US20040053657A1 - Gaming machine with history display - Google Patents
Gaming machine with history display Download PDFInfo
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- US20040053657A1 US20040053657A1 US10/242,014 US24201402A US2004053657A1 US 20040053657 A1 US20040053657 A1 US 20040053657A1 US 24201402 A US24201402 A US 24201402A US 2004053657 A1 US2004053657 A1 US 2004053657A1
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- history information
- generated
- prior plays
- random
- plays
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/34—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3227—Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3267—Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3216—Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3272—Games involving multiple players
Definitions
- the present invention relates generally to gaming machines and, more particularly, to a gaming machine for displaying, in a display image available to a player, history information relating to outcomes of random events that occurred in a plurality of prior plays of the machine.
- Gaming machines are operable to play such wagering games as slots, poker, keno, bingo, and blackjack.
- the machine In response to a wager for purchasing a play of the game, the machine generates a random (or pseudo-random) event using a random number generator (RNG) and displays an outcome of the random event on a primary display device in a form that can be understood by a player.
- RNG random number generator
- the machine provides an award to the player if the outcome is one of the winning outcomes defined by a pay table.
- a gaming system includes a computerized control unit, a wagering apparatus, and a display.
- the control unit generates random events in a plurality of prior plays of a wagering game.
- the wagering apparatus receives a wager for each of the prior plays.
- the display depicts, in a display image available to a player, history information relating to outcomes of the random events that were generated in the plurality of prior plays.
- the history information may, for example, include time interval information showing an amount of time elapsed since a particular game outcome last occurred, and/or frequency information showing a frequency of occurrence of a particular game outcome.
- a method of operating a gaming machine is also disclosed.
- FIG. 1 is an isometric view of a gaming machine embodying the present invention.
- FIG. 2 is a block diagram of a control system suitable for operating the gaming machine.
- FIG. 3 is a display image associated with a keno game conducted on the gaming machine.
- FIG. 4 is a display image showing history information indicative of outcomes of random events that occurred in prior plays of the keno game.
- FIGS. 5 a and 5 b are display images associated with a lottery-type game conducted on the gaming machine.
- FIG. 6 is a display image showing history information indicative of outcomes of random events that occurred in prior plays of the lottery-type game.
- FIG. 7 is a display image associated with a poker game conducted on the gaming machine.
- FIG. 8 is a display image showing history information indicative of outcomes of random events that occurred in prior plays of the poker game.
- FIG. 9 is a display image associated with a reel slot game conducted on the gaming machine.
- FIG. 10 is a display image showing history information indicative of outcomes of random events that occurred in prior plays of the reel slot game.
- FIG. 1 depicts a gaming machine 10 operable to conduct a wagering game such as slots, poker, keno, bingo, blackjack, and lottery-type games.
- the gaming machine receives a wager from a player to purchase a “play” of the game.
- the gaming machine generates at least one random event using a random number generator (RNG) and provides an award to the player for a winning outcome of the random event.
- RNG random number generator
- the random event(s) varies with the type of wagering game conducted on the gaming machine.
- the gaming machine 10 includes a video display 12 such as a CRT, LCD, plasma, or other type of video display known in the art.
- the display 12 is optionally overlaid with a touch screen to facilitate interaction with the player.
- the gaming machine 10 is an “upright” version in which the display 12 is oriented vertically relative to the player.
- the gaming machine may be a “slant-top” version in which the display 12 is slanted at about a thirty-degree angle toward the player of the gaming machine 10 .
- FIG. 2 is a block diagram of a control system suitable for operating the gaming machine 10 .
- Money/credit detector 16 signals a central processing unit (CPU) 18 when a player has inserted money or played a number of credits.
- the money may be provided by coins, bills, tickets, coupons, cards, etc.
- a button panel 14 see FIG. 1 or the touch screen 20 , the player may select any variables associated with the wagering game and place his/her wager to purchase a play of the game.
- the CPU 18 In a play of the game, the CPU 18 generates at least one random event using a random number generator (RNG) and provides an award to the player for a winning outcome of the random event.
- RNG random number generator
- the video display 12 represents the random events and outcomes in a visual form that can be understood by the player.
- a system memory 22 stores control software, operational instructions and data associated with the gaming machine 10 .
- the system memory 22 comprises a separate read-only memory (ROM) and battery-backed random-access memory (RAM).
- ROM read-only memory
- RAM battery-backed random-access memory
- a payoff mechanism 24 is operable in response to instructions from the CPU 18 to award a payoff to the player.
- the payoff may, for example, be in the form of a number of credits. The number of credits are determined by one or more math tables stored in the system memory 22 .
- the video display 12 can display, in a display image available to a player, history information that tracks outcomes of the random events that were generated in a plurality of prior plays of the wagering game conducted on the gaming machine.
- the history information may be selectively accessed by the player or continuously shown on the main display 12 or a secondary display positioned above the main display. If the history information is to be selectively accessed, the player may, for example, press an onscreen or physical “history” key to view the history information.
- the display image containing the history information may be superimposed over the display image previously shown on the display, or entirely replace the previous display image.
- the history information may, for example, be continuously scrolled across a top or bottom portion of the display 12 or a secondary display.
- the history information may be indicative of the random events that occurred in any number of prior plays, such as 10, 20, 50, or 100 prior plays.
- the wagering game may, in fact, allow the player to select the number of prior plays for which the history information is sought. Because the random events generated in the prior plays vary with the type of wagering game conducted on the gaming machine, the history information also varies with the type of wagering game.
- FIG. 3 is a display image associated with a keno game conducted on the gaming machine.
- the keno game includes an eighty spot keno board 30 having spots 32 numbered from “1” to “80”.
- the spots 32 include up to ten spots 32 a selected by the player and twenty spots 32 b randomly selected by the CPU.
- the player's spots 32 a may initially be depicted on the display in a first color such as red, while the CPU's spots 32 b may be depicted in a second color such as yellow. Any matches may be shown, for example, with a third color or a money symbol “$”.
- a player places a wager using a “bet one” key 34 or a “max bet” key 36 .
- the player selects from three to ten spots 32 a on the keno board 30 .
- the player may select his/her own spots 32 a by touching the desired spots directly using the touch screen, or may have the CPU randomly select the player's spots 32 a by pressing a “quick pick” key 38 . If the player uses the “quick pick” key 38 , the CPU selects the same number of spots 32 a that were selected in the prior play. The player may erase all of the selections and start over by pressing an “erase” key 40 .
- FIG. 4 is a display image showing history information indicative of outcomes of random events that were generated in a plurality of prior plays of the keno game.
- the history information is indicative of random keno numbers selected by the CPU in the plurality of prior plays.
- the player may access the history information by pressing a “history” key 44 on the main display image in FIG. 3.
- the history information includes a frequency table 50 listing, by number, the eighty possible keno spots 32 and the number of occurrences of each of these keno spots 32 (i.e., number of times that each of these keno spots 32 has been randomly selected by the CPU as a CPU spot 32 b ) in the plurality of prior plays.
- the history information also includes a top ten “hot” list 52 of the most frequent keno spots 32 b selected by the CPU in the plurality of prior plays.
- the player may return to the keno game by pressing a “back to game” key 54 .
- FIGS. 5 a and 5 b are display images associated with a lottery-type game conducted on the gaming machine.
- the lottery-type game includes a primary lottery board 60 having white spots 62 numbered from “1” to “49” and a bonus lottery board 64 having red spots 66 numbered from “1” to “42”.
- a player places a wager using a “bet one” key 68 or a “max bet” key 70 . The player then selects five white spots 62 a on the primary lottery board 60 and one red bonus spot 66 a on the bonus lottery board 64 .
- the player may select his/her own spots 62 a and 66 a by touching the desired spots directly using the touch screen, or may have the CPU randomly select the player's spots 62 a and 66 a by pressing a “quick pick” key 72 .
- the player may erase all of the selections and start over by pressing an “erase” key 74 .
- the display image then transforms to the image shown in FIG. 5 b , which depicts a pair of drums 80 and 84 .
- the primary drum 80 contains white lottery balls 82 numbered from “1” to “49”, while the bonus drum 84 contains red bonus balls 86 numbered from “1” to “42”.
- the CPU randomly draws five white lottery balls 82 a from the primary drum 80 and one red bonus ball 86 a from the bonus drum 84 .
- the numbers of the player's spots 62 a and 66 a are shown in region 88 of the display image.
- the CPU provides an award to the player based on (1) a number of matches between the player's white spots 62 a and the CPU's white lottery balls 82 a and (2) a match “B” between the player's red bonus spot 66 a and the CPU's red bonus ball 86 a.
- a possible pay table appears below, where “B” indicates a match between the player's red bonus spot 66 a and the CPU's red bonus ball 86 a : Hits Pay 5 + B Jackpot 5 100000 4 + B 5000 4 100 3 + B 100 3 7 2 + B 7 1 + B 4 B 3
- FIG. 6 is a display image showing history information indicative of outcomes of random events that were generated in a plurality of prior plays of the lottery-type game.
- the history information is indicative of random lottery numbers selected by the CPU in the plurality of prior plays.
- the player may access the history information by pressing a “history” key 78 on the main display image in FIGS. 5 a and 5 b .
- the history information includes a first frequency table 90 listing, by number, the forty nine possible white lottery balls 82 and the number of occurrences of each of these white lottery balls 82 (i.e., number of times that each of these white lottery balls 82 has been randomly selected by the CPU as a drawn white lottery ball 82 a ) in the plurality of prior plays.
- the history information includes a second frequency table 92 listing, by number, the forty two possible red bonus balls 86 and the number of occurrences of each of these red bonus balls 86 (i.e., number of times that each of these red bonus balls 86 has been randomly selected by the CPU as a drawn red bonus ball 86 a ) in the plurality of prior plays.
- the history information also includes a pair of “hot” lists 94 and 96 of the five most frequent white lottery balls 82 a and the most frequent red bonus ball 86 a , respectively, drawn by the CPU in the plurality of prior plays. The player may return to the lottery-type game by pressing a “back to game” key 98 .
- FIG. 7 is a display image associated with a Jacks or Better poker game conducted on the gaming machine.
- a player places a wager using a “bet one” key 100 or a “max bet” key 102 .
- the CPU randomly selects and deals a hand of five playing cards 106 from a deck. The cards are dealt face up so that their numbers and suits are visible to the player. The player may then select which of the playing cards 106 to hold and accordingly which of the playing cards to discard by either pressing “hold” keys 108 associated with the respective cards 106 or touching the cards 106 themselves.
- the “hold” indicia on the “hold” key 108 transforms from “hold” to “held” to indicate that the card will be held.
- the CPU replaces the discarded cards with cards randomly selected and dealt from the remaining cards in the deck.
- the replacement cards are dealt face up so that their numbers and suits are visible to the player.
- the CPU provides an award to the player based on the resulting hand.
- a possible pay table for the Jacks or Better poker game appears below: Hand Pay Royal Flush 250 Straight Flush 50 4 of a Kind 25 Full House 9 Flush 6 Straight 4 3 of a Kind 3 2 Pair 2 Jacks or Better 1
- FIG. 8 is a display image showing history information indicative of outcomes of random events that were generated in a plurality of prior plays of the poker game.
- the history information is indicative of playing cards selected by the CPU in the plurality of prior plays.
- the player may access the history information by pressing a “history” key 112 on the main display image in FIG. 7.
- the history information includes a first frequency table 120 listing possible winning poker hands and the number of occurrences of each hand in the plurality of prior plays.
- the history information includes a second frequency table 122 listing possible card suits and the number of occurrences of each suit in the plurality of prior plays.
- the history information includes a third frequency table 124 listing possible card ranks (i.e., Ace through King) and the number of occurrences of each rank in the plurality of prior plays. Finally, the history information includes a fourth frequency table 126 listing possible playing cards (both suit and rank) and the number of occurrences of each card on the deal and on the draw in the plurality of prior plays. The history information also includes “hot” lists 128 of the most frequent playing cards selected by the CPU on the deal and on the draw in the plurality of prior plays. If desired, similar “hot” lists may be provided for winning poker hands, card suits, and card ranks. The player may return to the poker game by pressing a “back to game” key 130 .
- FIG. 9 is a display image associated with a reel slot game conducted on the gaming machine.
- a player places a wager using a “bet one” key 140 or a “max bet” key 142 .
- the CPU spins and randomly stops a plurality of symbol-bearing reels 146 to place symbols on the reels 146 in visual association with at least one pay line 148 . Additional pay lines may be provided, in which case the player is allowed to wager on more than one pay line.
- the slot game may be a hold-and-respin game that permits the player to hold the results of one or more reels 146 and spin the remaining reels a second time in an attempt to improve the result.
- the player may select which of the reels 146 to hold and accordingly which of the reels 146 to respin by pressing “hold” keys 150 associated with the respective reels 146 .
- the “hold” key 150 When the “hold” key 150 is touched, the “hold” indicia on the “hold” key 150 transforms from “hold” to “held” to indicate that the reel will be held.
- the CPU in turn, respins and stops the unheld reels to place replacement symbols on these reels in visual association with the pay line 148 .
- the CPU provides an award to the player based on the resulting combination of symbols along the pay line 148 .
- a possible pay table for the slot game appears below: Symbol Combination Pay 7 7 7 50 Bell Bell Bell 20 Cherry Cherry Cherry 10 Blank Blank Blank 1
- FIG. 10 is a display image showing history information indicative of outcomes of random events that were generated in a plurality of prior plays of the reel slot game.
- the history information is indicative of reel symbols landing along the pay line 148 in the plurality of prior plays.
- the player may access the history information by pressing a “history” key 152 on the main display image in FIG. 9.
- the history information includes a first frequency table 160 listing possible winning symbol combinations and the number of occurrences of each combination in the plurality of prior plays.
- the history information includes a second frequency table 162 listing possible reel symbols on re-spin and the number of occurrences of each reel symbol along the pay line 148 on the re-spin in the plurality of prior plays.
- “hot” lists may be provided for winning symbol combinations and/or reel symbols especially if there is a large variety of either item.
- the player may return to the slot game by pressing a “back to game” key 164 .
- the history display of the present invention offers a number of significant advantages.
- the history display assists in gaining the trust of players who perceive gaming machines as manipulating the probabilities in their own favor.
- the history display serves as an accounting of recent plays and may reassure players that the machine does, in fact, pay out. For more sophisticated players, the history display may even serve as evidentiary proof of the math and pay tables underlying the game.
- the history display serves as a powerful psychological tool that can take advantage of player perceptions.
- the history display communicates information indicative of past outcomes without requiring a player to witness the machine over an extended period of time. Based on this information, the player may perceive the machine or certain outcomes to be “hot” or “cold” or due to hit and make his/her play decisions accordingly.
- the history display subtly encourages players to strategize their play and alter their play strategies from the norm. For example, in the case of machines attached to progressive jackpots or large jackpot giveaways, on the one hand some players may avoid such machines because they do not believe the jackpots to be achievable. On the other hand, some players may gravitate toward such machines when they believe the jackpot is due to hit.
- the history display may communicate to players when the last jackpot occurred, thereby providing players with a psychological benefit that the jackpot is achievable and/or is due to hit.
- the number of plays in the plurality of prior plays may be a fixed number as illustrated, or may be varied by the player.
- the history information may include time interval information showing an amount of time elapsed since certain specified outcomes last occurred.
- Each specified outcome such as a symbol combination in a slot game, may be associated with a respective timer counting up from 00:00:00:00 (i.e., days, hours, minutes, seconds): Symbol Combination Last Hit 7 7 7 00:03:26:10 Bell Bell Bell 00:00:17:54 Cherry Cherry Cherry Cherry 00:00:03:27 Blank Blank Blank Blank 00:00:01:19
- the respective timer for that outcome is reset to zero. If the outcomes are scrolled across the main display or a secondary display, the outcomes may be scrolled in descending order (as they appear, for example, in a pay table) or in a random order. After a certain amount of time, the scrolled information may appear as follows: “. . . 7, 7, 7 last hit 00:03:26:10 Bell, Bell, Bell last hit 00:00:17:54 Cherry, Cherry, Cherry last hit 00:00:03:27 . . . ” The timers continue to count up during the scroll. Each timer may track the total real time or the total playing time (with coin-in) elapsed since the associated outcome last occurred.
- Certain outcomes may not be tracked and may therefore be exempted from the scrolled information.
- the history information may track only the highest paying symbol combination(s), combinations that trigger progressive jackpots or jackpot giveaways, symbols that are part of the highest paying symbol combination(s), symbols that pay individually, and symbols that trigger a bonus or bonus feature.
- a gaming machine may track and display a predetermined or variable number of past outcomes and integrate such outcomes into the play of the game. For example, in the case of a slot game, the machine may track a predetermined number (e.g., five) of past winning symbol combinations, display the past winning combinations on a secondary video display, and provide a “repeat win” bonus to the player if a current play of the game yields one of the past winning combinations shown on the secondary display.
- the “repeat win” bonus may, for example, be a secondary game feature, a credit amount, or multiplication of the normal payout for the winning combination by a multiplier.
- Past winning combinations may enter and leave the secondary display in a first-in, first-out (FIFO) scheme, random scheme, or a ranked/priority scheme where winning combinations remain on the display for different periods of time based on such factors as probability of occurrence, payout value, previous “repeat win” bonuses, etc.
- a past winning combination on the secondary display may be immediately removed from the display in response to a “repeat win” bonus involving that combination, or may remain on the display until removed by virtue of normal operation of the selected scheme.
- the secondary display may reset to display no past winning combinations or a predetermined starting set of winning combinations.
- the “repeat win” bonus may vary for different winning combinations. For example, if the “repeat win” bonus is multiplication of the normal payout for a winning combination by a multiplier, the multiplier may vary with the probability of achieving the winning combination such that, for example, the lower the probability of achieving the winning combination, the higher the multiplier.
- the multiplier for repeating a less probable winning combination of 7, 7, 7 shown on the secondary display may be 10 ⁇ , while the multiplier for repeating a more probable winning combination of Cherry, Cherry, Cherry may be 3 ⁇ . If a current play of the game yields a winning combination that appears more than once on the secondary display, the “repeat win” bonus may enhanced, e.g., repeated by the number of times that the winning combination appears on the display.
- the history information may track past losing outcomes, any past outcomes (winning or losing), past symbols, or other past events and provide a “repeat event” bonus to the player if a current play yields one of the past events shown on the secondary display.
Abstract
Description
- This application relates to U.S. application Ser. No. 10/077,667, filed Feb. 15, 2002, and entitled “Gaming Machine With Block Wagering.”
- The present invention relates generally to gaming machines and, more particularly, to a gaming machine for displaying, in a display image available to a player, history information relating to outcomes of random events that occurred in a plurality of prior plays of the machine.
- Gaming machines are operable to play such wagering games as slots, poker, keno, bingo, and blackjack. In response to a wager for purchasing a play of the game, the machine generates a random (or pseudo-random) event using a random number generator (RNG) and displays an outcome of the random event on a primary display device in a form that can be understood by a player. The machine provides an award to the player if the outcome is one of the winning outcomes defined by a pay table.
- The probabilities of achieving the different winning outcomes remain constant from one play to the next, i.e., the random events generated in different plays of the game are independent from each other. Past outcomes of random events do not influence future outcomes. Nonetheless, some players do not trust gaming machines and therefore believe machines manipulate the probabilities in their own favor. It would be desirable to provide a gaming machine capable of gaining the trust of players. Further, some players perceive gaming machines to be “hot” (i.e., frequent payouts) or “cold” (i.e., infrequent payouts) based on witnessing the frequency and/or amount of payouts generated by the machines over a period of time. Based on a player's perception as to whether a machine is “hot” or “cold,” the player will make a decision as to whether or not to play the machine. It would be desirable to provide a gaming machine capable of better communicating information indicative of past outcomes without requiring a player to witness the machine over an extended period of time.
- These and other objects are realized by a gaming system includes a computerized control unit, a wagering apparatus, and a display. The control unit generates random events in a plurality of prior plays of a wagering game. The wagering apparatus receives a wager for each of the prior plays. The display depicts, in a display image available to a player, history information relating to outcomes of the random events that were generated in the plurality of prior plays. The history information may, for example, include time interval information showing an amount of time elapsed since a particular game outcome last occurred, and/or frequency information showing a frequency of occurrence of a particular game outcome. A method of operating a gaming machine is also disclosed.
- The foregoing and other advantages of the invention will become apparent upon reading the following detailed description and upon reference to the drawings.
- FIG. 1 is an isometric view of a gaming machine embodying the present invention.
- FIG. 2 is a block diagram of a control system suitable for operating the gaming machine.
- FIG. 3 is a display image associated with a keno game conducted on the gaming machine.
- FIG. 4 is a display image showing history information indicative of outcomes of random events that occurred in prior plays of the keno game.
- FIGS. 5a and 5 b are display images associated with a lottery-type game conducted on the gaming machine.
- FIG. 6 is a display image showing history information indicative of outcomes of random events that occurred in prior plays of the lottery-type game.
- FIG. 7 is a display image associated with a poker game conducted on the gaming machine.
- FIG. 8 is a display image showing history information indicative of outcomes of random events that occurred in prior plays of the poker game.
- FIG. 9 is a display image associated with a reel slot game conducted on the gaming machine.
- FIG. 10 is a display image showing history information indicative of outcomes of random events that occurred in prior plays of the reel slot game.
- While the invention is susceptible to various modifications and alternative forms, specific embodiments have been shown by way of example in the drawings and will be described in detail herein. It should be understood, however, that the invention is not intended to be limited to the particular forms disclosed. Rather, the invention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the invention as defined by the appended claims.
- Turning now to the drawings, FIG. 1 depicts a
gaming machine 10 operable to conduct a wagering game such as slots, poker, keno, bingo, blackjack, and lottery-type games. In operation, the gaming machine receives a wager from a player to purchase a “play” of the game. In a “play” of the game, the gaming machine generates at least one random event using a random number generator (RNG) and provides an award to the player for a winning outcome of the random event. The random event(s) varies with the type of wagering game conducted on the gaming machine. - The
gaming machine 10 includes avideo display 12 such as a CRT, LCD, plasma, or other type of video display known in the art. Thedisplay 12 is optionally overlaid with a touch screen to facilitate interaction with the player. In the illustrated embodiment, thegaming machine 10 is an “upright” version in which thedisplay 12 is oriented vertically relative to the player. Alternatively, the gaming machine may be a “slant-top” version in which thedisplay 12 is slanted at about a thirty-degree angle toward the player of thegaming machine 10. - FIG. 2 is a block diagram of a control system suitable for operating the
gaming machine 10. Money/credit detector 16 signals a central processing unit (CPU) 18 when a player has inserted money or played a number of credits. The money may be provided by coins, bills, tickets, coupons, cards, etc. Using a button panel 14 (see FIG. 1) or thetouch screen 20, the player may select any variables associated with the wagering game and place his/her wager to purchase a play of the game. In a play of the game, theCPU 18 generates at least one random event using a random number generator (RNG) and provides an award to the player for a winning outcome of the random event. Thevideo display 12 represents the random events and outcomes in a visual form that can be understood by the player. - A
system memory 22 stores control software, operational instructions and data associated with thegaming machine 10. In one embodiment, thesystem memory 22 comprises a separate read-only memory (ROM) and battery-backed random-access memory (RAM). However, it will be appreciated that thesystem memory 22 may be implemented on any of several alternative types of memory structures or may be implemented on a single memory structure. Apayoff mechanism 24 is operable in response to instructions from theCPU 18 to award a payoff to the player. The payoff may, for example, be in the form of a number of credits. The number of credits are determined by one or more math tables stored in thesystem memory 22. - In accordance with the present invention, the
video display 12 can display, in a display image available to a player, history information that tracks outcomes of the random events that were generated in a plurality of prior plays of the wagering game conducted on the gaming machine. The history information may be selectively accessed by the player or continuously shown on themain display 12 or a secondary display positioned above the main display. If the history information is to be selectively accessed, the player may, for example, press an onscreen or physical “history” key to view the history information. The display image containing the history information may be superimposed over the display image previously shown on the display, or entirely replace the previous display image. If the history information is to be continuously shown, the history information may, for example, be continuously scrolled across a top or bottom portion of thedisplay 12 or a secondary display. The history information may be indicative of the random events that occurred in any number of prior plays, such as 10, 20, 50, or 100 prior plays. The wagering game may, in fact, allow the player to select the number of prior plays for which the history information is sought. Because the random events generated in the prior plays vary with the type of wagering game conducted on the gaming machine, the history information also varies with the type of wagering game. - FIG. 3 is a display image associated with a keno game conducted on the gaming machine. The keno game includes an eighty
spot keno board 30 havingspots 32 numbered from “1” to “80”. Thespots 32 include up to tenspots 32 a selected by the player and twentyspots 32 b randomly selected by the CPU. The player'sspots 32 a may initially be depicted on the display in a first color such as red, while the CPU'sspots 32 b may be depicted in a second color such as yellow. Any matches may be shown, for example, with a third color or a money symbol “$”. - To play the keno game, a player places a wager using a “bet one” key34 or a “max bet”
key 36. The player selects from three to tenspots 32 a on thekeno board 30. The player may select his/herown spots 32 a by touching the desired spots directly using the touch screen, or may have the CPU randomly select the player'sspots 32 a by pressing a “quick pick”key 38. If the player uses the “quick pick” key 38, the CPU selects the same number ofspots 32 a that were selected in the prior play. The player may erase all of the selections and start over by pressing an “erase”key 40. After the player'sspots 32 a have been selected, the player presses a “play”key 42. The CPU then randomly selects twentyspots 32 b on thekeno board 30. The CPU provides an award to the player based on a number of matches between the player'sspots 32 a and the CPU'sspots 32 b. A possible pay table for a ten spot play (i.e., number of player'sspots 32 a is ten) appears below:Hits Pay 10 10000 9 5000 8 1200 7 125 6 16 5 3 4 1 - FIG. 4 is a display image showing history information indicative of outcomes of random events that were generated in a plurality of prior plays of the keno game. Specifically, the history information is indicative of random keno numbers selected by the CPU in the plurality of prior plays. The player may access the history information by pressing a “history” key44 on the main display image in FIG. 3. The history information includes a frequency table 50 listing, by number, the eighty
possible keno spots 32 and the number of occurrences of each of these keno spots 32 (i.e., number of times that each of these keno spots 32 has been randomly selected by the CPU as aCPU spot 32 b) in the plurality of prior plays. The history information also includes a top ten “hot”list 52 of the mostfrequent keno spots 32 b selected by the CPU in the plurality of prior plays. The player may return to the keno game by pressing a “back to game”key 54. - FIGS. 5a and 5 b are display images associated with a lottery-type game conducted on the gaming machine. Referring first to FIG. 5a, the lottery-type game includes a
primary lottery board 60 havingwhite spots 62 numbered from “1” to “49” and abonus lottery board 64 havingred spots 66 numbered from “1” to “42”. To play the lottery-type game, a player places a wager using a “bet one” key 68 or a “max bet”key 70. The player then selects fivewhite spots 62 a on theprimary lottery board 60 and onered bonus spot 66 a on thebonus lottery board 64. The player may select his/herown spots spots key 72. The player may erase all of the selections and start over by pressing an “erase”key 74. After the player'sspots key 76. - The display image then transforms to the image shown in FIG. 5b, which depicts a pair of
drums primary drum 80 containswhite lottery balls 82 numbered from “1” to “49”, while thebonus drum 84 containsred bonus balls 86 numbered from “1” to “42”. The CPU randomly draws fivewhite lottery balls 82 a from theprimary drum 80 and onered bonus ball 86 a from thebonus drum 84. The numbers of the player'sspots region 88 of the display image. The CPU provides an award to the player based on (1) a number of matches between the player'swhite spots 62 a and the CPU'swhite lottery balls 82 a and (2) a match “B” between the player'sred bonus spot 66 a and the CPU'sred bonus ball 86a. A possible pay table appears below, where “B” indicates a match between the player'sred bonus spot 66 a and the CPU'sred bonus ball 86 a:Hits Pay 5 + B Jackpot 5 100000 4 + B 5000 4 100 3 + B 100 3 7 2 + B 7 1 + B 4 B 3 - FIG. 6 is a display image showing history information indicative of outcomes of random events that were generated in a plurality of prior plays of the lottery-type game. Specifically, the history information is indicative of random lottery numbers selected by the CPU in the plurality of prior plays. The player may access the history information by pressing a “history” key78 on the main display image in FIGS. 5a and 5 b. The history information includes a first frequency table 90 listing, by number, the forty nine possible
white lottery balls 82 and the number of occurrences of each of these white lottery balls 82 (i.e., number of times that each of thesewhite lottery balls 82 has been randomly selected by the CPU as a drawnwhite lottery ball 82 a) in the plurality of prior plays. The history information includes a second frequency table 92 listing, by number, the forty two possiblered bonus balls 86 and the number of occurrences of each of these red bonus balls 86 (i.e., number of times that each of thesered bonus balls 86 has been randomly selected by the CPU as a drawnred bonus ball 86 a) in the plurality of prior plays. The history information also includes a pair of “hot” lists 94 and 96 of the five most frequentwhite lottery balls 82 a and the most frequentred bonus ball 86 a, respectively, drawn by the CPU in the plurality of prior plays. The player may return to the lottery-type game by pressing a “back to game”key 98. - FIG. 7 is a display image associated with a Jacks or Better poker game conducted on the gaming machine. To play the poker game, a player places a wager using a “bet one”
key 100 or a “max bet”key 102. In response to pressing the “max bet”key 102, or a “deal” key 104 for a wager less than the maximum, the CPU randomly selects and deals a hand of fiveplaying cards 106 from a deck. The cards are dealt face up so that their numbers and suits are visible to the player. The player may then select which of theplaying cards 106 to hold and accordingly which of the playing cards to discard by either pressing “hold”keys 108 associated with therespective cards 106 or touching thecards 106 themselves. When the “hold” key 108 or associated card is touched, the “hold” indicia on the “hold” key 108 transforms from “hold” to “held” to indicate that the card will be held. After the player makes his/her selections, the player presses a “draw”key 110. - The CPU, in turn, replaces the discarded cards with cards randomly selected and dealt from the remaining cards in the deck. The replacement cards are dealt face up so that their numbers and suits are visible to the player. The CPU provides an award to the player based on the resulting hand. A possible pay table for the Jacks or Better poker game appears below:
Hand Pay Royal Flush 250 Straight Flush 50 4 of a Kind 25 Full House 9 Flush 6 Straight 4 3 of a Kind 3 2 Pair 2 Jacks or Better 1 - FIG. 8 is a display image showing history information indicative of outcomes of random events that were generated in a plurality of prior plays of the poker game. Specifically, the history information is indicative of playing cards selected by the CPU in the plurality of prior plays. The player may access the history information by pressing a “history” key112 on the main display image in FIG. 7. The history information includes a first frequency table 120 listing possible winning poker hands and the number of occurrences of each hand in the plurality of prior plays. The history information includes a second frequency table 122 listing possible card suits and the number of occurrences of each suit in the plurality of prior plays. The history information includes a third frequency table 124 listing possible card ranks (i.e., Ace through King) and the number of occurrences of each rank in the plurality of prior plays. Finally, the history information includes a fourth frequency table 126 listing possible playing cards (both suit and rank) and the number of occurrences of each card on the deal and on the draw in the plurality of prior plays. The history information also includes “hot” lists 128 of the most frequent playing cards selected by the CPU on the deal and on the draw in the plurality of prior plays. If desired, similar “hot” lists may be provided for winning poker hands, card suits, and card ranks. The player may return to the poker game by pressing a “back to game”
key 130. - FIG. 9 is a display image associated with a reel slot game conducted on the gaming machine. To play the slot game, a player places a wager using a “bet one”
key 140 or a “max bet”key 142. In response to pressing the “max bet”key 142, or a “spin reels”key 144 for a wager less than the maximum, the CPU spins and randomly stops a plurality of symbol-bearingreels 146 to place symbols on thereels 146 in visual association with at least onepay line 148. Additional pay lines may be provided, in which case the player is allowed to wager on more than one pay line. - The slot game may be a hold-and-respin game that permits the player to hold the results of one or
more reels 146 and spin the remaining reels a second time in an attempt to improve the result. The player may select which of thereels 146 to hold and accordingly which of thereels 146 to respin by pressing “hold”keys 150 associated with therespective reels 146. When the “hold” key 150 is touched, the “hold” indicia on the “hold” key 150 transforms from “hold” to “held” to indicate that the reel will be held. After the player makes his/her selections, the player presses the “spin reels”key 144. The CPU, in turn, respins and stops the unheld reels to place replacement symbols on these reels in visual association with thepay line 148. The CPU provides an award to the player based on the resulting combination of symbols along thepay line 148. For the sake of simplicity in illustrating the present invention, a possible pay table for the slot game appears below:Symbol Combination Pay 7 7 7 50 Bell Bell Bell 20 Cherry Cherry Cherry 10 Blank Blank Blank 1 - FIG. 10 is a display image showing history information indicative of outcomes of random events that were generated in a plurality of prior plays of the reel slot game. Specifically, the history information is indicative of reel symbols landing along the
pay line 148 in the plurality of prior plays. The player may access the history information by pressing a “history” key 152 on the main display image in FIG. 9. The history information includes a first frequency table 160 listing possible winning symbol combinations and the number of occurrences of each combination in the plurality of prior plays. The history information includes a second frequency table 162 listing possible reel symbols on re-spin and the number of occurrences of each reel symbol along thepay line 148 on the re-spin in the plurality of prior plays. If desired, “hot” lists may be provided for winning symbol combinations and/or reel symbols especially if there is a large variety of either item. The player may return to the slot game by pressing a “back to game”key 164. - The history display of the present invention offers a number of significant advantages. First, the history display assists in gaining the trust of players who perceive gaming machines as manipulating the probabilities in their own favor. The history display serves as an accounting of recent plays and may reassure players that the machine does, in fact, pay out. For more sophisticated players, the history display may even serve as evidentiary proof of the math and pay tables underlying the game. Second, the history display serves as a powerful psychological tool that can take advantage of player perceptions. The history display communicates information indicative of past outcomes without requiring a player to witness the machine over an extended period of time. Based on this information, the player may perceive the machine or certain outcomes to be “hot” or “cold” or due to hit and make his/her play decisions accordingly. The history display subtly encourages players to strategize their play and alter their play strategies from the norm. For example, in the case of machines attached to progressive jackpots or large jackpot giveaways, on the one hand some players may avoid such machines because they do not believe the jackpots to be achievable. On the other hand, some players may gravitate toward such machines when they believe the jackpot is due to hit. The history display may communicate to players when the last jackpot occurred, thereby providing players with a psychological benefit that the jackpot is achievable and/or is due to hit.
- While the present invention has been described with reference to one or more particular embodiments, those skilled in the art will recognize that many changes may be made thereto without departing from the spirit and scope of the present invention.
- For example, the number of plays in the plurality of prior plays may be a fixed number as illustrated, or may be varied by the player.
- Instead of or in addition to showing the frequency of outcomes, the history information may include time interval information showing an amount of time elapsed since certain specified outcomes last occurred. Each specified outcome, such as a symbol combination in a slot game, may be associated with a respective timer counting up from 00:00:00:00 (i.e., days, hours, minutes, seconds):
Symbol Combination Last Hit 7 7 7 00:03:26:10 Bell Bell Bell 00:00:17:54 Cherry Cherry Cherry 00:00:03:27 Blank Blank Blank 00:00:01:19 - Upon the occurrence of one of the specified outcomes, the respective timer for that outcome is reset to zero. If the outcomes are scrolled across the main display or a secondary display, the outcomes may be scrolled in descending order (as they appear, for example, in a pay table) or in a random order. After a certain amount of time, the scrolled information may appear as follows: “. . . 7, 7, 7 last hit 00:03:26:10 Bell, Bell, Bell last hit 00:00:17:54 Cherry, Cherry, Cherry last hit 00:00:03:27 . . . ” The timers continue to count up during the scroll. Each timer may track the total real time or the total playing time (with coin-in) elapsed since the associated outcome last occurred.
- Certain outcomes, such as less desirable outcomes and outcomes that yield lower awards, may not be tracked and may therefore be exempted from the scrolled information. In the case of a slot game, for example, the history information may track only the highest paying symbol combination(s), combinations that trigger progressive jackpots or jackpot giveaways, symbols that are part of the highest paying symbol combination(s), symbols that pay individually, and symbols that trigger a bonus or bonus feature.
- A gaming machine may track and display a predetermined or variable number of past outcomes and integrate such outcomes into the play of the game. For example, in the case of a slot game, the machine may track a predetermined number (e.g., five) of past winning symbol combinations, display the past winning combinations on a secondary video display, and provide a “repeat win” bonus to the player if a current play of the game yields one of the past winning combinations shown on the secondary display. The “repeat win” bonus may, for example, be a secondary game feature, a credit amount, or multiplication of the normal payout for the winning combination by a multiplier.
- Past winning combinations may enter and leave the secondary display in a first-in, first-out (FIFO) scheme, random scheme, or a ranked/priority scheme where winning combinations remain on the display for different periods of time based on such factors as probability of occurrence, payout value, previous “repeat win” bonuses, etc. A past winning combination on the secondary display may be immediately removed from the display in response to a “repeat win” bonus involving that combination, or may remain on the display until removed by virtue of normal operation of the selected scheme. After a player terminates his/her game session, the secondary display may reset to display no past winning combinations or a predetermined starting set of winning combinations.
- The “repeat win” bonus may vary for different winning combinations. For example, if the “repeat win” bonus is multiplication of the normal payout for a winning combination by a multiplier, the multiplier may vary with the probability of achieving the winning combination such that, for example, the lower the probability of achieving the winning combination, the higher the multiplier. The multiplier for repeating a less probable winning combination of 7, 7, 7 shown on the secondary display may be 10×, while the multiplier for repeating a more probable winning combination of Cherry, Cherry, Cherry may be 3×. If a current play of the game yields a winning combination that appears more than once on the secondary display, the “repeat win” bonus may enhanced, e.g., repeated by the number of times that the winning combination appears on the display.
- Instead of only tracking past winning outcomes on the secondary display, the history information may track past losing outcomes, any past outcomes (winning or losing), past symbols, or other past events and provide a “repeat event” bonus to the player if a current play yields one of the past events shown on the secondary display.
- Each of these embodiments and obvious variations thereof is contemplated as falling within the spirit and scope of the claimed invention, which is set forth in the following claims:
Claims (34)
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AU2009201936B2 (en) | 2011-01-20 |
US9613499B2 (en) | 2017-04-04 |
US20040053662A1 (en) | 2004-03-18 |
US7744453B2 (en) | 2010-06-29 |
AU2009201936A1 (en) | 2009-06-04 |
US20100222130A1 (en) | 2010-09-02 |
AU2003246066A1 (en) | 2004-04-01 |
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