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Patent 3044539 Summary

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(12) Patent Application: (11) CA 3044539
(54) English Title: ACHIEVEMENT-BASED PAYOUT SCHEDULE UNLOCK TECHNIQUES IMPLEMENTED IN WAGER-BASED GAMING NETWORKS
(54) French Title: TECHNIQUES DE DEVERROUILLAGE D'UN CALENDRIER DE PAIEMENT MISES EN OEUVRE DANS DES RESEAUX DE JEU REPOSANT SUR DES PARIS
Status: Examination Requested
Bibliographic Data
(51) International Patent Classification (IPC):
  • G07F 17/32 (2006.01)
  • A63F 13/69 (2014.01)
  • A63F 13/837 (2014.01)
(72) Inventors :
  • WASHINGTON, GEORG (United States of America)
  • SERRA, JOE (United States of America)
  • OBERBERGER, MICHAEL (United States of America)
(73) Owners :
  • AKKADIAN ENTERPRISES (United States of America)
(71) Applicants :
  • SYNERGY BLUE, LLC (United States of America)
(74) Agent: MILTONS IP/P.I.
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 2017-05-17
(87) Open to Public Inspection: 2018-05-24
Examination requested: 2020-05-27
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US2017/033114
(87) International Publication Number: WO2018/093416
(85) National Entry: 2019-05-21

(30) Application Priority Data:
Application No. Country/Territory Date
15/358,127 United States of America 2016-11-21
62/437,527 United States of America 2016-12-21
15/597,099 United States of America 2017-05-16

Abstracts

English Abstract

A computer implemented method comprises enabling interactive game play of a hybrid arcade/wager-based game including a non-wager based and a wager-based gaming portion. The wager-based gaming portion may be configured to provide a first type of wagering opportunity where a first payout schedule is used to determine payout amounts and a second type of wagering opportunity in which a second payout schedule is used to determine payout amounts. At least one in-game opportunity may be provided to initiate at least one first wager event of the first type of wagering opportunity. When it is determined that the in-game achievement criteria have not been satisfied, access to the second type of wagering opportunity may be prevented. When it is determined that the in-game achievement criteria have been satisfied, at least one in-game opportunity may be provided to initiate at least one second wager event of the second type of wagering opportunity.


French Abstract

Une méthode informatique comprend de permettre de jouer à un jeu interactif hybride d'arcade/de paris, y compris des parties de jeu non à base de paris et à base de paris. La partie de jeu à base de paris peut être configurée pour donner un premier type d'occasion de pari selon lequel un premier barème de gain est utilisé pour déterminer les montants de gains et un deuxième type d'occasion de pari selon lequel un deuxième barème de gain est utilisé pour déterminer les montants de gains. Au moins une occasion de jeu peut être donnée pour lancer au moins un premier événement de pari du premier type d'occasion de pari. Lorsqu'il est déterminé que les critères de réussite du jeu ne sont pas satisfaits, l'accès au deuxième type d'occasion de pari peut être empêché. Lorsqu'il est déterminé que les critères de réussite du jeu sont satisfaits, au moins une occasion de jeu peut être fournie pour lancer au moins un deuxième événement de pari du deuxième type d'occasion.

Claims

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


IT IS CLAIMED
1. A computer implemented gaming method conducted in a gaming network, the
gaming network
including a first electronic, wager-based gaming device ("first EGD"), the
first EGD including a first display and a
first input device, the method comprising causing at least one processor to
execute a plurality of instructions stored
in memory for causing at least one component of the gaming network to:
enable a player to engage in interactive game play of a hybrid arcade/wager-
based game at the first EGD,
the hybrid arcade/wager-based game including a non-wager based gaming portion
and a wager-based gaming
portion;
the wager-based gaming portion being configured or designed to provide a first
type of wagering
opportunity which utilizes a first payout schedule for determining payout
amounts for wager events relating to the
first type of wagering opportunity;
the wager-based gaming portion being further configured or designed to provide
a second type of wagering
opportunity which utilizes a second payout schedule for determining payout
amounts for wager events relating to the
second type of wagering opportunity;
provide at least one in-game opportunity for the player to initiate at least
one first wager event relating to
the first type of wagering opportunity;
determine if the player has satisfied a first set of in-game achievement
criteria for enabling the player to
access the second type of wagering opportunity;
if it is determined that the player has not satisfied the first set of in-game
achievement criteria, prevent the
player from accessing the second type of wagering opportunity; and
if it is determined that the player has satisfied the first set of in-game
achievement criteria, provide at least
one in-game opportunity for the player to initiate at least one second wager
event relating to the second type of
wagering opportunity.
2. The computer implemented gaming method of claim 1 further comprising
causing the at least one
processor to execute additional instructions to allow the player to decline a
first in-game opportunity for the player to
initiate a wager event relating to the second type of wagering opportunity.
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 allow the player to defer
consumption of a first in-game
opportunity for the player to initiate a wager event relating to the second
type of wagering opportunity.
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 allow the player to
selectively choose whether or not to initiate a
wager event relating to the second type of wagering opportunity.
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:
allow the player to decline or defer an in-game opportunity for the player to
initiate a wager event relating
to the second type of wagering opportunity, after determining that the player
has satisfied the first set of in-game
achievement criteria; and
allow the player to initiate at least one first wager event relating to the
first type of wagering opportunity
after determining that the player has satisfied the first set of in-game
achievement criteria.
6. The computer implemented gaming method of any of claims 1-5 further
comprising causing the at least
one processor to execute additional instructions to:
detect an occurrence of a first in-game event in the non-wager based game
portion;
91

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,
automatically initiate, on behalf of the player, a first wager event relating
to the first type of wagering opportunity.
7. The computer implemented gaming method of any of claim 6 further comprising
causing the 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
event.
8. The computer implemented gaming method of any of claims 6-7 further
comprising causing the at least
one processor to execute additional instructions to:
detect a first in-game interaction with a first in-game character, the first
in-game interaction being caused
based on input from the player during play of the non-wager based gaming
portion;
determine if the first in-game interaction with the first in-game character
qualifies as a wager-based
triggering event; and
if it is determined that the occurrence of the first in-game interaction with
the first in-game character
qualifies as a wager-based triggering event, automatically initiate the first
wager event.
9. The computer implemented gaming method of any of claims 6-8 further
comprising causing the at least
one processor to execute additional instructions to:
detect a first in-game interaction with at least one in-game object, the first
in-game interaction being caused
based on input from the player during play of the non-wager based gaming
portion;
determine if the first in-game interaction with the at least one in-game
object qualifies as a wager-based
triggering event; and
if it is determined that the occurrence of the first in-game interaction with
the at least one in-game object
qualifies as a wager-based triggering event, automatically initiate the first
wager event.
10. A computer implemented gaming system in a gaming network, the gaming
network including a first
electronic, wager-based gaming device ("first EGD"), the first EGD including a
first display and a first input device,
the system comprising at least one processor operable to execute a plurality
of instructions stored in memory for
causing at least one component of the gaming network to:
enable a player to engage in interactive game play of a hybrid arcade/wager-
based game at the first EGD,
the hybrid arcade/wager-based game including a non-wager based gaming portion
and a wager-based gaming
portion;
the wager-based gaming portion being configured or designed to provide a first
type of wagering
opportunity which utilizes a first payout schedule for determining payout
amounts for wager events relating to the
first type of wagering opportunity;
the wager-based gaming portion being further configured or designed to provide
a second type of wagering
opportunity which utilizes a second payout schedule for determining payout
amounts for wager events relating to the
second type of wagering opportunity;
provide at least one in-game opportunity for the player to initiate at least
one first wager event relating to
the first type of wagering opportunity;
determine if the player has satisfied a first set of in-game achievement
criteria for enabling the player to
access the second type of wagering opportunity;
if it is determined that the player has not satisfied the first set of in-game
achievement criteria, prevent the
player from accessing the second type of wagering opportunity; and
92

if it is determined that the player has satisfied the first set of in-game
achievement criteria, provide at least
one in-game opportunity for the player to initiate at least one second wager
event relating to the second type of
wagering opportunity.
11. The computer implemented gaming system of any of claim 10 being further
operable to cause the at
least one processor to execute additional instructions to allow the player to
decline a first in-game opportunity for the
player to initiate a wager event relating to the second type of wagering
opportunity.
12. The computer implemented gaming system of any of claims 10-11 being
further operable to cause the
at least one processor to execute additional instructions to allow the player
to defer consumption of a first in-game
opportunity for the player to initiate a wager event relating to the second
type of wagering opportunity.
13. The computer implemented gaming system of any of claims 10-12 being
further operable to cause the
at least one processor to execute additional instructions to allow the player
to selectively choose whether or not to
initiate a wager event relating to the second type of wagering opportunity.
14. The computer implemented gaming system of any of claims 10-13 being
further operable to cause the
at least one processor to execute additional instructions to:
allow the player to decline or defer an in-game opportunity for the player to
initiate a wager event relating
to the second type of wagering opportunity, after determining that the player
has satisfied the first set of in-game
achievement criteria; and
allow the player to initiate at least one first wager event relating to the
first type of wagering opportunity
after determining that the player has satisfied the first set of in-game
achievement criteria.
15. The computer implemented gaming system of any of claims 10-14 being
further operable to cause the
at least one processor to execute additional instructions to:
detect an occurrence of a 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,
automatically initiate, on behalf of the player, a first wager event relating
to the first type of wagering opportunity.
16. The computer implemented gaming system of any of claim 15 being further
operable to cause the 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 event.
17. The computer implemented gaming system of any of claims 15-16 being
further operable to cause the
at least one processor to execute additional instructions to:
detect a first in-game interaction with a first in-game character, the first
in-game interaction being caused
based on input from the player during play of the non-wager based gaming
portion;
determine if the first in-game interaction with the first in-game character
qualifies as a wager-based
triggering event; and
if it is determined that the occurrence of the first in-game interaction with
the first in-game character
qualifies as a wager-based triggering event, automatically initiate the first
wager event.
18. The computer implemented gaming system of any of claims 15-17 being
further operable to cause the
at least one processor to execute additional instructions to:
detect a first in-game interaction with at least one in-game object, the first
in-game interaction being caused
based on input from the player during play of the non-wager based gaming
portion;
93

determine if the first in-game interaction with the at least one in-game
object qualifies as a wager-based
triggering event; and
if it is determined that the occurrence of the first in-game interaction with
the at least one in-game object
qualifies as a wager-based triggering event, automatically initiate the first
wager event.
94

Description

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


CA 03044539 2019-05-21
WO 2018/093416 PCT/US2017/033114
ACHIEVEMENT-BASED PAYOUT SCHEDULE UNLOCK TECHNIQUES IMPLEMENTED IN
WAGER-BASED GAMING NETWORKS
RELATED APPLICATION DATA
This application claims benefit, pursuant to the provisions of 35 U.S.C.
119, of U.S. Provisional
Application Serial No. 62/437,527 (Attorney Docket No. SYNBP009P), titled
"ACHIEVEMENT-BASED
PAYOUT SCHEDULE UNLOCK IECHNIQUES IMPLEMENTED IN WAGER-BASED GAMING
NETWORKS", naming Washington et al. as inventors, and filed 21-DEC-2016, the
entirety of which is incorporated
herein by reference for all purposes.
This application is a continuation (CON) application, pursuant to the
provisions of 35 U.S.C. 120, of prior
U.S. Patent Application Serial No. 15/597,099 (Attorney Docket No.
SYNBP009US), titled "ACHIEVEMENT-
BASED PAYOUT SCHEDULE UNLOCK IECHNIQUES IMPLEMEN
________________________________ TED IN WAGER-BASED GAMING
NETWORKS", naming Washington et al. as inventors, and filed on 16-MAY-2017,
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. 15,358/127 (Attorney Docket No.
SYNBP005US) titled "GAMING
AND WAGERING IECHNIQUES RELATING TO SKILL-BASED GAMING" by Washington et al.,
filed on 21-
NOV-2016, the entirety of which is incorporated herein by reference for all
purposes.
U.S. Patent Application Serial No. 15,358/127 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 IECHNIQUES 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.
U.S. Patent Application Serial No. 15,358/127 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 SHOO
___________________________________________ IER, RPG AND SPORTS THEMED HYBRID
ARCADE-TYPE,
WAGER-BASED GAMING IECHNIQUES" by Washington et al., filed on 20-AUG-2015, the
entirety of which is
incorporated herein by reference for all purposes.
U.S. Patent Application Serial No. 15,358/127 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 TECHNIQUES AND
PREDETERMINED RNG OUTCOME BATCH RETRIEVAL IECHNIQUES" 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 IECHNIQUES", 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.
1

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PCT/US2017/033114
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.
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.
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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
Hybrid Arcade/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.
Figures 16-24 show example embodiments of various paytables and payout
schedules which may be used
for implementing one or more of the achievement-based payout schedule unlock
techniques described herein.
Figures 25-38 illustrate example screenshots of various hybrid arcade/wager-
based game GUIs which may
be used for facilitating activities relating to one or more of the achievement-
based payout schedule unlock
techniques described herein.
DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS
OVERVIEW
Various aspects described or referenced herein are directed to different
methods, systems, and computer
program products for implementing various achievement-based paytable unlock
techniques which may be utilized in
one or more hybrid arcade/wager-based gaming ("HAWG") environments.
In at least one embodiment, various computer implemented gaming method(s),
system(s) and/or computer
program product(s) may be implemented in a gaming network, the gaming network
including a first electronic,
wager-based gaming device ("first EGD"), the first EGD including a first
display, and a first input device. At least
one processor may be caused to execute a plurality of instructions stored in
memory for causing at least one
component of the gaming network to: enable a player to engage in interactive
game play of a hybrid arcade/wager-
based game at the first EGD, the hybrid arcade/wager-based game including a
non-wager based gaming portion and
a wager-based gaming portion; the wager-based gaming portion being configured
or designed to provide a first type
of wagering opportunity which utilizes a first payout schedule for determining
payout amounts for wager events
relating to the first type of wagering opportunity; the wager-based gaming
portion being further configured or
designed to provide a second type of wagering opportunity which utilizes a
second payout schedule for determining
payout amounts for wager events relating to the second type of wagering
opportunity; provide at least one in-game
opportunity for the player to initiate at least one first wager event relating
to the first type of wagering opportunity;
determine if the player has satisfied a first set of in-game achievement
criteria for enabling the player to access the
second type of wagering opportunity; if it is determined that the player has
not satisfied the first set of in-game
achievement criteria, prevent the player from accessing the second type of
wagering opportunity; and if it is
determined that the player has satisfied the first set of in-game achievement
criteria, provide at least one in-game
opportunity for the player to initiate at least one second wager event
relating to the second type of wagering
opportunity.
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 allow the player to
decline a first in-game opportunity for the
player to initiate a wager event relating to the second type of wagering
opportunity.
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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:
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 allow the player to
defer consumption of a first in-game
opportunity for the player to initiate a wager event relating to the second
type of wagering opportunity.
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 allow the player to
selectively choose whether or not to
initiate a wager event relating to the second type of wagering opportunity.
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: allow the player
to decline or defer an in-game opportunity
for the player to initiate a wager event relating to the second type of
wagering opportunity, after determining that the
player has satisfied the first set of in-game achievement criteria; and allow
the player to initiate at least one first
wager event relating to the first type of wagering opportunity after
determining that the player has satisfied the first
set of in-game achievement criteria.
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: detect an
occurrence of a 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, automatically initiate, on behalf of the player, a first
wager event relating to the first type of
wagering opportunity.
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 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: detect a first in-
game interaction with a first in-game
character, the first in-game interaction being caused based on input from the
player during play of the non-wager
based gaming portion; determine if the first in-game interaction with the
first in-game character qualifies as a wager-
based triggering event; and if it is determined that the occurrence of the
first in-game interaction with the first in-
game character qualifies as a wager-based triggering event, automatically
initiate the first wager 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: detect a first in-
game interaction with at least one in-game
object, the first in-game interaction being caused based on input from the
player during play of the non-wager based
gaming portion; determine if the first in-game interaction with the at least
one in-game object qualifies as a wager-
based triggering event; and if it is determined that the occurrence of the
first in-game interaction with the at least one
in-game object qualifies as a wager-based triggering event, automatically
initiate the first wager event. .
Various objects, features and advantages of the various aspects described or
referenced herein may 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
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order to provide a thorough understanding of one or more aspects and/or
features described or reference herein. It
may 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
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 may 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 may 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 may
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.
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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
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 (herein "GLI-
11"), Published September 21, 2016 by
Gaming Laboratories International, LLC, the entirety of which is herein
incorporated by reference for all purposes.
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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;
= 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.
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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
= "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
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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.
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.;
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= 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;
= 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-

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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 may 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
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.
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= 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.
= 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,
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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
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
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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.
= Identify Hybrid Arcade-style, wager-based Game for Player participation
1004.
= Accept cash/credit in 1006.
= Configure/Reconfigure wagering parameters 1008. 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.
= Triggering event(s)/condition(s) detected for initiating wager-based
event? For example:
o NPC hit/destroyed?
o NPC damaged by player's character?
o Wagering Object collected by player's character?
o Achievement satisfied or accomplished in non-wager-based portion of game?
o Other type of wager-based triggering event detected?
= If yes to 1014, Initiate Wager-Based Event Procedure(s) 1016, such as
those described with respect to
Figure 11. By way of illustration:
o Initiate wager-based virtual slot reel spin in response to successful NPC
hit/destruction.
o Initiate wager-based virtual slot reel spin in response to Player's
character collecting "Wagering Ring"
or "Gold Award Object".
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.
= Display outcome of wager-based event and updated information relating to
distribution of monetary
payouts and non-monetary payouts.
= Display outcome of wager-based event and updated information relating to
distribution of monetary
payouts and non-monetary payouts 1018. 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).
= Sufficient credits remaining for continued play of hybrid arcade/wager-
based game 1020?
= If yes to 1020, change/update wagering parameters 1026?
= If no to 1020, provide opportunity for player to add additional cash/credits
1022.
= Additional cash/credits added within allotted time period 1024?
= If yes to 1024, present opportunity to change wager parameters 1026, and
continue game play 1012.
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= If no to 1024, end player's participation in hybrid arcade/wager-based
game.
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.
= 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
= 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,
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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 first 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 occurrence or
detection of the wager-based triggering event. 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. 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).
= Sufficient credits remaining for continued play of hybrid arcade/wager-
based game1824?
= If yes to 1324, change/update wagering parameters 1325?
= If no to 1324, provide opportunity for player to add additional cash/credits
1328.
= Additional cash/credits added within allotted time period 1330?
= If yes to 1330, present opportunity to change wager parameters 1325, and
continue game play 1310.
= If no to 1330, end player's participation in hybrid arcade/wager-based
game.
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
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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?
= 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
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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 first 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 first 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
first 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.
= 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
first 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.,
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"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.
ACHIEVEMENT-BASED PAYTABLE UNLOCK lECHNIQUES
Various aspects described herein are directed to different techniques for
implementing various
achievement-based paytable unlock techniques which may be utilized in one or
more wager-based game
environments, including hybrid arcade/wager-based gaming ("HAWG")
environments.
Nevada Gaming Control Board (NGCB) and GLI-11 (Gaming Laboratories
International) each include
rules and regulations governing various aspects relating to wager-based gaming
techniques for building up to an
award of some kind (jackpot, bonus trigger, etc). However, currently existing
wager-based gaming devices are not
configured or designed to be able to guarantee large cash awards for in-game
actions/events that may require
relatively higher degrees of player skill to achieve or execute. This can lead
to disappointment and/or frustration for
the player of such games.
To overcome such issues, various inventive aspects disclosed herein are
specifically configured or designed
to take advantage of existing and regulatory approved wager-based gaming
concepts to enable large guaranteed
jackpots for highly skillful actions under specific circumstances. Additional
concepts and/or features of the various
wager-based, achievement-based paytable unlock techniques described herein may
include, but are not limited to,
one or more of the following features/functionality (e.g., or combinations
thereof, some of which may assume a that
the wager-based game is being implemented/conducted in regulated casino
gambling network environment):
= Achievement-based paytable unlock functionality. For example, player may
be required to kill 10 zombies to
unlock higher paytable to be applied for killing boss zombie. Killing 0-9
zombies and then killing boss zombie
results in use of Paytable A (lower payout). Alternatively, killing 10+
zombies unlocks Paytable B (higher
payout) for killing boss zombie. In some embodiments, player may be required
to hit boss zombie some
specified number of times (e.g., 20 hits) in order to kill boss. In another
game example, player may be required
to Match-3 objects x times (e.g., 10 times) in order to unlock higher payout
paytable for matching 4 objects. If
player only matches 3 objects six times, then payout for matching 4 objects
may be based on a "Match-3"
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paytable. Alternatively, if player matches 3 objects eleven times, then payout
for matching 4 objects may be
based on an unlocked "Match-4" paytable (which may provide relatively higher
payouts as compared to Match-
3 paytable).
= In at least some embodiments, wager-based game event payout(s)/outcome(s)
can be predetermined.
= In at least some embodiments, wager-based game event payout(s)/outcome(s)
can be RNG based (e.g., Class II
RNG, Class III RNG, etc.).
= In some wager-based game embodiments, the unlocking/access to one or more
higher tiered paytables may
require accomplishing or satisfying of some specified set of in-game
achievement(s) (or specified set of criteria)
in non-wager based portion of game.
= Achievement-based paytable unlock functionality may also be applied to bonus
rounds. For example, kill 25
zombies to unlock bonus feature, where bonus feature is opportunity to kill
boss zombie (with higher payout
paytable). In another game example, player may be required to Match-3 objects
x times (e.g., 10 times) in order
to unlock bonus payout paytable for matching 4 objects.
= In at least one embodiment, player may elect to pursue a "bonus" unlocked
paytable event (e.g., can chose to go
after boss zombie), or may elect to ignore the unlocked "bonus" paytable event
opportunity (e.g., ignore trying
to kill boss zombie), and continue with killing regular zombies. In this way,
players are given a choice to
selectively pursue/ignore unlocked "bonus" event opportunity. In contrast,
previously existing wager-based
gaming machines do not provide players with a choice to ignore/bypass bonus
rounds. Additionally, typical
bonus rounds implemented in previously existing gaming machines do not require
the player to wager additional
money or funds to participate in the bonus round. In contrast, in at least
some wager-based gaming
embodiments disclosed herein, players may be required to wager additional
money or funds to participate in
unlocked "bonus" paytable event opportunities. For example, if during game
play, a player matches 3 objects a
specified number of times, and unlocks a "bonus" "Match-4" paytable (which may
provide relatively higher
payouts as compared to Match-3 paytable), the player may elect to ignore
matching 4 objects, and merely stick
with matching 3 objects. Additionally, if the player elects participate in the
unlocked "bonus" paytable event
opportunity by matching 4 objects, the player may be required to wager
additional money or funds on the
wager-based game event (e.g., slot reel spin, etc.) triggered by the matching
of the 4 objects.
In at least one embodiment, a player may participate in play of a wager-based
video game (e.g., arcade,
shooter, RPG, puzzle, or otherwise) that has various and distinct event-type
opportunities for the player to engage in.
In one embodiment, at least some of these opportunities may require a
relatively higher degree of skill to
accomplish. In some embodiments, the relative availability of at least some of
these in-game opportunities may
differ significantly within a given game, resulting in some in-game
opportunities being more rare than others. By
counting or otherwise assuring that lower-skilled (and/or higher-probability)
opportunities are executed more
numerously than other higher-skilled (and/or lower-probability) opportunities,
and by "contributing" part of the
Payout Schedule for these lower-skilled actions toward the prize value of the
higher-skilled actions, such techniques
provide the ability for the video game to guarantee a higher-than-100% payback
percentage for at least some of the
higher-skilled (and/or lower-probability) opportunities. In contrast, known
existing wager-based games cannot or do
not guarantee large cash awards for action/event opportunities that require
greater player skill to execute. This can
lead to disappointment and/or frustration for the player of such games.
However, the wager-based gaming
techniques described herein eliminate such player disappointment by providing
guaranteed higher-than-average
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Example Payout Schedule Embodiment(s)
In a gambling device, a Payout Schedule for a Wager may correspond to a
mndomized monetary Return to
a Player. In other embodiments, the term "Payout Schedule" may refer to one or
more of the following (or
combinations thereof), for example: Paytable, Payline, Payback Percentage,
Distribution, and the like. For example,
in one embodiment, a Payout Schedule may be described as a table of
information. Each of the table's Entries (e.g.,
rows) may include a plurality of Elements (e.g., columns). One of the Elements
for an Entry may be some
identifying information for an in-game Event or multiple in-game Events.
Another Element of the Entry may be the
Probability (standard mathematical definition) of the Event occurring. Another
important Element of the Entry may
be the Payback Value for the identified in-game Event(s), should the Event(s)
occur during the gaming session.
In some embodiments, the overall Return to the Player, along with the Payback
Values in the table are
generally expressed as either: (a) a multiple of the Wager; or (b) a specific
(e.g., static) value, such as a specific
dollar amount (e.g., $1, $3, $10, etc.). In at least some embodiments, it is
preferable that all entries in a Payout
Schedule be expressed in the same terms (e.g., either wager multiples or
specific monetary values).
In alternate embodiments of a Payout Schedule, the listed values may not be
explicitly present in the table,
but may instead be indirectly indicated. For example, if two six-sided dice
were used as a lookup into a Payout
Schedule, the Probability of a seven (7) being rolled is higher than any other
number. Accordingly, if a "7" was
indicated in the actual Payout Schedule, it would be indirectly related to the
probability of the 7 being rolled (which
is 1/6, or 0.1666666...).
One with ordinary skill in the art will understand that there are many
alternate methods of expressing a
Probability, as well as many alternate methods of specifying a Payback Value.
For example, rather than specifying
the Payback Value in terms of dollars and cents, or as a multiple of a wager,
it could instead be expressed as the
value of a Brand New Car, the value of a Progressive Prize, etc. For purposes
of clarification, it may be assumed in
various example embodiments described herein that Probabilities are real
numbers between 0 and 1 inclusive, and
that Payback Values may either be Multiples of the Wager (e.g., expressed as
percentages) or static values (e.g., such
as one dollar ($1)).
Additionally, for purposes of illustration, it may be assumed that the Sum of
all Probabilities in a Payout
Schedule will equal 1 in a Complete Payout Schedule. Thus, for example, if the
Sum of all Probabilities is less than
1, then it may be assumed that the paytable has at least one Missing Entry.
This Missing Entry's Probability may be
equal to one minus the Sum of the existing Probabilities. The Payback Value of
the Missing Entry may be zero. If
the Sum of the Probabilities is greater than one, the Payout Schedule may be
deemed invalid.
In at least one embodiment, to use a Payout Schedule, a random value may be
required to be identified (e.g.,
generated/determined). In at least one embodiment, the random value may
correspond to the RNG outcome of a
wager-based game event. The random value may be used such that each Entry in
the Payout Schedule can be
identified using some transformation of the random value combined with some
form of look-up into the Payout
Schedule using the Probability of each Entry. For example, consider the
following Payout Schedule A:
Event Probability Payback Value
Die Roll = 1 or 2 or 3 0.5 $0
Die Roll = 4 0.166666... $1
Die Roll = 5 0.166666... $2
Die Roll = 6 0.166666... $3
Payout Schedule A
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The Value of a Payout Schedule is a Sum Of Products. Each Entry in the Payout
Schedule will have its own
Entry Value. This Entry Value is simply the product of the Probability and the
Payback Value. The Value of the
Payout Schedule is the sum of all Entry Values in the Payout Schedule.
Therefore, for the Payout Schedule A shown
above, its Value of the Payout Schedule may be determined according to:
Payout Schedule Value = (5 *$O) + (166666 *$]) + (166666 *$2) + (166666 *$3)
=$1.O
Thus, in this specific example, if the wager was $1, and the expected Value
was $1, the casino (and the
player) would expect to neither win nor lose money on this game over time.
Note that random values may have different distributions. Most typical gaming
devices use a uniform
distribution where, for example, a single random number is used to determine
some outcome, such as a reel stop
position, a wheel position, the value of a playing card, etc. However, in at
least some embodiments, some wager-
based game embodiments described herein may be configured or designed to use a
non-uniformly distributed
random outcome.
For example, one such non-uniform random distribution may be a Gaussian
distribution (also known as a
Normal distribution). Another type of distribution may be obtained whenever
the sum of multiple uniformly
distributed random numbers is calculated. For example, if the sum of two 6-
sided dice is used to determine how
much to pay the player, the outcome of 7 is more common than any other
outcome. The outcome is still completely
random; however, it is not uniformly distributed between 2 and 12. The
examples used in this description may
assume random numbers that are uniformly distributed unless otherwise
specified. However, this does not preclude
the use of non-uniform distributions in alternate embodiments.
In order to be in compliance with virtually all US-based gaming regulations,
it is preferable that the
randomized return not be based on any previous actions or wager-based game
event outcomes. For example, a
gaming device is not typically permitted to alter the outcome of a random
number because the gaming device has
paid more or less than some target percentage over time. Therefore, this
example description of a Payout Schedule
will assume the same constraint.
Currently, there are a large number of gambling games legal to play in the
United States which can be
reduced to one or more Payout Schedules. For example, the simple game of
Roulette uses a uniformly distributed
random value (e.g., the ball landing somewhere on the wheel), along with a set
of rules that denote the payout for
each of the various possible outcomes. For example, the payout for "black" is
usually one-for-one. Thus, for
example, if you wager $1 on "black", and the ball lands on a "black" number,
you will receive $1 for every $1 bet
(aka 2 to 1 odds). In this example scenario, it is assumed that the Roulette
wheel includes 18 black numbers, 18 red
numbers, and 2 green numbers (0 and 00). The frequency of getting black is
18/38, or roughly 47.4%, and has a
value of 2. The frequency of getting "not-black" is roughly 52.6%, and has a
value of 0. Therefore, the value to the
player (the Payout Schedule Value) for "black" wager on roulette may be
expressed as:
Payout Schedule Value for "black" wager = (2 * 47.4%) + (0 * 52.69) = 94.8%
In other words, the casino can expect to win (e.g., after many millions of
wagers) $1 - $0.948 = $0.052, or
5.2 cents, for every dollar wagered on "black" in Roulette. Note: Because no
units (currency) was set on the Payback
Values, it can be assumed that they are unit-less and therefore suitable to be
used as a Multiplier for the Wager.
A classic slot machine may follow a similar schedule. Each possible
combination of symbols on the screen
(or on a payline) has a specific Probability of occurring. That combination
also has a Payback Value (return to
player). This Payback Value may be zero, or it may be millions of dollars.
Using the same basic formula that was
used in the simple wager of "black" on Roulette, the overall payback
percentage of a slot machine is determined by
summing up the products of each symbol combination's Probability of occurring
and the Payback Value for that
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combination of symbols. Over a sufficiently long period of time (in which a
statistically sufficient number of games
have been played at the wager-based gaming device), the value of a Payout
Schedule approaches a constant value
(e.g., 94.8% in the previous Roulette example).
For purposes of calculating the Theoretical Return to Player of a game, it may
be appreciated that,
regardless of the individual details comprising a Payout Schedule (Roulette
vs. Slot Machine vs. Other), if the
Values of two Payout Schedules (as calculated above) are the same, then the
Theoretical Return to Player for the
wager should be the same. As such, the use of the term "Value of the Payout
Schedule" is inclusive of every possible
way that a payout schedule can be constructed, as may be evident in various
different embodiments. By way of
illustration, if one example embodiment stated: "Hitting a Zombie results in
the evaluation of a Payout Schedule
with a Value of 91%", no assumption should be made about how the Payout
Schedule is constructed.
In one embodiment, the rolling of a die may be used as the Value of the Payout
Schedule. In another
embodiment, a slot machine outcome may be used to determine the Value of the
Payout Schedule. In yet another
embodiment, the spinning of a virtual wheel may be used to determine the Value
of the Payout Schedule. In a simple
embodiment, a randomized lookup into a simple lookup-table could be used to
establish the Value of the Payout
Schedule.
Even if two Payout Schedules have the same Value, the Payout Schedules may
have very different
Volatilities. In the simplest terms, a Payout Schedule with a higher
Volatility will require relatively more wagers to
converge to some given Confidence Interval (e.g., standard statistical
definition) around the Payout Schedule Value
than a Payout Schedule with a lower Volatility. In at least some embodiments,
combining the Theoretical Payback
Value with the Volatility may be considered as an important part of the
"magic" behind mathematical game design.
In at least some embodiments, the Volatility of a Payout Schedule does not
(necessarily) affect the use of
the term Payout Schedule. Additionally, one or more Payout Schedules with the
same Value may be considered
equivalent in various alternate embodiments and examples described herein.
As used herein, the term Wagering Event may correspond to any wagering
opportunity within a game that
is recognized by the game as such. Wagering Opportunities may include, but are
not limited to hardware-based
actions such as, for example:
= pressing a button,
= pulling a trigger,
= touching the screen,
= and.or the like.
Wagering Opportunities may also include, but are not limited to, virtual
events or occurrences (e.g., which
may occur virtually within a video game), such as, for example:
= touching or attempting to touch any game object with a player-controlled
avatar (humanoid, vehicle,
held weapon or fist, etc);
= causing a player's avatar come within a certain proximity of said game
object, firing a projectile at any
game object (either requiring the projectile to hit or simply be fired, or
alternately having the projectile
aimed such that it eventually comes within a certain proximity to a game
object);
= making a selection or a move or as the result of making a selection or a
move (such as placing an "X"
on a Tic-Tac-Toe board, moving your piece in a Monopoly game, sliding a tile
or gem in a Match-3
game, etc);
= and/or performing any other actions within a game or allowing any
intemction to occur within a game,
at any point in time or during or after any duration of time.
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For each of these Wagering Opportunities, if a wager has been made prior to,
simultaneous with, or
subsequent to its occurrence, and/or directly or indirectly because of its
occurrence, the combination of the Wager
and the occurrence becomes known as a Wagering Event. It should be appreciated
that there are a myriad of possible
wagering opportunities within a game. Part of the game's design may be
determining which in-game opportunities
may be wagered upon, thereby defining a difference between a wagering
opportunity and a Wagering Event.
Some Wagering Events may require more skill to accomplish, while other
Wagering Events may require
less skill to accomplish Some Wagering Events may occur with greater
frequency, while other Wagering Events
may occur with less frequency. Some may be both more difficult (e.g., require
greater skill) and less frequent. These
Wagering Events may be described as "Harder". Similarly, easier type events
may correspond to wagering events
which occur more frequently and/or require less skill to accomplish, etc. In
at least some embodiments, some
Harder type Wagering Events may have a higher perceived value to a player.
When designing or configuring wager-based games, it is preferable to take into
account a number of
different rules and/or considerations. For example, one such consideration is
that the game should be considered
"fair". A primary tenet with regard to fairness is that the rules of the game
should be completely described to the
player, such that the player may make an informed decision whether or not to
play the game based on how the game
is played. This rule applies to all known regulated gaming jurisdictions. This
invention allows for the game to be
clearly described to the player.
Another consideration is that the game should preferably never pay out so much
money that the casino (or
other gaming establishment) will consistently lose money to a highly skilled
player. While it is acceptable for the
highly skilled player to win more money than an unskilled player, the game
should preferably be able to guarantee
that the winnings over time for any highly skilled player (or any player) will
not cause the casino to lose money. This
is an un-written rule that every casino will insist upon. This invention
allows for the game designer to guarantee that
any player cannot win more than 100% of his wagers over a significantly long
period of time. This may be referred
to herein as the Unacceptably High Payback Rule.
According to different embodiments, within a wager-based game there may be
occurrences of (or
opportunities for the player to engage in) harder type Wagering Events and
Easier type Wagering Events. For
example, for the classic Match-3 style game BejeweledTM, matching 3 gems is
considered to be easier than matching
4 gems. Because of basic human nature, humans typically expect a larger reward
for harder activity. One way to
address this desire for a larger reward is to assign a different and higher-
valued Payout Schedule to harder-type or
more difficult-type wagering events. While this does technically allow for a
greater return to the skilled or lucky
player, it may not be flexible enough to allow for desired game design
mechanics.
WAGER-BASED GAME MATH MODELS
Various embodiments of wager-based game math models are described herein which
may be used for
implementing one or more types of wager-based games. In at least one
embodiment, a wager-based game math
model may be based on one or more wager-based game Paytables. A paytable is a
container for a variety of Payout
Schedules useful in wager-based games. Each Payout Schedule may represent a
different Return To Player (RTP).
Multiple Payout Schedules may have the same RTP, but have a different payback
profile resulting in a different
Volatility. The combination of these types of Payout Schedules can create
varying play experiences for the player of
a wager-based game.
According to different embodiments, the Wager-based game Paytable(s) may also
contain information
about which Payout Schedules become "unlocked" based on certain criteria. For
example, in some embodiments, a
Payout Schedule will only become available after a specific number of in-game
achievements have been made or
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obtained by the player. In at least some embodiments, it is preferable that
the rules and/or criteria for satisfying the
in-game achievements be compliant with the GLI-11 standards.
In at least some embodiments, a paytable container may also include
information which can be used to
approximate a Payout Schedule relating to a classic spinning reel slot machine
game (and/or similar type game). This
.. may be important for certain jurisdictions where such spinning reel games
are required to conduct gambling. In some
embodiments, the paytable container may also contain information which can be
used to approximate a Payout
Schedule using a series or set of bingo card patterns. This may be important
for certain jurisdictions where playing
games of bingo are required to conduct gambling, such as Class 2.
According to different embodiments, Wager-based game Paytable(s) may include
one or more of the
following types of data/information (or combinations thereof):
= Paytable ID ¨ In some embodiments, the ID of the paytable is a string
that describes the paytable. It may
typically include a game name, some hint about volatility, and an expected
RTP. An example of a Paytable ID
may be "HAWG Safari_hv_95_0".
= Paytable Version ¨ In some embodiments, the Paytable Version associated
with a given paytable may be
represented by a string such as, for example, "v1.0". Some standardized form
or formatting of the Paytable
Version may be implemented.
= Payout Schedules - In some embodiments, a payout schedule may be defined
a collection of Pay Amounts each
paired with a Hit Frequency. When the sum of the products of these Pay Amounts
and Hit Frequencies is
computed, this forms the Return-to-Player ("RTP") value for the Payout
Schedule. In at least some
embodiments, one or more Payout Schedules may be identified by a simple string
unique within the Paytable.
In some embodiments, a Payout Schedule may be accompanied with data describing
a Spinning Reel game that
approximates the same overall RTP and volatility of the Payout Schedule. In
some embodiments, a Payout
Schedule may be accompanied with data describing various Bingo Patterns that
will also approximate the same
overall RTP and volatility of the Payout Schedule.
Figure 16 shows a simplified example of a payout schedule 1600 in accordance
with one embodiment. As
illustrated in the example embodiment of Figure 16, the payout schedule 1600
shows the basic data stored in the
Paytable file along with the calculated data that is used to derive the RTP.
In this example, we use an assumed wager
of 1 credit. In at least some embodiments, when there are no reasons to use
either the outcome of a spinning reel slot
or a bingo game, payout schedule 1600 may be used the basis for some or all
payback percentages in a wager-based
game.
Spinning Reel Data
Figure 17 shows a simplified example embodiment of a payout schedule 1700
which includes Spinning
Reel Data. In this particular example, the Spinning Reel Data describes a
simple spinning reel slot game. Data
associated with this part of the paytable includes the Reel Count (e.g.,
number of total reels (e.g., 3)) and the Symbol
.. Count (e.g., the number of total symbols across all reels). In some
embodiments, symbols are may be referred to by
"indices".
Each different reel symbol may have associated therewith a respective payout
vector. This vector contains
one value for each of the reels present in the game. For example, a 3 reel
game would have a 3-entry payout vector.
The first element in the vector corresponds to the payout awarded when exactly
1 symbol lines up on the first reel,
.. with a different symbol on the second reel (e.g., as indicated at 1702).
The second element in the vector corresponds
to the payout awarded when 2 symbols line up on the first and second reels,
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(e.g., as indicated at 1704). The last element corresponds to the payout when
all reels show that symbol (e.g., as
indicated at 1706).
The Spinning Reel Data may also include a set of integer lists representing
the reelstrips for the game, one
list for each reel. Each integer corresponds to one of the symbol indices, and
may have a respective value within the
range of p - SymbolCount].
In the specific example embodiment of Figure 17, it is assumed that the simple
3-reel game has only one
payline, no wild symbols, no scatter symbols, and no bonuses. Accordingly, the
calculation of their RTP is simple
and straight-forward, as illustrated in Figure 17.
Bingo Card Data
For Class 2 systems, each Payout Schedule may be accompanied by a set of Bingo
Card patterns. Each
pattern may be accompanied by its Payout Value along with the maximum number
of balls that may be called before
the pattern is realized in order for that pattern to be a "win". Because of
the nature of the wager-based game Payout
Schedules, it is highly likely that only the highest-paying pattern will be
paid to the player (e.g., as opposed to a
summation of all winning patterns used by many existing Class 2 games).
Unlock Pairs
If a Paytable represents a game where certain Payout Schedules are "unlocked"
by wagering against other
Payout Schedules, then there may be a set of "Unlock Pairs" describing the
source Payout Schedule and the unlocked
Payout Schedule. In one embodiment, the Source Schedule may be that which the
player may wager against multiple
times prior to unlocking a different Payout Schedule. The Unlocked Schedule
may be that Payout Schedule which
becomes available to the player once the Source Schedule is wagered against
enough times to assure that certain
criteria are met. For example, referring to section 4.9.1 in GLI-11 (v3.0),
wagering against the Source Schedule is
how the player obtains several achievements, while the Unlocked Schedule may
correspond to a different Payout
Schedule that is tied to the activated bonus or feature.
The mechanism used to count achievements may be referred to as a Token. Tokens
may be awarded to the
player under certain circumstances and/or upon the occurrence of specifically
defined in-game conditions and/or
events. Once a specific and pre-determined number of these tokens are
collected by the player, then the unlocked
schedule becomes available. The number of Tokens that the player currently
has, along with the number required to
unlock a subsequent Payout Schedule, is preferably displayed to the player, in
accordance with section 4.9.1 in GLI-
11 (v3.0).
In some embodiments, each wager against the source schedule has a probability
of generating a token. If
this probability value is set equal to 1 or 100%, then each wager-based game
event results in an award of one token
to the player.
When the overall RTP of a game is calculated, each Token is given a value.
This value may be expressed in
terms of a "Percentage of the Wager". For example, if the probability of
generating a Token is 1, multiplying the
Percentage of the Wager by the number of tokens required to unlock the
Unlocked Payout Schedule forms the basis
for the RTP of the Unlocked Schedule. In at least some embodiments, it is
preferable that this Unlocked Schedule
have a higher RTP than the Source Schedule.
Example A - Simple Game, No Unlocked Schedule
For purposes of illustration, this example describes a simple HAWG game where
the player is allowed to
shoot at germs invading a human body. Each time the player hits a germ, it
counts as a wager-based triggering event,
resulting in the HAWG game automatically initiating a wager of $1 on a wager-
based game event (e.g., that is a part
of the HAWG game environment). A single 95% RTP Payout Schedule is consulted
using an outcome from an
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approved RNG. Say its determined that the player won $5. First, the $1 wager
would be debited from the game's
credit meter, then the $5 would be credited to the player's (or gaming
machine's) credit meter. In this example, no
wagers would be placed on the player's behalf whenever the player misses a
germ. In an alternate implementation of
this game, the wager may not occur until the germ is destroyed rather than
when the germ is hit. In at least some
embodiments, these wager-based triggering events do not affect the RTP of the
game, but only affect when a wager
takes place.
Example B - Simple HAWG Game, One Implicitly Unlocked Schedule
In this next example, we start with the previous example, where the player is
trying to destroy germs
entering a body. However, this time there are two types of germs: a regular
germ and a super germ. Each type of
germ has its own Payout Schedule. The RTP of the regular germ's Payout
Schedule is 90%, and the RTP of the
super germ's Payout Schedule is 195%.
Assume we want an overall 95% RTP for the game. To accomplish this, the HAWG
game may be
configured or designed to require that 20 Tokens be awarded to the player
before the Super Germ appears in the
game. This value of 20 is determined based on the fact that we need to
"contribute" 100% of a wager to the super
germ's Payout Schedule of 195%. We do this by multiplying the 20 by the (95% -
90% = 5%) of the regular germ's
RTP, and then adding 95% to that (note that the super germ requires a wager as
well). This can be expressed as: 20 *
5% + 95% = 195%.
In some embodiments, it may be desirable to make the super germ very easy to
kill. By doing so, we help
(or maybe even guarantee) that even the most relatively un-skilled player will
realize the full 95% RTP of the game.
However, if we wanted to make the super germ very difficult, the un-skilled
player may only ever realize an RTP of
90% (or less), while the more skilled player might realize the full 95%. By
varying the difficulty associated with
killing of the Super Germ (and corresponding use of the Unlocked Payout
Schedule), a game designer may configure
the overall RTP of the game (e.g., over both time and number of games played)
to a desired value (e.g., either closer
to the 90% point, or the 95% point). Both of these points (90% and 95%) are
well within the regulated minimum
(typically 75%) or the 100% maximum (required by operators) RTP.
In this example, the super germ does not appear until 20 regular germs have
been either killed or hit. In this
way, by not allowing the player to interact with the super germ, we prevent
the player from wagering against the
195% RTP Payout Schedule until that schedule has been "fully funded" with
contributions from the lower 90% RTP
Payout Schedule.
.. Example C - Simple HAWG Game with One Explicitly Unlocked Schedule
In this next example, we start with the previous example, where the unlocked
schedule was implicitly made
available after 20 regular germs were killed. In that game, the player is
never given a chance to interact with the
super germ until the player has already wagered 20 times against a 90% (or
95%) RTP Payout Schedule.
However, in the present example HAWG game, the super germ may appear within
the game from the very
beginning, and does not require 20 Tokens be awarded to the player before the
Super Germ appears. However, in the
present example game, the 195% RTP paytable is not "unlocked" or available
until after 20 Tokens have been
awarded to the player. Accordingly, until the player acquires 20 Tokens (e.g.,
earned by in-game achievements),
regular germs (and super germs) each have a 90% RTP. Each time the player
wagers against one of the 90% RTP
germs, he gains a Token. In one embodiment, if the player has not accumulated
the 20 tokens yet and kills a super
germ, then the player may either: (a) make no wager and win nothing; or (b)
wager against the 90% RTP Payout
Schedule and accumulate a token as if a regular germ were killed (depending on
the design of the game).
Alternatively, if the player has accumulated 20 tokens prior to killing the
super germ, then the player may wager
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against the 195% RTP Payout Schedule. Stated another way, the super germ in
this example game may be treated as
a regular germ for wagering purposes, until its "Achievement-Based Payout
Schedule" is unlocked/activated by
acquiring 20 tokens.
Probability vs. Guaranteed Award
In at least some wager-based game embodiments, at least one Token may be
guaranteed to be allocated to a
given player after initiation of each in-game wager-based game event triggered
by that player. Alternatively, Tokens
may be awarded with a given probability. This affects how much is contributed
to the unlocked Payout Schedule.
By way of illustration, in Example A, 5% of the regular germ's Payout Schedule
was contributed with a
100% chance. After 20 such wagers against the 90% Payout Schedule, the 195%
Payout Schedule was enabled.
In some embodiments where a higher volatility is desired, the game may be
configured or designed to
require 10 tokens instead of 20 tokens, but only award the tokens 50% of the
time. In this way, we still achieve the
contribution desired, but the player does not know exactly how many regular
germs he may kill before the super
germ pays the bonus payout value.
Example D - HAWG Game with various Unlocked Schedules
By combining the mechanisms described in the example HAWG game embodiments
described herein, one
can create infinite combinations. By way of example, consider a HAWG "Match-3"
game such as that illustrated and
described with respect to Figures 25-38.
In one embodiment, the HAWG "Match-3" game may be configured or designed to
such that a match of 3
or more animal characters counts as a wager-based triggering event which, in
turn, causes a respective wager-based
game event (e.g., spin of slot reels) to automatically initiate at the gaming
device on the behalf of the player, wherein
funds from the player's credit meter account are automatically used to wager
against the 97.50% RIP Payout
Schedule. After 10 such wagers are made, a bonus medium-RTP Payout Schedule is
unlocked for a "Match-4".
Then, after 100 such Match-3 wagers are made, a High-RTP schedule is unlocked
for a "Match-5". This is indicative
of an explicitly unlocking payout schedule. That is, the player may make a
Match-4 or a Match-5 selection at any
time during game play. However, if the player has not yet acquired the
requisite number of Tokens for unlocking the
medium-RTP Payout Schedule (or the High-RTP Payout Schedule), the 97.50% RIP
Payout Schedule will apply to
any Match-4 or Match-5 events performed by the player (e.g., a Match-4 event
will use the Match-3 Payout
Schedule). This is indicative of explicitly unlocking payout schedules.
Figures 21-23 illustrate example embodiments of different Payout Schedules or
Paytables which may be
utilized by a HAWG Match-X game. More specifically, Paytable 2100 (Fig. 21)
represents a "Match-3" Payout
Schedule, Paytable 2200 (Fig. 22) represents a "Match-4" Payout Schedule, and
Paytable 2300 (Fig. 23) represents a
"Match-5" Payout Schedule. In at least one embodiment, the "Match-3" Payout
Schedule 2100 is available during
HAWG game play, whereas the "Match-4" Payout Schedule 2200 and "Match-5"
Payout Schedule 2300 represent
"locked" Payout Schedules which are only made available (e.g., "unlocked")
after specific in-game achievement
criteria has been satisfied.
In at least some embodiments, an additional type of implicitly unlocked Payout
Schedule may be included
in the HAWG Match-X game. For example, in one embodiment the game may be
configured or designed to wait for
the player to make 25 Match-3 wagers. Once the 25 wagers have been made, the
game will insert a "special tile"
somewhere on the game grid. If the player can make a match using that tile,
the player will wager against a "Good-
RIP" Payout Schedule. Since the game is assured that the 25 wagers have been
made when the special tile was
introduced, the player can use that boosted win Payout Schedule at any time
without the casino risking an overall
high payout.
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Example E ¨ HAWG Match-X Game with various Unlocked Schedules
For purposes of illustration, an example embodiment of a HAWG Match-X type
wager-based game is
described below, using the example screenshot GUIs of Figures 25-38, in order
to illustrate at least some of the
inventive concepts described herein.
Figures 25-38 illustrate example screenshots of various hybrid arcade/wager-
based game GUIs which may
be used for facilitating activities relating to one or more of the achievement-
based payout schedule unlock
techniques described herein. The example screenshots of Figures 25-38 relate
to play of a HAWG Match-X game
(herein "HAWG Safari") in which the player's goal is to find and select
multiple matching icons/tiles (e.g., animal
character tiles) within the game board. In at least one embodiment, the HAWG
Safari game may be configured or
designed such that a match of 3 or more animal characters represents a wager-
based triggering event which, in turn,
causes a respective wager-based game event (e.g., spinning of slot reels 2530)
to automatically initiate at the gaming
device on the player's behalf, wherein funds from the player's credit meter
account (e.g., 2506) are used to
automatically place a wager (e.g., corresponding to the wager denomination
value, e.g., 2502) on the initiated wager-
based game event. Thus, for example, during game play, each time the player
matches 3 adjacent animal characters,
the HAWG Match-X game: (i) automatically initiates a wager-based a slot reel
spin (e.g., at 2530), and (ii) allocates
one additional "Achievement Token" to the player (e.g., towards achieving the
next Paytable Unlock).
According to different embodiments, different wager-based games can operate in
various modes, depending
on the specific regulation(s) and jurisdiction(s) governing each game. For
example, different embodiments of
HAWG Safari may be configured or designed to include and/or utilize different
paytables which allow for one or
more the following modes:
= Achievements & Basic Results Lookup.
= Achievements & Spinning Reel Results Lookup.
= No Achievements & Basic Result Lookup.
= No Achievements & Spinning Reel Results Lookup.
Basic Results Lookup
When Spinning Reel Results Lookup are unnecessary (e.g., in accordance with
jurisdictional regulations), a
"Basic Results Lookup" technique may be employed by wager-based game systems
for determining wager-based
game event outcomes and associated win or payout amounts (if any). In this
mode, for example, a random number is
generated, a simple lookup table is consulted, and a result is determined.
Figure 18 shows an example of a Basic Results Lookup Paytable 1800 which may
be used in connection
with a "Basic Results Lookup" technique. By way of illustration, it is assumed
that a random number is scaled to a
value within the range: 0-99. Using the scaled random number and the "Range"
column 1804 for lookup, the scaled
number is used to determine which payout amount to award the player. For
example, if the value of the scaled
random number is between 0-79, the payout amount is zero; if the value of the
scaled random number is between 80-
89, the payout amount is 2; if the value of the scaled random number is
between 90-94, the payout amount is 5; etc.
As illustrated in the example embodiment of Figure 18, the "RTP (calculated)"
value 1806 for each row is simply the
product of the Payout value 1802 and the Probability 1803 for that row. The
sum of the values in this RTP column
represents the overall RTP (e.g., 95%) for the entire Payout Schedule.
Achievements
Achievements allow wager-based games to offer lower RTP Payout Schedules for
trivial or easy wagering
opportunities in exchange for higher RTP Payout Schedules for more difficult
wagering opportunities. For example,
in one HAWG Safari game embodiment, a Match-3 wagering event may offer the
player a relatively low RTP (e.g.,
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10%). By making enough Match-3 wagers, the player is able to unlock Match-4,
Match-5, Match-6 and Match-7
wagers. Each of these subsequent wagers may provide greater than 100% RTP, but
may only be available to the
player after enough Match-3 wagers have been made. In at least one embodiment,
this is how the greater-than-100%
RTP Payout Schedules are funded.
In another example, a "HAWG Safari Lite" game may be configured or designed to
offer at least two
wagering opportunities, including "Match-3" wagering opportunities (e.g.,
involving Match-3 wagering events) and
"Match-More" wagering opportunities (e.g., involving Match-4, Match-5, Match-
6, Match-7 wagering events). In
one embodiment, a Basic Results Lookup Paytable (e.g., such as that
corresponding to the Basic Results Lookup
Paytable 1900 of Figure 19) may be used for Match-3 wagering events. As
illustrated in Figure 19, the Basic Results
Lookup Paytable 1900 has an overall RTP of 85%. However, if we want the HAWG
Safari Lite game to have an
overall RTP of 95%, in one embodiment this may be achieved by utilizing a
separate Basic Results Lookup Paytable
for the "Match-More" wager(s), which, for example, may be configured as
illustrated, for example, in Figure 20.
By utilizing both the "Match-3" Basic Results Lookup Paytable 1900 and the
"Match-More" Basic Results
Lookup Paytable 2000, it is possible to configure the HAWG Safari Lite game to
have an overall RTP of 95%. For
example, since the target overall RTP is 95%, we can subtract 95% from 475% to
yield 380%. Additionally, since
there is a 10% RTP deficiency for each Match-3 wager event (e.g., 95% - 85% =
10%), 38 Match-3 wager events
(e.g., 380% / 10% = 38) would be required in order to unlock the Match-More
Paytable for Match-More wager
event(s). This yields the following calculation for overall RTP:
Overall RTP = 38 * 859 + 1 * 4759 = 37.05 / 39 = 0.95 (95%)
(Note: we divide by 39 because there would be a total of 38 + 1 = 39 wagers to
yield an outcome of 37.05)
In at least some alternate wager-based game modes that do not support
Achievements, the wager-based
game may be configured or designed to offer a static 95% RTP Payout Schedule
for all possible "Match-X"
wagering events.
Spinning Reel Results Lookup
To accommodate jurisdictions that do not allow a "Basic Results Lookup",
various wager-based game
embodiments may be configured or designed to incorporate wager-based RNG-game
functionality such as, for
example, a simple spinning reel configuration which is configured or designed
to substantially match (or exactly
match) the Payout-Probability profile of a Basic Results Lookup Paytable.
By way of illustration, an example HAWG Spinning Reel Static Configuration may
be configured or
designed in accordance with the following criteria:
= 3 reels;
= 1 payline;
= No scatter pays;
= No wildcard symbols;
= Only left-to-right pay combinations;
= Etc.
An example HAWG Spinning Reel Variable Configuration may be configured or
designed in accordance
with the following criteria:
= Each of the three reels will have a variable number of stops on it. Each
stop will correspond to a symbol.
= Each symbol will be described by its index (cardinal position) in an array
of symbols, starting with index
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= Each symbol will have a vector of three values denoting the number of
times that symbol occurs on each
reel, from left to right.
= Each symbol will have a vector of three values denoting the payout for
each of 1, 2 or 3 consecutive
occurrences of that symbol on the three reels, from left to right. Each of
said payouts may be zero.
Calculation of Overall RTP
The calculation of overall RTP for a given wager-based game may be performed
using basic slot math
techniques. For example, the odds of getting 2 (and only 2) of Symbol X may be
calculated as: the odds of getting
Symbol X on the first reel multiplied by the odds of getting Symbol X on the
second reel multiplied by the odds of
NOT getting Symbol X on the third reel. The resulting value, when multiplied
by the payout associated with 2 of
Symbol X, yields the RTP of this particular combination of Symbol and Count.
The overall RTP value for the
wager-based game may be calculated by summing up all similar calculations for
all Symbol+Count combinations
and their respective Payout values.
In at least some embodiments, some or all HAWG Spinning Reel Data may be
generated electronically via
computer-implemented algorithms. In some embodiments, the payout values found
in the corresponding Basic
Results Lookup Paytable(s) may be statically configured and/or populated.
Example Walkthrough of HAWG Match-X Game
For purposes of illustration, an example walkthrough of a HAWG Match-X type
wager-based game is
described below, using the example screenshot GUIs of Figures 25-38, in order
to illustrate at least some of the
inventive concepts described herein. The example screenshots of Figures 25-38
relate to play of a HAWG Match-X
.. game in which the player's goal is to find and select multiple matching
icons/tiles (e.g., animal character tiles) within
the game board. In at least one embodiment, the HAWG Match-X game may be
configured or designed such that a
match of 3 or more animal characters represents a wager-based triggering event
which, in turn, causes a respective
wager-based game event (e.g., spinning of slot reels 2530) to automatically
initiate at the gaming device on the
player's behalf, wherein funds from the player's credit meter account (e.g.,
2506) are used to automatically place a
wager (e.g., corresponding to the wager denomination value, e.g., 2502) on the
initiated wager-based game event.
Thus, for example, during game play, each time the player matches 3 adjacent
animal characters, the HAWG
Match-X game may automatically initiate a wager-based a slot reel spin (e.g.,
at 2530) using funds from the player's
account.
It is to be noted that the various game related details relating the present
HAWG Match-X game example
may be subject to various modifications (e.g., as desired by a game designer)
in order to offer an entertaining
experience for the player. Additionally, the numbers and values used in the
present example are intended for
illustrative purposes only, and have been chosen for purposes of clarity of
explanation.
Referring first to Figure 25, an example screenshot GUI 2500 is shown which is
configured or designed to
display various types of game-related and wager-related content including, for
example, one or more of the
following (or combinations thereof):
= Wager Denomination GUI portion 2502, which, for example is configured to
display the wager denomination
value(s) (e.g., 1 credit, 5 credits, $0.01, $0.25, $1.00, etc.) to be applied
toward wager-based game events
initiated during play of the Match-X type wager-based game. According to
different embodiments, wager
denomination values may be expressed in terms of monetary currency (e.g.,
dollars/cents), credits, virtual
currency, etc. In at least some embodiments, the player may be allowed to
input or select desired wager
denomination value(s).
= Cashout Button 2504;
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= Game Pause/Resume Button 2503;
= Credit Meter GUI portion 2506, which, for example is configured to
display the credit meter value (e.g., number
of remaining game play credits = 100) associated with the current player
and/or to him and current gaming
device.
= Advertising & Branding GUI portion 2509, which, for example, may be
configured or designed to display
dynamically generated and/or real-time advertisements, company branding
content (e.g., logos, trademarks,
servicemarks, etc.), etc.
= Game Board GUI portion 2510, which, for example is configured to enable
the player to engage in interactive
game play. As illustrated in the example embodiment of Figure 25, Game Board
GUI portion 2510 may be
configured or designed to display various types of game-related and/or wager-
related content including, for
example, one or more of the following (or combinations thereof):
o number of moves remaining;
o number of moves which have been made by the player;
o achievement-based objectives such as, for example, target score to be
achieved (e.g., minimum target
score), number of matches to be made, number of zombies to be killed, time-
based objectives, etc.;
o overall game score;
o level score;
o etc.
= Achievement-Based Paytable Unlock GUI portion 2520, which, for example is
configured or designed to
display various information relating to the status of various in-game
achievement-based objectives, including,
for example, status information relating to achievement-based paytable unlock
objectives. For example, as
illustrated in the example embodiment of Figure 25, Achievement-Based Paytable
Unlock GUI portion 2525 is
configured to display real-time status information relating to several
different achievement-based paytable
unlock objectives, including, for example:
o Current status towards achieving next Match-4 Paytable unlock objective(s)
2524;
o Current status towards achieving next Match-5 Paytable unlock
objective(s) 2525;
o Current status towards achieving next Match-6 Paytable unlock
objective(s) 2526;
o Current status towards achieving next Match-7 Paytable unlock
objective(s) 2527(s);
o Quantity of Match-4 Paytable unlock opportunities currently available to
the player 2524a;
o Quantity of Match-5 Paytable unlock opportunities currently available to the
player 2525a;
o Quantity of Match-6 Paytable unlock opportunities currently available to
the player 2526a;
o Quantity of Match-7 Paytable unlock opportunities currently available to
the player 2527a;
o Etc.
= Wager-Based Game Event GUI portion 2530, which, for example, may be
configured or designed to display a
wager-based game such as a slot reel game. As illustrated in the example
embodiment of Figure 25, the
outcome of the wager-based game is displayed at 2530.
= Wager-Based Event Payout GUI portion 2540, which, for example is
configured to display win or payout
amount(s) distributed to the player that result from outcomes of one or more
wager-based game event(s)
initiated during play of the Match-X type wager-based game. In at least one
embodiment, the win or payout
amount(s) displayed at 2540 may be determined based on the outcome of the
wager-based game displayed at
2530.
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According to different embodiments, the wager-based game event(s) that are
automatically initiated in
response to occurrences of wager-based triggering event in the Match-X
Wagering Game may correspond Class 2-
type or Class 3-type RNG wager-based game events 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;
= the dealing of one or more card(s);
= other types of RNG-based video games of chance (preferably which have been
configured or designed to be
compliant gaming standards, rules and regulations);
= using an RNG engine (e.g., local or remote) to generate regulatory
compliant wager-based game event
outcome(s), which may be used to determine win amounts or payout amounts (if
any) that are to be
distributed to the player;
= and/or other techniques which may be used for generating regulatory
compliant wager-based game event
outcome(s) for use in determining win amounts or payout amounts (if any) that
are to be distributed to the
player.
In one embodiment, the HAWG Match-X game may be configured or designed to such
that each match of 3
or more animal characters initiates a respective wager-based game event (e.g.,
spin of slot reels 2530), where the
wager is funded using funds from the player's credit meter account. In the
present example embodiment, it is
assumed that a player begins a Match-X Wagering Game with only Match-3 actions
available to the player. In some
embodiments, Match-4, 5, 6, etc. actions may not be available at the start of
the game. In other embodiments, the
Match-X Wagering Game may be configured or designed to use a "Match-3" Payout
table at the start of the game for
calculating wager-based game event payouts, and to allow matching of 3 or more
animal characters at a time, with
the corresponding payout (if any) calculated using the "Match-3" Payout table.
According to different embodiments, the Match-X Wagering Game may utilize one
or more different
paytables or payout schedules for calculating or determining an appropriate
win/payout amount(s) (if any) for a
given wager-based game event outcome.
Figures 21-23 illustrate example embodiments of different Payout Schedules or
Paytables which may be
utilized by a HAWG Match-X game. More specifically, Paytable 2100 (Fig. 21)
represents a "Match-3" Payout
Schedule; Paytable 2200 (Fig. 22) represents a "Match-4" Payout Schedule; and
Paytable 2300 (Fig. 23) represents a
"Match-5" Payout Schedule. In at least one embodiment, the "Match-3" Payout
Schedule 2100 may be configured
as an "always available" Payout Schedule which is always available during HAWG
Match-X game play. In at least
one embodiment, the "Match-4" Payout Schedule 2200 and "Match-5" Payout
Schedule 2300 may be configured as
"achievement-locked" Payout Schedules which are only made available (e.g.,
"unlocked") after specific in-game
achievement criteria has been satisfied.
By way of illustration, it is assumed that the HAWG Match-X game of the
present example has been
configured as follows:
= Each Match-3 action (e.g., match of 3 animal characters) performed by the
player initiates a respective
wager-based spin of slot reels 2530 in which a portion of funds from the
player's credit meter account
is automatically wagered against the Match-3 Payout Schedule 2200.
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= Each time the player executes a wager against the Match-3 Payout Schedule
2200, the player is
allocated an Achievement Token.
= Match-4 actions and the Match-4 Payout Schedule are locked and
unavailable until the player has
acquired 10 Achievement Tokens. Each time the player acquires a new set of 10
Achievement Tokens,
the player is allowed one new (or additional) opportunity to perform a Match-4
action during
subsequent game play. Each Match-4 action performed by the player initiates a
respective wager-based
spin of slot reels 2530 in which a portion of funds from the player's credit
meter account is
automatically wagered against the Match-4 Payout Schedule 2300.
= Match-5 actions and the Match-5 Payout Schedule are locked and
unavailable until the player has
acquired 100 Achievement Tokens. Each time the player acquires a new set of
100 Achievement
Tokens, the player is allowed one new (or additional) opportunity to perform a
Match-5 action during
subsequent game play. Each Match-5 action performed by the player initiates a
respective wager-based
spin of slot reels 2530 in which a portion of funds from the player's credit
meter account is
automatically wagered against the Match-5 Payout Schedule 2400.
For example, in one embodiment, during HAWG Match-X game play, the Match-4
Payout Schedule 2200
may be unavailable to the player until the player has satisfied predefined
Match-4 achievement criteria, such as, for
example, requiring 10 wagers to be made against the Match-3 Payout Schedule in
order to unlock the Match-4
Payout Schedule. Once 10 wagers have been made against the Match-3 Payout
Schedule, the Match-4 Payout
Schedule may be automatically unlocked and made available to the player for at
least one Match-4 wager event. In
some embodiments, the player may be provided with the option to elect to use
(or not use) the Match-4 Payout
Schedule for a Match-4 wager event. As illustrated in the example embodiment
of Figure 22, the Overall Payout
Schedule Value of the Match-4 Payout Schedule is 200%, which is calculated
based on 100% (for the wager) plus
10*10% (from the Match-3 counters/Tokens).
Similarly, during wager-based game play, the Match-5 Payout Schedule 2300 may
be unavailable to the
player until the player has satisfied predefined Match-5 achievement criteria,
such as, for example, requiring 100
wagers to be made against the Match-3 Payout Schedule in order to unlock the
Match-5 Payout Schedule. Once 100
wagers have been made against the Match-3 Payout Schedule, the Match-5 Payout
Schedule may be automatically
unlocked and made available to the player for at least one Match-5 wager
event. In some embodiments, the player
may be provided with the option to elect to use the Match-5 Payout Schedule
for a Match-5 wager event. If the
player elects not to use the Match-5 Payout Schedule, the wager-based game may
default to using the Match-3
Payout Schedule for the Match-5 wager event. As illustrated in the example
embodiment of Figure 23, the Overall
Payout Schedule Value of the Match-5 Payout Schedule is 1100%, which is
calculated based on 100% (for the
wager) plus 100*10% (from the Match-3 counters/Tokens).
In some embodiments, the HAWG Match-X game may be configured or designed to
allow the player to
perform Match-3, Match-4 and Match-5 actions during game play. However, if the
player performs a Match-4
action, but has not yet acquired the requisite number of Tokens for unlocking
the Match-4 Payout Schedule, for
example, the wager which is initiated by the Match-4 action will be made
against the Match-3 Payout Schedule.
Stated another way, if the player elects not to use the Match-4 Payout
Schedule, the HAWG Match-X game may
default to using the Match-3 Payout Schedule for wager-based game events
initiated by subsequent Match-3, Match-
4 or Match-5 actions.
It is to be noted that, since the "unlocked" Payout Schedules are 100% of the
wager + 100% of the
contribution, the availability and use of these "unlocked" Payout Schedules in
the manner described above will result
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in an increase of the overall RTP percentage above that found in the Match-3
payout schedule. This concept is
illustrated by the example data shown in the Summary Schedule Value Table 2400
of Figure 24.
For example, as illustrated in the example Summary Schedule Value Table 2400
of Figure 24, the overall
Payout Schedule value (e.g., overall RTP) of the HAWG Match-X game is 97.75%,
which takes into account the
Match-3 Payout Schedule, the Match-4 Payout Schedule (and associated
achievement criteria required for
unlocking), and the Match-5 Payout Schedule (and associated achievement
criteria required for unlocking). In
contrast, if the HAWG Match-X game were to use only the Match-3 Payout
Schedule, the overall Payout Schedule
value would be 97.50% (e.g., as illustrated in Fig. 21).
In at least one embodiment, whenever the player causes a wager to be initiated
against the Match-3 Payout
Schedule during game play, the player may be awarded one T4 token and one T5
token for that Wagering Event. As
used herein, the terms "Token" or "Tokens" may refer to some type of metric
used to track the status and fulfillment
of one or more in-game achievements. Examples of different types of Tokens may
include, but are not limited to,
one or more of the following (or combinations thereof): counters,
achievements, etc. In at least some embodiments,
each Token may have a respective "value" associated with it. For example, in
the present example, it is assumed
that each T4 and each T5 Token has an associated value of 10%, which is "taken
out of' the 97.5% of the Match-3
Payout Schedule
In at least some embodiments, the award of a Token is not necessarily
guaranteed, but rather, may be
periodically awarded based on some type of chance or probability. For example,
in one embodiment, there may be a
75% chance that the player will be awarded a T4 Token for a given Wagering
Event. Multiplying the probability of
a Token by the value of the Token yields the value that can be added to the
Payout Schedule(s) of the subsequent
tiers' Wagering Events.
In at least one embodiment, once ten (10) T4 Tokens are accumulated by the
player, a Match-4 Wagering
Event opportunity may be enabled, and the 10 accumulated T4 Tokens removed.
This feature of enabling of a new
tier of wager-based game event(s) based on prior in-game accomplishments
and/or achievements (e.g., unlocking of
Match-4 Wagering Event based on achieving 10 Match-3 events) provides a number
of useful and beneficial aspects
to wager-based game design. For example, this feature may be used to enable
other action(s) or event(s) in the game
to become Wagering Event(s). For example, an action or event in the game which
initially was not a Wagering Event
may subsequently be "unlocked" as a wager-based game event based, for example,
on cumulative in-game
accomplishments and/or achievements. Additionally, in at least one embodiment,
when a new tier of wager-based
game event has been unlocked in-game, the player may be provided with the
ability to elect when to consume or
initiate the unlocked wager-based game event opportunity. For example, in one
embodiment, when a new tier of
wager-based game event has been unlocked in-game, the player may still be
required to perform a subsequent in-
game action to cause the unlocked wager-based game event to be
initiated/executed. Further, in at least one
embodiment, there may be no guarantee during game play that the player will be
presented with an opportunity to
consume the unlocked wager-based game event. For example, just because a Match
7 Wagering Event becomes
unlocked/enabled does not guarantee that there are (or will be) 7 adjacent
animal tiles to match during game play.
This is particularly true in cases where the spawning of the animals is
determined based on randomness or by RNG.
In this way, this inventive feature may be distinguishable from Prior Art
"bonus round" techniques in which a bonus
round (or other type of bonus/award) is automatically initiated or awarded to
the player, or allows the player a
guaranteed opportunity to participate in the bonus round.
In the present example, because ten T4 Tokens are required to enable a Match-4
action (and ability to wager
against the Match-4 Payout Schedule), the Match-4 Payout Schedule Value may be
set to 200% (e.g., as shown at

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2235, Fig. 22). In at least one embodiment, only one (1) Match-4 action is
enabled at any given time. In another
embodiment, the player may collect multiple Match-4 opportunities by
collecting the requisite number of Tokens
multiple times prior to wagering against a Match-4 Payout Schedule. Once a
Match-4 action is identified and
consumed by the player, additional or subsequent Match-4 actions are
automatically disabled until an additional ten
T4 Tokens have been accumulated. In alternate embodiments, however, once the
Match-4 wager-based game event
opportunity has been unlocked, the player may be allowed to perform up to a
predetermined number of multiple
subsequent Match-4 actions based on the Match-4 Payout Schedule.
Similar to the above, in at least one embodiment, each Match-3 Wagering Event
may also award the player
a T5 Token valued at 10% (e.g., taken out of the 97.5% Match-3 Payout Schedule
Value). After ten (100) of these
T5 Tokens are accumulated, the Match-5 action is enabled, along with ability
to wager against the Match-5 Payout
Schedule. In at least one embodiment, only one (1) Match-5 action is enabled
at any given time. In another
embodiment, the player may collect multiple Match-5 opportunities by
collecting the requisite number of Tokens
multiple times prior to wagering against a Match-5 Payout Schedule. Once a
Match-5 action is identified and used
by the player, additional or subsequent Match-5 actions are automatically
disabled until an additional one hundred
T5 Tokens have been accumulated. However, because the T5 Tokens are
contributing a total of 1000% (100 x 10%
from T5 Tokens), the Match-5 Payout Schedule Value can be up to 1100% without
violating the Unacceptably High
Payback Rule. This scheme can be continued ad infinitum.
In one embodiment, it may be assumed that a player may be willing to accept a
lower reward for
accomplishing easier-type tasks in-game. For example, say the player
identifies a way to Match 7 adjacent animal
tiles. If the game rewards that player with a low value (e.g., some value less
than the wagered amount, including
zero), the player may become very frustrated playing that game. From the
player's perspective, the player may prefer
to have a reward for a Match-7 action that is at least 50x his wager.
Guaranteeing that type of payback cannot simply
be addressed by assigning different Payback Schedules to the Match 7 Wagering
Event and the Match-3 Wagering
Event. This is because of the Unacceptably High Payback Rule.
In at least one embodiment, in order for the "Harder" type Wagering Events
(e.g., Match-7) to have a
Payout Schedule with a significantly higher value, it may be desirable to have
a portion of every "Easier" type (e.g.,
Match-3) Wagering Event's counter/Token value forwarded to the "Hardest"
Wagering Event. For example, it may
be a desirable game design decision to set the value of the T4 Tokens to 50%
or higher, thereby forwarding at least
half of the Payout Schedule's value of the Easiest-type Wagering Events (e.g.,
Match-3) to the Harder type
Wagering Events (e.g., Match-5, Match-6, Match-7), and returning only small
amounts (if any) to the player for the
Easiest-type Wagering Events (e.g., Match-3).
In some embodiments, Match-4 actions may be available to the player, but not
as a Wagering Event,
thereby preventing the player from winning any amount from that not-yet-
enabled/unlocked action/Payout Schedule.
In other embodiments, until the Match-4 Wagering Event unlock occurs, the
Match-4 action may be available to the
player as a Wagering Event which provides a payout/return based on the Match-3
Payout Schedule. Thus, for
example, some embodiments may allow the Match-4 action to be performed by the
player at the game board
interface (e.g., 2510), but the wager event initiated by the Match-4 action
will be treated as a Match-3 Wagering
Event (e.g., using the Match-3 Payout Schedule 2100).
Alternatively, in at least some embodiments, a Match-X action initiated by the
player may be treated, for
wagering purposes, as the highest level Match-X Pay Schedule that is enabled
at the time. For example, if the
currently highest enabled action (and Pay Schedule) is Match-5, and the player
initiates a Match-7 action at the game
board interface 2510, then the wagering event triggered by the Match-7 action
would be treated as if it were a
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Match-5 wagering event. In some embodiments the player may be prompted or
asked if he would like to accept this
"lower Wagering Event when this situation occurs.
In at least some embodiments, each Match-X achievement level (e.g., Match-4,
Match-5, Match-6, Match-
7, etc.) may have a respective "Achievement Enabled Counter" associated with
it (e.g., as shown at 2524a, 2525a,
2526a, 2527a of Fig 25). The Achievement Enabled Indicator for a given Match-X
achievement level (e.g., Match-
4) may be incremented each time the specific achievement criteria for that
Match-X achievement level has been
satisfied (e.g., Match-4 Achievement Enabled Indicator 2524a may be
incremented by one each time ten T4 Tokens
have been accumulated by the player). Similarly, the Achievement Enabled
Indicator for a given Match-X
achievement level (e.g., Match-4) may be decremented each time a Match-4 wager
event (using the Match-4 Pay
Schedule) has been consumed by the player. By way of illustration, say thirty
(30) Match-3 Wagering Events occur
consecutively. This would enable three (3) opportunities for the player to
perform a Match-4 action (e.g., allowing
the player to perform a total of 3 separate Match-4 actions). Among other
things, this may help improve stability of
the overall payback of the HAWG Match-X game. Additionally, it will be
appreciated that this feature of enabling
the "tiering" or "stacking" of enabled Achievements may provide a number of
advantages and benefits over prior art
techniques.
Returning to our example walkthrough of the HAWG Match-X game, we next turn to
the HAWG Match-X
game screenshot GUI of Figure 26. For purposes of illustration, it is assumed
in Figure 26 that the player performs a
Match-3 action by selecting 3 adjacent animal tiles 2611, which, in turn,
triggers the initiation of a Match-3 wager
event, which is implemented via a wager-based spin of slot reels 2630. In the
specific example embodiment of
Figure 26, it is assumed that the amount wagered is 1 credit (as indicated by
the Bet value 2602), which is deducted
from the player's credit meter value 2606. Additionally, it is assumed that
this wager amount is wagered against the
Match-3 Payout Schedule 2100 (Fig. 21).
Figure 27 illustrates an example of the HAWG Match-X game GUI 2700 after the
Match-3 action and
associated Match-3 wager event of Figure 26 has been completed and the wager
payout determined. As illustrated in
.. the example embodiment of Figure 27:
= The three tiles involved in the Match-3 action (e.g., 2611, Fig. 26) have
been removed from the game
board GUI portion, and other tiles have been shifted down and/or have been
newly spawned to fill in
any vacant spots.
= The outcome of the Match-3 wager event (indicated by the symbols
displayed at slot reels 2730) has
resulted in the player receiving a payout of 2 credits (as indicated at 2740).
= The winnings from the wager event (e.g., 2 credits) are distributed to
the player's credit meter, as
shown at 2706. For example, as illustrated in the example embodiment of
Figures 26 and 27, before
the wager event was initiated, the player's credit meter indicated a value of
200 (e.g., as shown at 2606,
Fig. 26). A value of 1 credit was then deducted from the player's credit
meter, and used to fund the
Match-3 wager event (resulting in the player's credit meter value being
adjusted to 199). Thereafter,
the winnings from the wager event (e.g., 2 credits) was distributed to the
player's credit meter, resulting
in the player's credit meter value being adjusted to 201, as shown at 2706.
= One each of T4, T5, T6 and T7 Tokens are awarded to the player (e.g., as
a result of the execution of
the Match-3 wager event).
= The Achievement-Based Paytable Unlock GUI 2720 is updated to reflect current
or real-time status
information (e.g., progress toward completion) relating to the Match-4 unlock
achievement 2724,
Match-5 unlock achievement 2725, Match-6 unlock achievement 2726, and Match-7
unlock
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achievement 2727. In the present example HAWG Match-X game, it is assumed that
the player is
required to accumulate ten (10) T4 Tokens in order to satisfy the Match-4
unlock achievement criteria
for unlocking one Match-4 wagering opportunity (e.g., utilizing the Match-4
Payout Schedule 2200).
Accordingly, as illustrated in the example embodiment of Figure 27, each time
the player acquires an
additional T4 Tokens, the Match-4 Achievement status indicator (e.g.,
represented as a bottle 2724) is
incrementally filled up with fluid in proportion to the number of T4 Tokens
collected. When the player
collects ten T4 Tokens, the Match-4 Achievement bottle 2724 will be displayed
as being fully filled
with fluid. When this occurs, the Match-4 Wagering Opportunity Indicator
(2724a) may be
incremented by one, and the display of the Match-4 Achievement bottle 2724
modified to show an
empty bottle. In the present example HAWG Match-X game, may also be assumed
that the player is
required to: accumulate 100 T5 Tokens in order to satisfy the Match-5 unlock
achievement criteria for
unlocking one Match-5 wagering opportunity; accumulate 500 T6 Tokens in order
to satisfy the Match-
6 unlock achievement criteria for unlocking one Match-6 wagering opportunity;
and accumulate 1000
T7 Tokens in order to satisfy the Match-7 unlock achievement criteria for
unlocking one Match-7
wagering opportunity. Accordingly, as illustrated in the example embodiment of
Figure 27, each time
the player wagers against the Match-3 Payout Schedule, the Match-4, Match-5,
Match-6, and Match-7
Achievement status indicators (e.g., 2725, 2726, 2727) may each be updated to
reflect the player's
progress toward satisfying that particular achievement.
Turning next to Figure 28, it is assumed that the player performs another
Match-3 action by selecting 3
adjacent animal tiles 2811, which, in turn, triggers the initiation of a Match-
3 wager event, which is implemented via
a wager-based spin of slot reels 2830. In the specific example embodiment of
Figure 28, it is assumed that the
amount wagered is 1 credit (as indicated by the Bet value 2802), which is
deducted from the player's credit meter
value 2806. Additionally, it is assumed that this wager amount is wagered
against the Match-3 Payout Schedule
2100 (Fig. 21).
Figure 29 illustrates an example of the HAWG Match-X game GUI 2900 after the
Match-3 action and
associated Match-3 wager event of Figure 28 has been completed and the wager
payout determined. As illustrated in
the example embodiment of Figure 29:
= The three tiles involved in the Match-3 action (e.g., 2811, Fig. 28) have
been removed from the game
board GUI portion, and other tiles have been shifted down and/or have been
newly spawned to fill in
any vacant spots.
= The outcome of the Match-3 wager event (indicated by the symbols
displayed at slot reels 2930) has
resulted in the player receiving a payout of 15 credits (as indicated at
2940).
= The winnings from the wager event (e.g., 15 credits) are distributed to
the player's credit meter, as
shown at 2906.
= One each of T4, T5, T6 and T7 Tokens are awarded to the player (e.g., as a
result of the execution of
the Match-3 wager event).
= The Achievement-Based Paytable Unlock GUI 2920 is updated to reflect
current or real-time status
information (e.g., progress toward completion) relating to the Match-4 unlock
achievement 2924,
Match-5 unlock achievement 2925, Match-6 unlock achievement 2926, and Match-7
unlock
achievement 2927.
Turning next to Figure 30, it is assumed that the player is allowed to perform
a Match-4 action, even though
the Match-4 unlock achievement has not yet been satisfied. In this example,
the player is allowed to perform a
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Match-4 action by selecting 4 adjacent animal tiles 3011, which, in turn,
triggers the initiation of a Match-3 wager
event. In the specific example embodiment of Figure 30, it is assumed that the
amount wagered is 1 credit (as
indicated by the Bet value 3002), which is deducted from the player's credit
meter value 3006. Additionally, it is
assumed that this wager amount is wagered against the Match-3 Payout Schedule
2100 (Fig. 21).
Figure 31 illustrates an example of the HAWG Match-X game GUI 3100 after the
Match-4 action and
associated Match-3 wager event of Figure 30 has been completed and the wager
payout determined. As illustrated in
the example embodiment of Figure 31:
= The four tiles involved in the Match-4 action (e.g., 3011, Fig. 30) have
been removed from the game
board GUI portion, and other tiles have been shifted down and/or have been
newly spawned to fill in
any vacant spots.
= The outcome of the Match-3 wager event (indicated by the symbols
displayed at slot reels 3130) has
resulted in the player receiving a payout of zero (0) credits (as indicated at
3140).
= The winnings from the wager event (if any) are distributed to the
player's credit meter, as shown at
3106.
= One each of T4, T5, T6 and T7 Tokens are awarded to the player (e.g., as a
result of the execution of
the Match-3 wager event).
= The Achievement-Based Paytable Unlock GUI 3120 is updated to reflect
current or real-time status
information (e.g., progress toward completion) relating to the Match-4 unlock
achievement 3124,
Match-5 unlock achievement 3125, Match-6 unlock achievement 3126, and Match-7
unlock
achievement 3127.
Turning next to Figure 32, it is assumed that the player performs another
Match-3 action by selecting 3
adjacent animal tiles 3211, which, in turn, triggers the initiation of a Match-
3 wager event, which is implemented via
a wager-based spin of slot reels 3230. In the specific example embodiment of
Figure 32, it is assumed that the
amount wagered is 1 credit (as indicated by the Bet value 3202), which is
deducted from the player's credit meter
value 3206. Additionally, it is assumed that this wager amount is wagered
against the Match-3 Payout Schedule
2100 (Fig. 21).
Figure 33 illustrates an example of the HAWG Match-X game GUI 3300 after the
Match-3 action and
associated Match-3 wager event of Figure 32 has been completed and the wager
payout determined. As illustrated in
the example embodiment of Figure 33:
= The three tiles involved in the Match-3 action (e.g., 3211, Fig. 32) have
been removed from the game
board GUI portion, and other tiles have been shifted down and/or have been
newly spawned to fill in
any vacant spots.
= The outcome of the Match-3 wager event (indicated by the symbols
displayed at slot reels 3330) has
resulted in the player receiving a payout of 0 credits (as indicated at 3340).
= The winnings from the wager event (if any) are distributed to the player's
credit meter 3306.
= One each of T4, T5, T6 and T7 Tokens are awarded to the player (e.g., as
a result of the execution of
the Match-3 wager event).
= The Achievement-Based Paytable Unlock GUI 3320 is updated to reflect
current or real-time status
information (e.g., progress toward completion) relating to the Match-4 unlock
achievement 3324,
Match-5 unlock achievement 3325, Match-6 unlock achievement 3326, and Match-7
unlock
achievement 3327.
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Turning next to Figure 34, it is assumed that the player has satisfied the
Match-4 unlock achievement
criteria (e.g., by accumulating 10 T4 Tokens). Accordingly, as illustrated in
the example embodiment of Figure 34,
the Match-4 Achievement status indicator (e.g., represented as a bottle 3424)
is displayed as being completely filled
up with fluid. Additionally, the Match-4 Wagering Opportunity Indicator
(3424a) is incremented by one to reflect
that the player now has one Match-4 wagering opportunity available. In an
alternate embodiment (not shown), when
the Match-4 Wagering Opportunity Indicator (3424a) is incremented by one, the
appearance of the Match-4
Achievement status Indicator (e.g., which tracks accumulation of T4 Tokens
awarded to the player) may be reset to
zero, and the Match-4 Achievement status indicator bottle 3424 may be updated
to display an empty bottle, which
reflects the players current progress towards completing the next Match-4
unlock achievement.
In the specific example embodiment of Figure 34, it is further assumed that
the player elects not to use the
Match-4 wagering opportunity at the current time, but rather, elects to
perform another Match-3 action by selecting 3
adjacent animal tiles 3411, which, in turn, triggers the initiation of a Match-
3 wager event, which is implemented via
a wager-based spin of slot reels 3430. In the specific example embodiment of
Figure 34, it is assumed that the
amount wagered is 1 credit (as indicated by the Bet value 3402), which is
deducted from the player's credit meter
value 3406. This wager amount is wagered against the Match-3 Payout Schedule
2100 (Fig. 21). Additionally, the
unlocked Match-4 wagering opportunity remains available to be consumed by the
player in a subsequent Match-X
action.
Figure 35 illustrates an example of the HAWG Match-X game GUI 3500 after the
Match-3 action and
associated Match-3 wager event of Figure 34 has been completed and the wager
payout determined. As illustrated in
the example embodiment of Figure 35:
= The three tiles involved in the Match-3 action (e.g., 3411, Fig. 34) have
been removed from the game
board GUI portion, and other tiles have been shifted down and/or have been
newly spawned to fill in
any vacant spots.
= The outcome of the Match-3 wager event (indicated by the symbols
displayed at slot reels 3530) has
resulted in the player receiving a payout of 0 credits (as indicated at 3540).
= The winnings from the wager event (if any) are distributed to the
player's credit meter 3506.
= In one embodiment, one each of T4, T5, T6 and T7 Tokens are awarded to
the player (e.g., as a result
of the execution of the Match-3 wager event).
= The Achievement-Based Paytable Unlock GUI 3520 is updated to reflect
current or real-time status
information (e.g., progress toward completion) relating to the Match-4 unlock
achievement 3524,
Match-5 unlock achievement 3525, Match-6 unlock achievement 3526, and Match-7
unlock
achievement 3527. For example, the Match-4 Achievement status indicator bottle
3524 is updated to
show it being about 10% full of fluid, which reflects the players current
progress towards completing
the next Match-4 unlock achievement.
Turning next to Figure 36, it is assumed that the player elects to use the
Match-4 wagering opportunity, and
performs a Match-4 action by selecting 4 adjacent animal tiles 3611, which, in
turn, triggers the initiation of a
Match-4 wager event, which is implemented via a wager-based spin of slot reels
3630. In the specific example
embodiment of Figure 36, it is assumed that the amount wagered is 1 credit (as
indicated by the Bet value 3602),
which is deducted from the player's credit meter value 3606. This wager amount
is wagered against the Match-4
Payout Schedule 2200 (Fig. 22).

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Figure 37 illustrates an example of the HAWG Match-X game GUI 3700 after the
Match-4 action and
associated Match-4 wager event of Figure 36 has been completed and the wager
payout determined. As illustrated in
the example embodiment of Figure 37:
= The four tiles involved in the Match-4 action (e.g., 3611, Fig. 34) have
been removed from the game
board GUI portion, and other tiles have been shifted down and/or have been
newly spawned to fill in
any vacant spots.
= The outcome of the Match-4 wager event (indicated by the symbols
displayed at slot reels 3730) has
resulted in the player receiving a payout of 25 credits (as indicated at
3740).
= The winnings from the wager event (if any) are distributed to the
player's credit meter 3706.
= In some embodiments, no T4 Tokens are awarded to the player because no Match-
3 wager event has
occurred. However, in at least some embodiments, one T5 and/or one T6 and/or
one T7 Token may be
awarded to the player (e.g., as a result of the execution of the Match-4 wager
event). For example, in
some embodiments, the Match-5 unlock achievement criteria may require that 10
T4 Tokens be
collected in order to unlock a Match-5 wagering opportunity (e.g., using Match-
5 Payout Schedule
2300, Fig. 23).
= The Achievement-Based Paytable Unlock GUI 3720 is updated to reflect
current or real-time status
information (e.g., progress toward completion) relating to the Match-4 unlock
achievement 3724,
Match-5 unlock achievement 3725, Match-6 unlock achievement 3726, and Match-7
unlock
achievement 3727. In at least some embodiments, this may include decrementing
the Match-4
Wagering Opportunity Indicator (3724a) by one to reflect that one Match-4
Wagering Opportunity has
been consumed by the player.
Figure 38 shows an example screenshot of a HAWG Match-X game Paytable GUI 3800
in accordance with
one embodiment. In at least one embodiment, the Paytable GUI 3800 may be
accessed by the player by selecting the
"Pay Table" button (e.g., 2542, Fig. 25). As illustrated in the example
embodiment of Figure 38, the Paytable GUI
3800 may be configured or designed to display various payout information
(e.g., 3810) relating to different Match-X
wagering event(s) which may occur during game play. For example, as
illustrated in the example embodiment of
Figure 38:
= The range of possible payout values for Match-3 wager events may be
between 0 and 10 (inclusive).
= The range of possible payout values for Match-4 wager events may be
between 0 and 24 (inclusive).
= The range of possible payout values for Match-5 wager events may be between
0 and 50 (inclusive).
= The range of possible payout values for Match-6 wager events may be
between 3 and 100 (inclusive).
= The range of possible payout values for Match-7 wager events may be
between 4 and 250 (inclusive).
In at least some embodiments, the Paytable GUI 3800 may be configured or
designed for use as a lookup-
table that may be used to determine the value of the payout for a given wager-
based game event. For example,
referring to the Paytable GUI 3800 of Figure 38, if it is assumed that a Match-
6 wager event has occurred, a random
number generator may be used to randomly select or determine the payout value
for the Match-6 wager event using
the Match-6 payout information of Payout Schedule 3810. In this example, as
illustrated in the example
embodiment of Figure 38, the minimum payout amount for a Match-6 wager event
is 3, and a maximum payout
amount for a Match-6 wager event is 100.
In at least some embodiments, it may be a desirable game design to provide the
ability to "force" or
"guarantee" the availability of a higher-tiered Wagering Event (e.g., Match-5
wagering event) if one is not available
when the higher-tiered Wagering Event becomes enabled (e.g., via collection of
Tokens). In at least one
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embodiment, this feature may be implemented as a "magic wand" effect in a HAWG
Match-X game. For example,
assume that a player has acquired a sufficient number of Tokens to unlock a
Match-7 wagering event, but no Match-
7 opportunities are available at the game board interface. In one embodiment,
if no Match-7 opportunities become
available within a predetermined time interval (e.g., within 60 seconds), the
HAWG Match-X game may be
configured or designed to automatically influence the generation of new Match-
X game tiles such in a manner which
causes a Match-7 opportunity to become available, or to become obviously
available by performing a much simpler
Match-3 action. In a different example involving a HAWG Zombies game, if a
player has achieved unlocking of the
"Boss" (which, in this example represents the hardest Wagering Event), the
game may automatically cause the Boss
to be spawned in-game (or otherwise become available) once the sufficient
number of Tokens has been collected,
and not before that time.
In some embodiments, there may be a number of degrees of difficulty in a wager-
based game. For reference
purposes, the number of degrees of difficulty in the wager-based game may be
referred to as N. Each degree of
difficulty may be called a Tier. Tier 1 may correspond to the relatively
Easiest Wagering Events, while Tier N may
correspond to the relatively Hardest Wagering Events. Other Tier numbers may
represent the ordinal ranking of
relative difficulty of each Tier. For example, Tier X is Harder than Tier (X-
1) and Easier than Tier (X+1). N should
preferably be greater than 1 for the wager-based game to be commercially
successful.
The Value of the Payout Schedule for Tier 1 may be called Vi. V1 should
preferably be a value less than
100%. The Hold for Tier 1 may be H1, and may be defined as (100% - V1). The
Game Designer may assign some
value Cl such that 0 < Cl < Hl. Cl may represent the contribution from Tier 1
towards Tokens for Tier 2. Examples
of these types of "forwarding contributions" are illustrated in the Payout
Schedules of Figures 21-23, which illustrate
one embodiment of how the overall payback percentage gets calculated when a
portion (e.g., 10%) of the Match-3
Payout Schedule is "contributed" to the Match-4 and Match-5 Payout Schedules.
Engaging gameplay is usually an indicator of higher revenue in the gaming
industry. In this regard, one
beneficial aspect of the achievement-based paytable unlock techniques
described herein relates to the notion of
anticipated wins. That is, by configuring a wager-based game to employ one or
more of the achievement-based
paytable unlock techniques described herein, a player is more inclined to
anticipate a big win if he is able to
accomplish the in-game achievement(s) for unlocking the higher payout
paytable(s), and, consequently, becomes
more invested in the game the longer he plays the game. For example, if the
player knew he was very close to
unlocking a major potential winning action, that player would be more likely
to continue playing that gaming device.
Continued play equates to increased revenue for the casino or gaming operator.
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 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;
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= 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.
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 first
wager-based game event.
= 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.
= 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.
= 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 some embodiments where the first in-game event corresponds to a
spawning of a first non-player
character ("First NPC") in the non-wager based gaming portion, the hybrid
arcade/wager-based game may be
configured or designed to: link a first predetermined wager-based game event
outcome to the First NPC; detect a
first in-game interaction with the First NPC, the first in-game interaction
being caused based on input from the
player during play of the non-wager based gaming portion; determine if the
first in-game interaction with the First
NPC qualifies as a wager-based triggering event; if it is determined that the
occurrence of the first in-game
intemction with the First NPC qualifies as a wager-based triggering event,
initiate 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 the outcome of the first wager-based game event which was initiated
in response to the occurrence of the
first in-game interaction with the First NPC.
In at least some embodiments where the first in-game event corresponds to a
spawning of a first object
("First Object") or first set of objects in the non-wager based gaming
portion, the hybrid arcade/wager-based game
may be configured or designed to: link a first predetermined wager-based game
event outcome to the First Object;
detect a first in-game interaction with the First Object, the first in-game
interaction being caused based on input from
the player during play of the non-wager based gaming portion; determine if the
first in-game interaction with the
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First Object qualifies as a wager-based triggering event; if it is determined
that the occurrence of the first in-game
interaction with the First Object qualifies as a wager-based triggering event,
initiate 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 the outcome of the first wager-based game event which was
initiated in response to the occurrence
of the first in-game interaction with the First Object.
In at least some embodiments where the first in-game event corresponds to the
satisfying or accomplishing
of a first achievement ("First Achievement") in the non-wager based gaming
portion, the hybrid arcade/wager-based
game may be configured or designed to: link a first predetermined wager-based
game event outcome to the First
Achievement; detect a that the First Achievement has been accomplished or
satisfied during play of the non-wager
based gaming portion; determine if the accomplishing of the First Achievement
qualifies as a wager-based triggering
event; if it is determined that the accomplishing of the First Achievement
qualifies as a wager-based triggering event,
initiate 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 the outcome of the first wager-
based game event which was
initiated in response to the accomplishing of the First 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
outcome, which may be determined
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).
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= 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
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-

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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.
= 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.
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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.
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
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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 may 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
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).
It will be appreciated that the various achievement-based paytable unlock
techniques described herein may
be specifically adapted for use in different types of wager-based games,
including, for example, First-Person Shooter
Type wager-based games, sports-type wager-based games, MMO type wager-based
games, RPG type wager-based
games, etc.
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
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= 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 may 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 may 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;
= 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
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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.
= 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 First 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
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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):
= 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).
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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
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 may 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 may 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.
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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
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
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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
devices.
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.
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= 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
= 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
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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
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 may 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
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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
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
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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 first 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., first person shooter types, first 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 first 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 first EGD
being searched first, 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
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
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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,
if a player failed to make a
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).
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= 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.
= 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
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= 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
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
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= 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
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;
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= 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.
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
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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 generate 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
tables 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, 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 first 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
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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
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
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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.
= 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
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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),
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;
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= 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
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
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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, IEEE1394,
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,
various new parameters, new settings for
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 first
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
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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 may 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.
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).

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= 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.
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
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= 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
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.
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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,
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):
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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
described and/or referenced herein.
= 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
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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.
= 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

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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 may 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
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
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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
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 first 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
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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.
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
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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);
= 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
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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
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
wager-based game is hosted) may be configured or designed to automatically
and/or dynamically retrieve or "grab"
predetermined RNG outcomes (and/or other data) from remote RNG
server(s)/service(s) (and/or other remote
systems/services) prior to extreme wager-based gameplay intervals, which may
then allow the system to handle all
current and future operations (e.g., including during extreme wager-based
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-based 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
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By way of illustration, in one example embodiment of a Zombie shooter HAWG-
based 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)
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-based 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-
based 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
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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-based
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
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.
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= 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.
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 NPCs, 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
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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
expiration time limits have been
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 may 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
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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
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

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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 hybrid arcade/wager-based gaming techniques
described herein may be
adapted and implemented in a variety of environments. For example, the hybrid
arcade/wager-based gaming
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
hybrid arcade/wager-based gaming
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 hybrid arcade/wager-based gaming 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 hybrid arcade/wager-
based gaming techniques described herein, casinos and other gaming
establishments hosting such hybrid
arcade/wager-based gaming 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.
One of the benefits of the hybrid arcade/wager-based 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 hybrid
arcade/wager-based gaming system 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
may first 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
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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
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-based game 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 hybrid arcade/wager-based
game embodiments described
herein may include, but are not limited to, one or more of the following (or
combinations thereof):
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= 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 hybrid arcade/wager-based gaming machine 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 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-based game embodiments, the outcome of a wager-based game event
may be configured
or designed to be dependent on HAWG's gamestate. 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 gamestate 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):
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= 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-based 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 may be appreciated that, via the use of specifically configured computer
hardware and software, the
problems which are solved and/or overcome by the various 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 for wager-based game event outcomes. 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
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-
TYPE, WAGER-BASED GAMING 1ECHNIQUES", 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 lECHNIQUES", 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
"FIRST PERSON SHOO1ER, RPG
AND SPORTS THEMED HYBRID ARCADE-TYPE, WAGER-BASED GAMING 1ECHNIQUES" 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 EN1ERTAINMENT 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
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TO MULTIPLAYER/TOURNAMENT HYBRID ARCADE/WAGER-BASED GAMES" 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. 15/358,127 (Attorney Docket No. SYNBP005US) titled
"GAMING AND WAGERING
1ECHNIQUES RELATING TO SKILL-BASED GAMING" by Washington et al., filed on 21-
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.

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 2017-05-17
(87) PCT Publication Date 2018-05-24
(85) National Entry 2019-05-21
Examination Requested 2020-05-27

Abandonment History

There is no abandonment history.

Maintenance Fee

Last Payment of $277.00 was received on 2024-04-22


 Upcoming maintenance fee amounts

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Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $400.00 2019-05-21
Maintenance Fee - Application - New Act 2 2019-05-17 $100.00 2019-05-21
Maintenance Fee - Application - New Act 3 2020-05-19 $100.00 2020-05-14
Request for Examination 2022-05-17 $800.00 2020-05-27
Maintenance Fee - Application - New Act 4 2021-05-17 $50.00 2021-04-12
Maintenance Fee - Application - New Act 5 2022-05-17 $203.59 2022-05-13
Registration of a document - section 124 $100.00 2022-12-23
Maintenance Fee - Application - New Act 6 2023-05-17 $100.00 2023-05-12
Maintenance Fee - Application - New Act 7 2024-05-17 $277.00 2024-04-22
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
AKKADIAN ENTERPRISES
Past Owners on Record
SYNERGY BLUE, LLC
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Request for Examination 2020-05-27 4 107
Small Entity Declaration 2020-09-08 6 307
Examiner Requisition 2021-07-13 10 505
Amendment 2021-11-10 45 3,058
Abstract 2021-11-10 1 23
Claims 2021-11-10 5 237
Drawings 2021-11-10 30 2,302
Description 2021-11-10 91 6,798
Examiner Requisition 2022-04-14 8 444
Amendment 2022-08-09 37 2,621
Claims 2022-08-09 5 327
Drawings 2022-08-09 30 3,167
Description 2022-08-09 91 9,257
Examiner Requisition 2023-02-02 4 184
Amendment 2023-03-15 8 384
Description 2023-03-15 91 9,138
Abstract 2019-05-21 2 67
Claims 2019-05-21 4 221
Drawings 2019-05-21 30 6,269
Description 2019-05-21 90 6,747
Representative Drawing 2019-05-21 1 19
International Search Report 2019-05-21 2 53
National Entry Request 2019-05-21 7 168
Cover Page 2019-06-11 1 42
Amendment 2024-01-10 21 1,066
Description 2024-01-10 91 9,649
Claims 2024-01-10 6 369
Office Letter 2024-04-17 2 188
Examiner Requisition 2023-09-27 5 324