support communications between
wireless mobile devices and other
gaming devices in gaming system. In one embodiment, the wireless mobile
devices may be used to play games of
chance.
The gaming system 900 may use a number of trusted information sources. Trusted
information sources 904
may be devices, such as servers, that provide information used to
authenticate/activate other pieces of information.
CRC values used to authenticate software, license tokens used to allow the use
of software or product activation
codes used to activate software are examples of trusted information that might
be provided from a trusted
information source 904. Trusted information sources may be a memory device,
such as an EPROM, that includes
trusted information used to authenticate other information. For example, a
game play interface 911 may store a
private encryption key in a trusted memory device that is used in a private
key-public key encryption scheme to
authenticate information from another gaming device.
When a trusted information source 904 is in communication with a remote device
via a network, the remote
device will employ a verification scheme to verify the identity of the trusted
information source. For example, the
trusted information source and the remote device may exchange information
using public and private encryption
keys to verify each other's identities. In another example of an embodiment,
the remote device and the trusted
information source may engage in methods using zero knowledge proofs to
authenticate each of their respective
identities. Details of zero knowledge proofs that may be used with example
embodiments are described in US
publication no. 9003/0203756, by Jackson, filed on April 95, 9002 and titled,
"Authentication in a Secure
Computerized Gaming System, which is incorporated herein in its entirety and
for all purposes.
Gaming devices storing trusted information might utilize apparatus or methods
to detect and prevent
tampering. For instance, trusted information stored in a trusted memory device
may be encrypted to prevent its
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misuse. In addition, the trusted memory device may be secured behind a locked
door. Further, one or more sensors
may be coupled to the memory device to detect tampering with the memory device
and provide some record of the
tampering. In yet another example, the memory device storing trusted
information might be designed to detect
tampering attempts and clear or erase itself when an attempt at tampering may
be detected.
The gaming system 900 of example embodiments may include devices 906 that
provide authorization to
download software from a second device to a second device and devices 907 that
provide activation codes or
information that allow downloaded software to be activated. The devices, 906
and 907, may be remote servers and
may also be trusted information sources. One example of a method of providing
product activation codes that may
be used with example embodiments is describes in previously incorporated U.S.
patent no. 6,264,561.
A device 906 that monitors a plurality of gaming devices to determine
adherence of the devices to gaming
jurisdictional rules 908 may be included in the system 900. In one embodiment,
a gaming jurisdictional rule server
may scan software and the configurations of the software on a number of gaming
devices in communication with the
gaming rule server to determine whether the software on the gaming devices is
valid for use in the gaming
jurisdiction where the gaming device is located. For example, the gaming rule
server may request a digital signature,
such as CRC's, of particular software components and compare them with an
approved digital signature value stored
on the gaming jurisdictional rule server.
Further, the gaming jurisdictional rule server may scan the remote gaming
device to determine whether the
software is configured in a manner that is acceptable to the gaming
jurisdiction where the gaming device is located.
For example, a maximum wager limit may vary from jurisdiction to jurisdiction
and the rule enforcement server may
scan a gaming device to determine its current software configuration and its
location and then compare the
configuration on the gaming device with approved parameters for its location.
A gaming jurisdiction may include rules that describe how game software may be
downloaded and licensed.
The gaming jurisdictional rule server may scan download transaction records
and licensing records on a gaming
device to determine whether the download and licensing was carried out in a
manner that is acceptable to the gaming
jurisdiction in which the gaming device is located. In general, the game
jurisdictional rule server may be utilized to
confirm compliance to any gaming rules passed by a gaming jurisdiction when
the information needed to determine
rule compliance is remotely accessible to the server.
Game software, firmware or hardware residing a particular gaming device may
also be used to check for
compliance with local gaming jurisdictional rules. In one embodiment, when a
gaming device is installed in a
particular gaming jurisdiction, a software program including jurisdiction rule
information may be downloaded to a
secure memory location on a gaming machine or the jurisdiction rule
information may be downloaded as data and
utilized by a program on the gaming machine. The software program and/or
jurisdiction rule information may check
the gaming device software and software configurations for compliance with
local gaming jurisdictional rules. In
another embodiment, the software program for ensuring compliance and
jurisdictional information may be installed
in the gaming machine prior to its shipping, such as at the factory where the
gaming machine is manufactured.
The gaming devices in game system 900 may utilize trusted software and/or
trusted firmware. Trusted
firmware/software is trusted in the sense that is used with the assumption
that it has not been tampered with. For
instance, trusted software/firmware may be used to authenticate other game
software or processes executing on a
gaming device. As an example, trusted encryption programs and authentication
programs may be stored on an
EPROM on the gaming machine or encoded into a specialized encryption chip. As
another example, trusted game
software, e.g., game software approved for use on gaming devices by a local
gaming jurisdiction may be required on
gaming devices on the gaming machine.
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In example embodiments, the devices may be connected by a network 916 with
different types of hardware
using different hardware architectures. Game software can be quite large and
frequent downloads can place a
significant burden on a network, which may slow information transfer speeds on
the network. For game-on-demand
services that require frequent downloads of game software in a network,
efficient downloading is essential for the
service to viable. Thus, in example embodiments, network efficient devices 910
may be used to actively monitor and
maintain network efficiency. For instance, software locators may be used to
locate nearby locations of game
software for peer-to-peer transfers of game software. In another example,
network traffic may be monitored and
downloads may be actively rerouted to maintain network efficiency.
One or more devices in example embodiments may provide game software and game
licensing related
auditing, billing and reconciliation reports to server 912. For example, a
software licensing billing server may
generate a bill for a gaming device operator based upon a usage of games over
a time period on the gaming devices
owned by the operator. In another example, a software auditing server may
provide reports on game software
downloads to various gaming devices in the gaming system 900 and current
configurations of the game software on
these gaming devices.
At particular time intervals, the software auditing server 912 may also
request software configurations from
a number of gaming devices in the gaming system. The server may then reconcile
the software configuration on each
gaming device. In one embodiment, the software auditing server 912 may store a
record of software configurations
on each gaming device at particular times and a record of software download
transactions that have occurred on the
device. By applying each of the recorded game software download transactions
since a selected time to the software
configuration recorded at the selected time, a software configuration is
obtained. The software auditing server may
compare the software configuration derived from applying these transactions on
a gaming device with a current
software configuration obtained from the gaming device. After the comparison,
the software-auditing server may
generate a reconciliation report that confirms that the download transaction
records are consistent with the current
software configuration on the device. The report may also identify any
inconsistencies. In another embodiment, both
the gaming device and the software auditing server may store a record of the
download transactions that have
occurred on the gaming device and the software auditing server may reconcile
these records.
There are many possible interactions between the components described with
respect to Figure 9. Many of
the interactions are coupled. For example, methods used for game licensing may
affect methods used for game
downloading and vice versa. For the purposes of explanation, details of a few
possible interactions between the
components of the system 900 relating to software licensing and software
downloads have been described. The
descriptions are selected to illustrate particular interactions in the game
system 900. These descriptions are provided
for the purposes of explanation only and are not intended to limit the scope
of example embodiments described
herein.
Predetermined RNG Outcome Batch Retrieval Functionality
According to different embodiments, RNG I/O component(s) (e.g., 1422, 1428,
Figure 14) may include
Class 3-type RNG I/O component(s) and/or Class 2-type RNG I/O component(s). In
the event of a wager-based
triggering event (e.g., initiated via player HID), a series of calls/checks
may be automatically performed by the EGM
to access at least one local and/or remote RNG server/service, such as, for
example, one or more of the following (or
combinations thereof):
= Local Casino Class 2 RNG System(s)/Service(s) (e.g., 124, Figure 1);
= Local Casino Class 3 RNG System(s)/Service(s) (e.g., 126, Figure 1);
= Remote Class 2 RNG System(s)/Service(s) (e.g., 194, Figure 1);

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= Remote Class 3 RNG System(s)/Service(s) (e.g., 196, Figure 1);
= Etc.
In some embodiments, individual NPC spawning events may each trigger a
respective predetermined RNG
outcome retrieval event, and each retrieved predetermined RNG outcome value
may be stored (e.g., in encrypted
form) in EGM memory and associated with its respective, spawned NPC.
Alternatively, in at least some other embodiments, a HAWG-based EGM may be
configured or designed to
automatically and/or dynamically access or retrieve one or more "batches" or
"pools" of predetermined RNG
outcomes from one or more local and/or remote RNG server(s)/service(s), which,
in turn, enables more intense
gambling intervals to occur at the hybrid arcade/wager-based game without
"stressing" the system and/or without
causing the occurrence of "lag" (e.g., delay and/or a drop in frames per
second) in game play and/or wager-based
gaming events.
Because the occurrence of lag is undesirable in wager-based gaming, it has
heretofore been desirable to
configure or design wager-based games in a manner which avoids or minimizes
the introduction of lag in wager-
based game play. For example, since communication latency is one factor which
may significantly contribute to the
introduction of lag in wager-based game play, it is generally desirable to
configure or design wager-based games in a
manner which avoids or minimizes the need for the wager-based game to remotely
communicate with external
systems/services to retrieve game event outcome data and/or wager event
outcome data. Accordingly, conventional
wisdom suggests that it may be preferable for the design of RNG wager-based
games (e.g., such as video slot games,
etc.) to include a local RNG Engine to provide localized access to wager event
outcome data/results, so as to avoid
the need for the wager-based game to remotely communicate with external
systems/services to retrieve the wager
event outcome data/results. Such traditional wager-based game design
techniques have, in the past, proved to be
sufficiently adequate with respect to minimizing the occurrence of lag in
electronic wager-based games (such as, for
example, video slot games, video poker games, etc.).
However, with the introduction of next-generation wager-based games such as,
for example, the various
hybrid arcade/wager-based game types described herein, there is an increased
risk of lag occurring during non-wager
based gameplay and/or wager-based gameplay. Occurrences of such lag may be
attributable to a number of different
factors, including, for example, the "stressing" of local system resources,
communication latency, etc. For example,
during game play, multiple calls, checks, interactions, NPC spawning, and/or
other activities may all occur within
the same few milliseconds, causing the gaming system resources to be
"stressed", and resulting in lag. Similarly, in
wager-based games where multiple wager-based game events may occur within a
relatively short time frame (e.g.,
substantially simultaneously, within several milliseconds, etc.) lag may occur
as a result of the RNG Engine being
unable to generate real-time RNG outcomes fast enough. Another factor which
may also contribute to lag is
communication latency, which, for example, may be caused by delays in
communicating with remote
devices/servers.
In order to minimize the occurrence of lag in hybrid arcade/wager-based games,
it is preferable to consider
and develop new/novel wager-based game design techniques which are capable of
supporting real-time play of such
hybrid arcade/wager-based games in a manner which does not result in the
gaming system resources being overly
"stressed". One such design technique, as discussed previously, is to
configure or design a hybrid arcade/wager-
based game to automatically and/or dynamically access or retrieve, before the
triggering of one or more future
wager-based game events, one or more "batches" or "pools" of predetermined RNG
outcomes from local and/or
remote RNG server(s)/service(s). Such a technique enables more intense
gambling intervals to occur at the hybrid
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arcade/wager-based game without "stressing" the system and/or without causing
the occurrence of "lag" (e.g., delay
and/or a drop in frames per second) in game play and/or wager-based gaming
events.
In at least one embodiment, a HAWG-based EGM may be configured or designed to
automatically and/or
dynamically access or retrieve one or more "batches" or "pools" of
predetermined RNG outcomes from one or more
local and/or remote RNG server(s)/service(s), which, in turn, enables more
intense gambling intervals to occur at the
hybrid arcade/wager-based game without "stressing" the system and/or without
causing the occurrence of "lag" (e.g.,
delay and/or a drop in frames per second) in game play and/or wager-based
gaming events.
For example, in at least one embodiment, a hybrid arcade/wager-based game
(and/or EGM on which the
HAWG game is hosted) may be configured or designed to automatically and/or
dynamically retrieve or "gmb"
predetermined RNG outcomes (and/or other data) from remote RNG
server(s)/service(s) (and/or other remote
systems/services) prior to extreme HAWG gameplay intervals, which may then
allow the system to handle all
current and future operations (e.g., including during extreme HAWG gameplay
intervals) while avoiding the
possibility of lag interfering with real-time gameplay and/or real-time wager-
based events. Further, in at least one
embodiment, at least a portion of the retrieved data may be encrypted (e.g.,
during communication and/or while
stored in memory) in a manner which conforms with desired or imposed security
regulations/standards.
For example, referring to the example the Zombie shooter HAWG game described
previously, the portions
of gameplay which correspond to automated rail movement of the player's
character may be identified as preferable
times (e.g., of non-extreme game play) for automatically and/or dynamically
initiating the retrieving of one or more
"batches" or "pools" of predetermined RNG outcomes.
By way of illustration, in one example embodiment of a Zombie shooter HAWG
game, it may be assumed
that a specific game-level area may include a total of 20 newly spawned NPCs.
The hybrid arcade/wager-based game
may cause the EGM to automatically and/or dynamically retrieve one or more
"batches" or "pools" of predetermined
RNG outcomes (e.g., totaling 20 predetermined RNG outcomes) from one or more
local and/or remote RNG
server(s)/service(s). According to different embodiments:
= At least one "batch retrieval" of predetermined RNG outcomes may be called
before
gameplay setup.
= At least one "batch retrieval" of predetermined RNG outcomes may be
called after gameplay
setup.
= At least one "batch retrieval" of predetermined RNG outcomes may be
called before wager
placement.
= At least one "batch retrieval" of predetermined RNG outcomes may be
called after wager
placement, yet before wager-based game event occurs.
= At least one "batch retrieval" of predetermined RNG outcomes may be
called before the
spawning of the NPCs.
= At least one "batch retrieval" of predetermined RNG outcomes may be called
after the
spawning of the NPCs, but before enabling the player to proceed with gameplay
at the specific
game-level area.
= Etc.
In at least one embodiment, the 20 retrieved predetermined RNG outcomes may be
stored in encrypted
form in local EGM memory. According to different embodiments, each (or
selected ones) of the retrieved
predetermined RNG outcomes may be randomly assigned to (or randomly associated
with) a respectively different
NPC (thereby effecting double randomization). Alternatively, in at least some
embodiments, each (or selected ones)
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of the retrieved predetermined RNG outcomes may be sequentially assigned to
(or associated with) a respectively
different NPC.
According to different embodiments, the "batch retrieval" of predetermined RNG
outcomes may apply to
both Class 2 type hybrid arcade/wager-based games and/or Class 3 type hybrid
arcade/wager-based games.
In at least one embodiment, the RNG server(s)/service(s) may be configured or
designed to record or log
the predetermined RNG outcomes which are retrieved by each requesting entity.
Such records may subsequently be
used for auditing purposes (e.g., to ensure that the wager-based game event
outcomes at the EGM match the
predetermined RNG outcomes provided by the RNG server(s)/service(s)) and for
detecting and preventing
cheating/fraud.
Further, according to some embodiments, different techniques may be employed
for handling "unused"
predetermined RNG outcomes which may occur, for example, when a player stops
playing (or stops participating in)
a hybrid arcade/wager-based game. For example, in one embodiment, when a
player chooses to disengage from
participating in the Zombie shooter HAWG game, any "unused" predetermined RNG
outcomes (e.g., associated with
NPCs which have not yet been destroyed) may be automatically and dynamically
discarded/deleted.
In at least some embodiments, "unused" predetermined RNG outcomes may also
occur during gameplay,
such as, for example, when a player finishes a level of a Zombie shooter HAWG
game without destroying all
Zombies on that particular level. Accordingly, in at least some embodiments,
the EGM may be configured or
designed to periodically and automatically identify and delete selected
"unused" predetermined RNG outcomes
which are associated with "obsolete" wager-based triggering events (e.g.,
wager-based triggering events which no
longer have any possibility of being initiated in the currently active gaming
session). For example, if it is assumed
that a player completes (or exits) a level of a Zombie shooter HAWG game, and
leaves 3 spawned, non-destroyed
Zombies on that level, the EGM may be configured or designed to automatically
identify and discard the "unused"
predetermined RNG outcomes which are associated with the 3 spawned, non-
destroyed Zombies.
In at least some embodiments, it is preferable to treat the predetermined RNG
outcomes as highly
confidential data. Accordingly, appropriate security measures should
preferably be employed with respect to the
generation, transmission and storage of the predetermined RNG outcome data.
Examples of such security measures
may include, but are not limited to, one or more of the following (or
combinations thereof):
= Encryption of the predetermined RNG outcome data during transmission.
= Encryption of the predetermined RNG outcome data in memory storage.
= Assigning respective expiration time limits to each of the predetermined RNG
outcomes. In at
least one embodiment, if an expiration time limit of a given predetermined RNG
outcome may
be exceeded (e.g., time limit expired), that specific predetermined RNG
outcome may
automatically be discarded by the system and is prevented from being used to
determine a
wager-based game event outcome. Examples of different expiration time limits
may range
from about 30 seconds to 60 minutes. In one preferred embodiment, an
expiration time limit
may be set to about 3 minutes.
= And/or imposition of other jurisdiction/regulatory security methods to
prevent cheating (e.g.,
similar to those currently employed at video slot machines and/or other wager-
based gaming
machines).
In at least one embodiment, the relatively high level of security measures
implemented with respect to the
generation, acquisition and storage of predetermined RNG outcomes may provide
an added benefit of enabling at
least a portion of the predetermined RNG outcomes to be retrieved (e.g.,
individually and/or in batches) from one or
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more remote RNG server(s)/service(s) (e.g.,. Class 2 RNG System(s)/Service(s)
194 and/or Class 3 RNG
System(s)/Service(s) 196, Figure 1). This, in turn, may help facilitate and/or
enable online wager-based gaming
using pre-determined RNG outcomes.
Additionally, according to different embodiments, the various predetermined
RNG outcome techniques
described herein may also be utilized in larger, more well-known online games
for enabling wager-based triggering
event functionality, and for enabling wager-based events to occur concurrently
during standard (e.g., at
home/mobile, non-wager based) gameplay.
It is noted that many of the example embodiments described herein are focused
on HAWG designs, as well
as other popular video game designs. However, the predetermined RNG outcome
batch retrieval techniques
described herein may also be applied to other types of games and gaming
platforms, including, for example, one or
more of the following (or combinations thereof):
= Currently existing wager-based games (e.g., implemented at casino EGMs)
such as, for
example:
o Video slot games.
o Other types of wager-based video games such as, poker, bingo, keno,
pachinko, dice,
cards, wheel games, etc.
= Wager-based games implemented on mobile devices.
= Wager-based games implemented via the Internet or other gaming networks.
= M MO games implemented via the Internet or other gaming networks.
= Video console games such as, for example XBOXTM, PlayStationTM, NintendoTM,
etc.
= Cloud-based gaming system(s)/service(s).
= Other types of video-based games/gaming systems which utilize RNG engines
and include
functionality for communicating via a secure/encrypted networks.
For example, in at least one embodiment, an online video slot game (or other
styled game) may be
configured or designed to include predetermined RNG outcome batch retrieval
functionality. A player may access
the online video slot game via the Internet, and fund the game in a manner
similar to that of standard wager-based
play (e.g., as implemented at casino EGMs). Thereafter, the predetermined RNG
outcome batch retrieval
process(es) may be called.
By way of illustration, in at least one embodiment, a wager-based video slot
game which may be configured
or designed to include predetermined RNG outcome batch retrieval functionality
may perform one or more of the
following activities (or combinations thereof):
= According to different embodiments, the frequency of occurrence of wager
events in the video
slot game may vary greatly. Based on jurisdiction/regulations, one or more
predetermined
RNG outcome batch retrieval process(es) may be automatically initiated. In one
embodiment,
implementation of a predetermined RNG outcome batch retrieval call may result
in the
retrieval of ten (10) predetermined RNG outcomes per batch. According to
different
embodiments:
o At least one "batch retrieval" of predetermined RNG outcomes may be
called before
gameplay setup.
o At least one "batch retrieval" of predetermined RNG outcomes may be called
after
gameplay setup.
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o At least one "batch retrieval" of predetermined RNG outcomes may be
called before
wager placement.
o At least one "batch retrieval" of predetermined RNG outcomes may be
called after wager
placement, yet before wager-based game event occurs.
o At least one "batch retrieval" of predetermined RNG outcomes may be
called before the
spawning of the NPCs.
o At least one "batch retrieval" of predetermined RNG outcomes may be
called after the
spawning of the NP Cs, but before enabling the player to proceed with gameplay
at the
specific game-level area.
o Etc.
= In at least one embodiment, all (or a selected portion of) retrieved
predetermined RNG
outcomes may be stored in encrypted form in local memory.
= According to different embodiments, each (or selected ones) of the
retrieved predetermined
RNG outcomes may be randomly assigned to (or randomly associated with) a
respectively
different NPC (thereby effecting double randomization).
= Alternatively, in at least some embodiments, each (or selected ones) of
the retrieved
predetermined RNG outcomes may be sequentially assigned to (or associated
with) a
respectively different NPC.
In some embodiments, the wager-based video slot game may be hosted at video
slot game EGM remotely
located at a casino property. In other embodiments, the wager-based video slot
game may be implemented at a local
gaming device in the possession of the player (such as, for example, a mobile
gaming device, or a video slot game
app running on the player's smartphone). In at least some embodiments, the
wager-based game events occurring in
the video slot game are based on predetermined RNG outcomes which are securely
retrieved from authenticated and
trusted remote RNG server(s)/service(s). In yet other embodiments, the wager-
based video slot game may be hosted
at a virtual casino or cloud-based gaming system such as, for example,
Remote/Internet-based Gaming Service(s)
system 140.
As discussed above, in at least some embodiments, the each of the retrieved
predetermined RNG outcomes
has associated therewith a respective expiration time limit (or expiration
time value). In at least one embodiment, if
an expiration time limit of a given predetermined RNG outcome may be exceeded
(e.g., time limit expired), that
specific predetermined RNG outcome may automatically be discarded by the
system and may be prevented from
being used in determining a wager-based game event outcomes.
By way of illustration, in one example scenario involving a player playing a
wager-based video slot game
which may be configured or designed to include predetermined RNG outcome batch
retrieval functionality, it is
initially assumed that the video slot game executes a call to retrieve an
initial batch of ten (10) predetermined RNG
outcomes. In this example scenario, it is further assumed that the player
decides to initiate three (3) "spins", and
then elects to temporarily stop (or pause) playing the video slot game without
exiting or ending the game (e.g., in
order to allow the player to have a short break). In this example scenario,
only three (3) of the retrieved
predetermined RNG outcomes would have been used, while the remaining seven (7)
retrieved predetermined RNG
outcomes would still be "unused". Continuing with this example scenario, it is
assumed that the length of the
player's break exceeds the expiration time limits associated with each of the
seven (7) "unused" predetermined RNG
outcomes. Accordingly, the gaming system may respond by automatically
discarding or invalidating the seven (7)
"unused" predetermined RNG outcomes upon detecting that their respective
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exceeded. Additionally, the gaming system may automatically retrieve a new
batch of seven (7) pre-determined
RNG outcomes (e.g., from a remote, authenticated RNG system/service) after
detecting that the user has resumed
play of the video slot game.
It will be appreciated that the predetermined RNG outcome batch retrieval
technique(s) described herein
provide numerous benefits and advantages which may be leveraged to expand
existing wager-based gaming markets
(including, for example, home, mobile, casino, and cloud based markets), and
to open up opportunities for new
markets to develop in the wager-based gaming space. Further, the predetermined
RNG outcome batch retrieval
technique(s) described herein may also be leveraged to enable players to
continue engaging in their favorite
gambling games anywhere/anytime, and/or to embark on new types of wager-based
games anywhere/anytime.
For example, various benefits and/or advantages of the predetermined RNG
outcome batch retrieval
technique(s) described herein may include, but are not limited to, one or more
of the following (or combinations
thereof):
= Secure/encrypted wager-based interactions.
= Prevents/hampers cheating.
= Stored predetermined RNG outcomes allow for more graphically intense
gambling intervals,
which may translate to (and/or facilitate):
o More "butts in seats" (e.g., particularly with respect to players
participating from the
comfort of their own home);
o Increased coin-in;
o Improved relationships between patron, game, and property;
o Improved or increased player satisfaction.
Additionally, because the wager-based game events are based on predetermined
RNG outcomes which may
be securely retrieved from authenticated and trusted remote RNG
server(s)/service(s), the predetermined RNG
outcome batch retrieval technique(s) described herein enable a secure way for
players to engage in wager-based
gameplay from their homes and/or from other non-casino locations. For example,
in at least one embodiment, using
the predetermined RNG outcome batch retrieval technique(s) described herein, a
player may engage in wager-based
game play at his or her favorite casino property, then leave the casino
property, and then continue or resume their
gaming experience from a different physical location (e.g., from the player's
home via online access). In at least
some embodiments, the player (or player's mobile gaming device) may continue
to be "in touch" with the casino
property (e.g., in the "network" sense rather than the "physical" sense). This
may also tie into "clicks to bricks"
programs/offers which may allow patrons to acquire club points in the comfort
of their homes with on-site
voucher/redemption (e.g., from casino, to home, back to casino, to home). This
"revolving process" is something the
gambling industry has heretofore been lacking. However, by using the
predetermined RNG outcome batch retrieval
technique(s) described herein, the patron's home and personal network
device(s) are now accessible for secure
wager-based gameplay.
Similarly, the predetermined RNG outcome batch retrieval technique(s)
described herein enable a secure
way for players to engage in cloud-based, wager-based gameplay. This feature
may be particularly desirable for
players who do not care for the casino establishment environment. By utilizing
a cloud-based system and/or virtual
casino environment, players may engage in (similar) wager-based gameplay
without the worries of having to go to a
casino. In some embodiments, a virtual or cloud-based casino system may be
implemented via Remote/Internet-
based Gaming Service(s) system 190 of Figure 1. According to different
embodiments, some or all of the systems
and processes that coincide with wager-based gameplay may be implemented
within this virtual environment. A
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patron (e.g., player), when gaming on a "cloud only" system, may initiate
wager-based events (e.g., as described
previously), and the wager-based game may communicate (e.g., via
secured/encrypted network communications) to
the Remote/Internet-based Gaming Service(s) system 190, which in turn may
communicate back to the patron's
device(s). Outgoing and incoming communications may be transmitted at the same
time and/or in irregular patterns.
Communications such as these are known as "asynchronous communications."
In at least some embodiments, additional security mechanisms may be utilized
with respect to retrieved
predetermined RNG outcomes from remote RNG servers/services. For example, it
is preferable to secure the
retrieved RNG information from server to client, and vice versa. Security may
be supported in multiple forms, such
as, for example, MD5, hash, unique identifiers, etc. All of which may perform
or be verified via cross-checking
and/or reporting with a host, in order to validate and/or verify determine the
authenticity of such secured information
and/or in order to authenticate the identity of the remote RNG
servers/services. Such security mechanisms may be
used to help prevent fraudulent activities, such as, for example, activities
performed by individuals attempting to
"hack" and "inject" their own RNG outcomes into the wager-based game system in
order to manipulate the system.
In at least one embodiment, each retrieved predetermined RNG outcome may be
configured or designed to
include one or more unique identifier(s) which may be used to for security
validation and/or authentication purposes.
In some embodiments, specific authentications of the retrieved predetermined
RNG outcomes may be required to be
performed, for example, during the verification process(es) of batch RNG
retrieval and/or before using any one of
the predetermined RNG outcomes to determine wager-based game event outcomes.
"Hacked" RNG outcomes which
have been injected into the gaming system will not pass the security checks
from the authentication system. For
example, even though the RNG outcome itself may be in a "correct" format for
the system internals, the "signature"
will not match. In at least some embodiments, the unique identifier(s)
assocated with each of the predetermined
RNG outcomes may be securely encrypted using an encryption algorithm, and the
gaming device (which is hosting
the wager-based game) may include automated functionality for authenticating
the encrypted unique identifier
associated with a given predetermined RNG outcome before using that
predetermined RNG outcome for determining
a wager-based game event outcome. In the event that tampering evidence is
detected, the system may have cross-
checks and/or calls that may immediately notify the proper personnel in order
to seek appropriate measures.
Additional Benefits/Features/Embodiments
Different embodiments of the skill-based wager game and hybrid arcade/wager-
based game techniques
described herein may be adapted and implemented in a variety of environments.
For example, the skill-based wager
game and/or hybrid arcade/wager-based game techniques described herein are
particularly well suited for
deployment in any business establishments that house wager-based gaming
devices (e.g., class 3 and/or class 2).
Additionally, the skill-based wager game and/or hybrid arcade/wager-based game
techniques described herein may
appeal to younger gamblers/gamers who enjoy playing arcade-style video games,
middle aged gamblers/gamers who
may have played some video games, and possibly even veteran gamblers who may
be bored with existing wager-
based video gaming technology.
The skill-based wager game and/or hybrid arcade/wager-based game techniques
described herein provide
the ability for patrons of casinos and other gaming establishments to
experience new and exciting ways of engaging
in wager-based video game play with minimized learning curve and intimidation
factors. Additionally, using the
various techniques described herein, casinos and other gaming establishments
hosting such skill-based wager game
and/or hybrid arcade/wager-based game devices may increase their revenue by
ensuring that the number of wager-
based gaming event(s) occurring in a hybrid arcade/wager-based game (e.g.,
during specified time period) meet
minimum specified threshold criteria.
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One of the benefits of the various gaming techniques described herein is that
it provides the ability for
traditional video-type wager-based games (such as those deployed at Casino
establishments) to be quickly and easily
converted to hybrid-type arcade/wager-based games in a manner which is already
compliant with existing rules and
regulations governing wager-based gaming, and/or in a manner which may avoid
or significantly reduce
requirements for additional regulatory approval. For example, in some
embodiments, the skill-based wager game
and/or hybrid arcade/wager-based game system(s) may include functionality for
providing a new display method
and interaction thereof for currently approved wager-based games and/or wager-
based gaming machines such as, for
example, video-style wager-based games/gaming machines which have already been
approved (and/or deployed) for
player use in one or more gaming jurisdictions.
It may be appreciated that currently existing gaming technology and associated
gaming regulations do not
allow for "mega title" arcade-type games (e.g., Call Of Duty, Assassin's
Creed, etc.) to be directly implemented
within gambling gameplay. One reason for this is that any new wager-based game
must second obtain various
gaming regulatory approvals before being allowed to be deployed in designated
gaming jurisdictions. However, if
one were to desire to implement a "Call Of Duty" (COD) hybrid arcade/wager-
based game, companies and
developers (among other legal and regulatory bodies) may collaborate to create
such product (e.g., supply source
files and asset libraries, etc.) which may be assembled to conform to desired
design/gameplay specifications (such as
one or more of those described herein).
In at least some embodiments, it is not possible to simply install and run COD
(or other "mega title" arcade-
type games) on an existing gaming machine, and have it perform as a hybrid
arcade/wager-based game described
herein. Some elements of gameplay may need to be altered in order to achieve
and/or provide various hybrid
arcade/wager-based game (HAWG) functionalities. In some embodiments, the
initial process to get a hybrid
arcade/wager-based game "on the floor" (e.g., deployed on a casino gaming
floor) may take some time (e.g., 4-8
months, including, for example, an amount of time to build the hybrid
arcade/wager-based game). However, this
timeframe may be significantly shorter than the timeframes typically required
for getting traditional wager-based
gaming machines deployed "on the floor". One reason for this is that the
hybrid arcade/wager-based game
technology described herein provides the capability of seamless integration
with pre-licensed products, such as, for
example, IGT's Ghostbusters Video Slots. For example, in one embodiment, in a
relatively short time period, a
gaming machine manufacturer/distributor (such as IGT, Bally's, Aristocrat,
etc.) could develop a hybrid
arcade/wager-based game version that capitalizes on the popularity of an
existing licensed game-theme by providing
a newer HAWG-type "gamer" version which incorporates a version of the existing
licensed game-theme.
With respect to hybrid arcade/wager-based gameplay, in at least some
embodiments, HAWG may not
require "points" to reach or obtain game levels. Rather, in some embodiments,
HAWG allows freedom of play by
allowing a player simply "continue on" by purely playing the game. This design
allows for player defined gameplay
progression.
In at least some embodiments, HAWG may provide a novel slot machine
gaming/player interface which
does not require the use of "new backend systems". For example, take IGT's
"Big Buck Hunter" slot game, which
has already obtained regulatory approval in many existing gaming
jurisdictions. Using HAWG technology, IGT
could build, or have built, a new themed game "Zombies" which could conform to
HAWG design, load "Zombies"
into the "Big Buck Hunter" EGM memory, and substitute the display of "Zombies"
in place of the "Buck" characters
(e.g., traditionally displayed in the Big Buck Hunter game). Upon doing so,
certification labs such as GLI may have
no issues in the approval process for the "Zombies" hybrid arcade/wager-based
game, since the functionality and
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mathematical algorithms driving both the Zombies hybrid arcade/wager-based
game and the Big Buck Hunter game
have already been reviewed and approved.
In at least some embodiments, HAWG provides a conjoined and seamless entity
wherein the act of
wagering is based (at least partially) on the players physical ability to
press a button and/or pull a trigger while
"holding" a device (e.g., HID) and visually understanding the
relationship/nature of the style/theme of game in which
they are involved and the process(es) thereof needed to play said game.
For example, a standard slot machine may require a player to
= put money in machine;
= select wager;
= initiate wager (via HID);
= be informed of results; and
= repeat wager initiation if desired.
For some HAWG embodiments, the process may involve similar steps, plus one or
more additional step(s)
involving the player operating a HID in order to interact with (e.g., shoot,
grab, touch, avoid, etc.) virtual objects
displayed on EGM display screen.
In one embodiment, the only "skills" required are human motor skills (e.g.,
"fine motor skills") such as
hand/eye coordination, to perform various arcade-type game activities such as,
for example: point or navigate a
reticle onto a NPC (e.g., zombie/alien), pull/press trigger/button, etc. In at
least some embodiments, there are no
"skillful requirements" needed for participating in a hybrid arcade/wager-
based game. Further, in various
embodiments, no skill is needed or required for participating in the wager-
based game event portion of the hybrid
arcade/wager-based game. In fact, in at least some embodiments, it is
preferable the wager-based game event
portion be implemented as a RNG-based game of chance. In this way, HAWG may be
designed to be simple and fun
without separation of entertainment and gambling.
Other benefits/features/advantages of the various skill-based wager game
and/or hybrid arcade/wager-based
game embodiments described herein may include, but are not limited to, one or
more of the following (or
combinations thereof):
= In some embodiments, the hybrid arcade/wager-based game may be configured
or designed to include
functionality for enabling a player to specify a total maximum amount to be
wagered during play of the
hybrid arcade/wager-based game. This allows the player more control over how
much the player is willing
to risk losing during play of the hybrid arcade/wager-based game.
= In some embodiments, the skill-based wager gaming devices and/or hybrid
arcade/wager-based gaming
devices may distinguish between credits attributable to coin in, and credits
attributable to wager-based
game event payouts. For example, in some embodiments, the gaming machine may
be configured or
designed to maintain separate credit balances for: (i) credits funded by coin-
in/ticket-in, and (ii) credits
accumulated from wager-based game event payouts. In at least some embodiments,
this helps facilitate the
player's awareness of his or her total overall wager-based game event payouts
during play of the hybrid
arcade/wager-based game. For example, in one embodiment, a player may deposit
an initial amount of
money (e.g., $10) into the gaming machine, and engage in hybrid arcade/wager-
based game play until the
initial $10 is used up. In one embodiment, during play of the hybrid
arcade/wager-based game, any
winnings/payouts awarded to the player (e.g., from wager-based game event
outcomes) deposited and
maintained in a separate "winnings" account (e.g., similar to the way physical
coin winnings are dropped
into the bottom cavity of a mechanical slot machine). At the end of the hybrid
arcade/wager-based game
84

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play (e.g., once the initial $10 is used up), the player may review the total
value of the "winnings" account
to determine how he/she did (e.g., is the player "up" overall, or "down"
overall). In some embodiments, the
player may optionally elect to have all (or a specified amount or percentage)
of his/her "winnings" re-
invested into the hybrid arcade/wager-based game to fund additional wager-
based game event(s).
In some HAWG embodiments, the outcome of a wager-based game event may be
configured or designed to
be dependent on HAWG's game state. In some embodiments, the design of gameplay
may allow for additional
events for both wager initiation and RNG outcome. For example, referring to
the previously described Zombie
shooter example, a player shoots a zombie in the head (headshot - which kills
the zombie). The shot may be fired
and upon the instant the zombie death animation begins, a wager triggering
event is called which "spins" the slot
reels. The slot reels may continue to spin until the zombie's epic death
animation is complete, once so, another event
is called which is the "RNG determination outcome" event. The outcome is then
presented to the player through the
backend system and displayed using HAWG's graphical user interface. One reason
for the two events corresponding
with a NPC destruction and the ending of a death animation is that it causes
the wagered outcome event to dependent
on HAWG's game state and may require two events to happen in order for a
wagering outcome to be displayed.
In some embodiments, hybrid arcade/wager-based games may be configured or
designed in a manner which
allows for a unique credit display setup wherein, while the player is
interacting within a specific level, a clearly
defined display of gameplay earnings is shown to the player and once said
level is complete, and/or player dies,
and/or player no longer has credits, and/or player decides to discontinue
play, the interactive game portion is
"exited" and a "fun" animated display of tallied earnings as well as possible
achievements are shown. This could be
as simple as showing animated slot reels quickly spin through the collected
earnings (e.g.,. via display of a fast free
spin bonus wherein the reels have minimal or no anticipation). The nature of
this configuration enables HAWG to
provide for different types of experiential opportunities such as, for
example, one or more of the following (or
combinations thereof):
= Corresponding with previous embodiments wherein toggle-able HUD elements
provide a more in depth
gaming experience.
= Being the "end level points tally" seen in most popular games (even
though earnings have already been
individually displayed during gameplay) where the player "has a moment" to
take it some or all in.
= Assuming a player decides to discontinue play before the level ending
tally screen, their earnings are still
theirs and allow for them to simply collect & leave the gaming machine.
In at least some embodiments, HAWG games may be developed using regulatory
(e.g., GLI) approved third
party engines such as, for example (Unreal, Unity) accompanied by a complex
series of blueprints and code which,
when compiled, creates a packaged executable ready for storage on a gaming
machine, system, and/or device.
It will be appreciated that, via the use of specifically configured computer
hardware and software, the
problems which are solved and/or overcome by the various hybrid arcade/wager-
based game techniques described
herein are necessarily rooted in computer technology in order to overcome
problems specifically arising in the realm
of computer networks. For example, as described previously, most of wager-
based games currently deployed at
electronic gaming machines in casino establishments are configured or designed
to primarily offer monetary-type
payouts based on a single wager-based game event outcome, rather than on a
sequence of in-game achievement(s)
accomplished by the player during game play. Additionally, such monetary-type
payouts are typically unrelated to,
and have no effect or influence on, the gameplay portion of the wager-based
game being executed at the electronic
gaming machine. Such problems and limitations specifically arise in the realm
of electronic computing devices and

CA 03004911 2018-05-09
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computer networks, and the solutions to these problems and limitations (e.g.,
as described herein) are necessarily
rooted in computer technology.
The present application herein incorporates by reference, in its entirety and
for all purposes, U.S.
Provisional Application Serial No. 62/091,451 (Attorney Docket No. SYNBP001P),
titled "HYBRID ARCADE-
S TYPE, WAGER-BASED GAMING IECHNIQUES", naming Washington et al. as
inventors, and filed 12-DEC-
2014 .
The present application herein incorporates by reference, in its entirety and
for all purposes, U.S.
Provisional Application Serial No. 62/127,821 (Attorney Docket No.
SYNBP001P2), titled "RPG AND SPORTS
THEMED HYBRID ARCADE-TYPE, WAGER-BASED GAMING IECHNIQUES", naming Washington
et al. as
inventors, and filed 03-MAR-2015.
The present application herein incorporates by reference, in its entirety and
for all purposes, U.S. Patent
Application Serial No. 14/831,823 (Attorney Docket No. SYNBP001US) titled
"SECOND PERSON SHOO IER,
RPG AND SPORTS THEMED HYBRID ARCADE-TYPE, WAGER-BASED GAMING IECHNIQUES" by
Washington et al., filed on 20-AUG-2015.
The present application herein incorporates by reference, in its entirety and
for all purposes, U.S. Patent
Application Serial No. 14/865,538 (Attorney Docket No. SYNBP001X1US) titled
"HYBRID ARCADE-TYPE,
WAGER-BASED GAMING TECHNIQUES AND PREDETERMINED RNG OUTCOME BATCH RETRIEVAL
TECHNIQUES" by Washington et al., filed on 25-SEP-2015.
The present application herein incorporates by reference, in its entirety and
for all purposes, U.S. Patent
Application Serial No. 15/344,488 (Attorney Docket No. SYNBP003US) titled
"HYBRID ARCADE/WAGER-
BASED GAMING ASPECTS RELATING TO ENIERTAINMENT AND WAGERING GAMING ACTIVITIES"

by Washington et al., filed on 04-NOV-2016.
The present application herein incorporates by reference, in its entirety and
for all purposes, U.S. Patent
Application Serial No. 15/344,503 (Attorney Docket No. SYNBP004US) titled
"GAMING ASPECTS RELATING
TO MULTIPLAYER/TOURNAMENT HYBRID ARCADE/WAGER-BASED GAMES" by Washington et
al.,
filed on 04-NOV-2016.
Although several example embodiments of one or more aspects and/or features
have been described in
detail herein with reference to the accompanying drawings, it is to be
understood that aspects and/or features are not
limited to these precise embodiments, and that various changes and
modifications may be effected therein by one
skilled in the art without departing from the scope of spirit of the
invention(s) as defined, for example, in the
appended claims.
86

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

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Administrative Status

Title Date
Forecasted Issue Date Unavailable
(86) PCT Filing Date 2017-01-05
(87) PCT Publication Date 2018-01-25
(85) National Entry 2018-05-09
Dead Application 2022-07-05

Abandonment History

Abandonment Date Reason Reinstatement Date
2021-07-05 FAILURE TO PAY APPLICATION MAINTENANCE FEE
2022-03-28 FAILURE TO REQUEST EXAMINATION

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $400.00 2018-05-09
Registration of a document - section 124 $100.00 2018-06-12
Maintenance Fee - Application - New Act 2 2019-01-07 $100.00 2018-12-11
Maintenance Fee - Application - New Act 3 2020-01-06 $100.00 2019-12-20
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
SYNERGY BLUE, LLC
Past Owners on Record
None
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) 
Small Entity Declaration / Change to the Method of Correspondence 2020-09-14 6 174
Abstract 2018-05-09 1 66
Claims 2018-05-09 4 249
Drawings 2018-05-09 17 832
Description 2018-05-09 86 6,488
Representative Drawing 2018-05-09 1 26
Patent Cooperation Treaty (PCT) 2018-05-09 1 39
Patent Cooperation Treaty (PCT) 2018-05-09 1 60
National Entry Request 2018-05-09 6 129
Cover Page 2018-06-11 1 40