US20110237322A1 - Keno-based wagering game having a game-termination feature - Google Patents

Keno-based wagering game having a game-termination feature Download PDF

Info

Publication number
US20110237322A1
US20110237322A1 US12/671,704 US67170408A US2011237322A1 US 20110237322 A1 US20110237322 A1 US 20110237322A1 US 67170408 A US67170408 A US 67170408A US 2011237322 A1 US2011237322 A1 US 2011237322A1
Authority
US
United States
Prior art keywords
symbols
game
symbol
player
keno
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US12/671,704
Inventor
Dion K. Aoki
Alfred Thomas
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
LNW Gaming Inc
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to US12/671,704 priority Critical patent/US20110237322A1/en
Assigned to WMS GAMING INC. reassignment WMS GAMING INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: AOKI, DION, THOMAS, ALFRED
Publication of US20110237322A1 publication Critical patent/US20110237322A1/en
Assigned to BANK OF AMERICA, N.A., AS COLLATERAL AGENT reassignment BANK OF AMERICA, N.A., AS COLLATERAL AGENT SECURITY AGREEMENT Assignors: SCIENTIFIC GAMES INTERNATIONAL, INC., WMS GAMING INC.
Assigned to BALLY GAMING, INC. reassignment BALLY GAMING, INC. MERGER (SEE DOCUMENT FOR DETAILS). Assignors: WMS GAMING INC.
Assigned to SG GAMING, INC. reassignment SG GAMING, INC. CHANGE OF NAME (SEE DOCUMENT FOR DETAILS). Assignors: BALLY GAMING, INC.
Assigned to WMS GAMING INC., DON BEST SPORTS CORPORATION, BALLY GAMING, INC., SCIENTIFIC GAMES INTERNATIONAL, INC. reassignment WMS GAMING INC. RELEASE BY SECURED PARTY (SEE DOCUMENT FOR DETAILS). Assignors: BANK OF AMERICA, N.A.
Abandoned legal-status Critical Current

Links

Images

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3216Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
    • G07F17/3218Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects wherein at least part of the system is portable
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games

Definitions

  • the present invention relates generally to gaming machines, and methods for playing keno-type wagering games, and more particularly, to a keno-based wagering game having a game-termination feature.
  • Gaming machines such as slot machines, video poker machines, keno machine, and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are likely to be attracted to the most entertaining and exciting machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines, features, and enhancements available because such machines attract frequent play and hence increase profitability to the operator. Therefore, there is a continuing need for gaming machine manufacturers to continuously develop new games and improved gaming enhancements that will attract frequent play through enhanced entertainment value to the player.
  • bonus game may comprise any type of game, either similar to or completely different from the basic game, which is entered upon the occurrence of a selected event or outcome in the basic game.
  • bonus games provide a greater expectation of winning than the basic game and may also be accompanied with more attractive or unusual video displays and/or audio.
  • Bonus games may additionally award players with “progressive jackpot” awards that are funded, at least in part, by a percentage of coin-in from the gaming machine or a plurality of participating gaming machines. Because the bonus game concept offers tremendous advantages in player appeal and excitement relative to other known games, and because such games are attractive to both players and operators, there is a continuing need to develop gaming machines with new types of bonus games to satisfy the demands of players and operators.
  • Some wagering games are keno games and involve players choosing a plurality of numbers on an electronic number board.
  • Most keno games include electronic number boards of eighty numbers, and a player selects a set subset (usually seven numbers or less) of these eighty numbers. The selected numbers apply to a plurality of game cards being played by the player.
  • Balls containing the numbers are then usually randomly selected from a hopper. If the numbers on the randomly selected balls match one or more of the player's selected numbers, the player has achieved a “hit.” Typically, a player is awarded credits for achieving three or more hits per card.
  • the number boards and game cards may be electronic representations of a number board and a game card, and the hopper may be an electronic version of a hopper such that the keno game can be performed by a gaming terminal.
  • a method of playing a keno-type wagering game includes conducting the keno-type wagering game at a gaming terminal.
  • the keno-type wagering game has at least one game card to be played by a player and a plurality of symbols to be selected during the keno-type wagering game.
  • the plurality of symbols includes at least one game-termination symbol and a plurality of other symbols. At least some of the plurality of symbols are displayed on a display on the gaming terminal.
  • a first set of symbols is selected from the plurality of other symbols and the first set is associated with at least one game card.
  • a second set of symbols is randomly selected from the plurality of symbols.
  • the random selection of second set of symbols is terminated upon a random selection of a predetermined quantity of the game-termination symbols. After terminating, the player is awarded a winning award in response to at least one of the symbols of the second set matching a symbol from the first set.
  • a gaming system for playing a keno-type wagering game comprises an input device for receiving inputs from a player and at least one display for displaying a plurality of symbols associated with the keno-type wagering game.
  • the plurality of symbols includes at least one game-termination symbol and a plurality of other symbols.
  • the at least one display further displays a game card indicating a first set of symbols selected by the player from the plurality of other symbols via the input device.
  • a controller is coupled to the input device and the at least on display, and is operative to randomly select a second set of symbols from the plurality of symbols. The random selection continues until the at least one game-termination symbol is selected.
  • the player is awarded an award in response to at least one of the symbols from the second set matching a symbol shown from said first set.
  • a method of playing a keno-type wagering game comprises conducting the keno-type wagering game at a gaming terminal.
  • the keno-type wagering game has a game card and a plurality of symbols to be selected during the keno-type wagering game.
  • the plurality of symbols includes at least one game-termination symbol and a plurality of other symbols. At least some of the plurality of symbols are displayed in at least one hopper on a display on the gaming terminal.
  • a first subset of symbols is selected from the plurality of other symbols that are associated with the game card.
  • a plurality of second subsets of symbols are randomly selected from the plurality of symbols.
  • Random selection is terminated for any one of the second subsets of symbols upon a random selection of a predetermined quantity of the game-termination symbols. After the termination, the player is awarded a winning award in response to at least one of the symbols of the second subsets matching a symbol from the first subset.
  • FIG. 1 a is a perspective view of a gaming machine according to an embodiment of the present invention.
  • FIG. 1 b is a perspective view of a handheld gaming machine according to an embodiment of the present invention.
  • FIG. 2 is a block diagram of a control system suitable for operating the gaming machine of FIGS. 1 a and 1 b;
  • FIG. 3 illustrates a screen of a wagering game according to an embodiment of the present invention.
  • FIG. 4 illustrate another screen of a wagering game according to an embodiment of the present invention.
  • a gaming machine 10 is used in gaming establishments such as casinos.
  • the gaming machine 10 may be any type of gaming machine and may have varying structures and methods of operation.
  • the gaming machine 10 may be an electromechanical gaming machine configured to play mechanical slots, or it may be an electronic gaming machine configured to play a video casino game, such as slots, keno, poker, blackjack, roulette, etc.
  • the gaming machine 10 comprises a housing 12 and includes input devices, including a value input device 18 and a player input device 24 .
  • the gaming machine 10 includes a primary display 14 for displaying information about the basic wagering game.
  • the primary display 14 can also display information about a bonus wagering game and a progressive wagering game.
  • the gaming machine 10 may also include a secondary display 16 for displaying game events, game outcomes, and/or signage information. While these typical components found in the gaming machine 10 are described below, it should be understood that numerous other elements may exist and may be used in any number of combinations to create various forms of a gaming machine 10 .
  • the value input device 18 may be provided in many forms, individually or in combination, and is preferably located on the front of the housing 12 .
  • the value input device 18 receives currency and/or credits that are inserted by a player.
  • the value input device 18 may include a coin acceptor 20 for receiving coin currency (see FIG. 1 a ).
  • the value input device 18 may include a bill acceptor 22 for receiving paper currency.
  • the value input device 18 may include a ticket reader, or barcode scanner, for reading information stored on a credit ticket, a card, or other tangible portable credit storage device.
  • the credit ticket or card may also authorize access to a central account, which can transfer money to the gaming machine 10 .
  • the player input device 24 comprises a plurality of push buttons 26 on a button panel for operating the gaming machine 10 .
  • the player input device 24 may comprise a touch screen 28 mounted by adhesive, tape, or the like over the primary display 14 and/or secondary display 16 .
  • the touch screen 28 contains soft touch keys 30 denoted by graphics on the underlying primary display 14 and used to operate the gaming machine 10 .
  • the touch screen 28 provides players with an alternative method of input. A player enables a desired function either by touching the touch screen 28 at an appropriate touch key 30 or by pressing an appropriate push button 26 on the button panel.
  • the touch keys 30 may be used to implement the same functions as push buttons 26 .
  • the push buttons 26 may provide inputs for one aspect of the operating the game, while the touch keys 30 may allow for input needed for another aspect of the game.
  • the various components of the gaming machine 10 may be connected directly to, or contained within, the housing 12 , as seen in FIG. 1 a , or may be located outboard of the housing 12 and connected to the housing 12 via a variety of different wired or wireless connection methods.
  • the gaming machine 10 comprises these components whether housed in the housing 12 , or outboard of the housing 12 and connected remotely.
  • the operation of the basic wagering game is displayed to the player on the primary display 14 .
  • the primary display 14 can also display the bonus game associated with the basic wagering game.
  • the primary display 14 may take the form of a cathode ray tube (CRT), a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the gaming machine 10 .
  • the primary display 14 includes the touch screen 28 overlaying the entire display (or a portion thereof) to allow players to make game-related selections.
  • the primary display 14 of the gaming machine 10 may include a number of mechanical reels to display the outcome in visual association with at least one payline 32 .
  • the gaming machine 10 is an “upright” version in which the primary display 14 is oriented vertically relative to the player.
  • the gaming machine may be a “slant-top” version in which the primary display 14 is slanted at about a thirty-degree angle toward the player of the gaming machine 10 .
  • a player begins play of the basic wagering game by making a wager via the value input device 18 of the gaming machine 10 .
  • a player can select play by using the player input device 24 , via the buttons 26 or the touch screen keys 30 .
  • the basic game consists of a plurality of symbols arranged in an array, and includes at least one payline 32 that indicates one or more outcomes of the basic game. Such outcomes are randomly selected in response to the wagering input by the player. At least one of the plurality of randomly-selected outcomes may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
  • the gaming machine 10 may also include a player information reader 52 that allows for identification of a player by reading a card with information indicating his or her true identity.
  • the player information reader 52 is shown in FIG. 1 a as a card reader, but may take on many forms including a ticket reader, bar code scanner, RFID transceiver or computer readable storage medium interface.
  • identification is generally used by casinos for rewarding certain players with complimentary services or special offers. For example, a player may be enrolled in the gaming establishment's loyalty club and may be awarded certain complimentary services as that player collects points in his or her player-tracking account. The player inserts his or her card into the player information reader 52 , which allows the casino's computers to register that player's wagering at the gaming machine 10 .
  • the gaming machine 10 may use the secondary display 16 or other dedicated player-tracking display for providing the player with information about his or her account or other player-specific information. Also, in some embodiments, the information reader 52 may be used to restore game assets that the player achieved and saved during a previous game session.
  • the handheld gaming machine 110 is preferably an electronic gaming machine configured to play a video casino game such as, but not limited to, slots, keno, poker, blackjack, and roulette.
  • the handheld gaming machine 110 comprises a housing or casing 112 and includes input devices, including a value input device 118 and a player input device 124 .
  • the handheld gaming machine 110 includes, but is not limited to, a primary display 114 , a secondary display 116 , one or more speakers 117 , one or more player-accessible ports 119 (e.g., an audio output jack for headphones, a video headset jack, etc.), and other conventional I/O devices and ports, which may or may not be player-accessible.
  • the handheld gaming machine 110 comprises a secondary display 116 that is rotatable relative to the primary display 114 .
  • the optional secondary display 116 may be fixed, movable, and/or detachable/attachable relative to the primary display 114 .
  • Either the primary display 114 and/or secondary display 116 may be configured to display any aspect of a non-wagering game, wagering game, secondary games, bonus games, progressive wagering games, group games, shared-experience games or events, game events, game outcomes, scrolling information, text messaging, emails, alerts or announcements, broadcast information, subscription information, and handheld gaming machine status.
  • the player-accessible value input device 118 may comprise, for example, a slot located on the front, side, or top of the casing 112 configured to receive credit from a stored-value card (e.g., casino card, smart card, debit card, credit card, etc.) inserted by a player.
  • a stored-value card e.g., casino card, smart card, debit card, credit card, etc.
  • the player-accessible value input device 118 may comprise a sensor (e.g., an RF sensor) configured to sense a signal (e.g., an RF signal) output by a transmitter (e.g., an RF transmitter) carried by a player.
  • the player-accessible value input device 118 may also or alternatively include a ticket reader, or barcode scanner, for reading information stored on a credit ticket, a card, or other tangible portable credit or funds storage device.
  • the credit ticket or card may also authorize access to a central account, which can transfer money to the handheld gaming machine 110 .
  • Still other player-accessible value input devices 118 may require the use of touch keys 130 on the touch-screen display (e.g., primary display 114 and/or secondary display 116 ) or player input devices 124 .
  • touch keys 130 on the touch-screen display e.g., primary display 114 and/or secondary display 116
  • player input devices 124 Upon entry of player identification information and, preferably, secondary authorization information (e.g., a password, PIN number, stored value card number, predefined key sequences, etc.), the player may be permitted to access a player's account.
  • secondary authorization information e.g., a password, PIN number, stored value card number, predefined key sequences, etc.
  • the handheld gaming machine 110 may be configured to permit a player to only access an account the player has specifically set up for the handheld gaming machine 110 .
  • the player-accessible value input device 118 may itself comprise or utilize a biometric player information reader which permits the player to access available funds on a player's account, either alone or in combination with another of the aforementioned player-accessible value input devices 118 .
  • the player-accessible value input device 118 comprises a biometric player information reader
  • transactions such as an input of value to the handheld device, a transfer of value from one player account or source to an account associated with the handheld gaming machine 110 , or the execution of another transaction, for example, could all be authorized by a biometric reading, which could comprise a plurality of biometric readings, from the biometric device.
  • a transaction may be optionally enabled only by a two-step process in which a secondary source confirms the identity indicated by a primary source.
  • a player-accessible value input device 118 comprising a biometric player information reader may require a confirmatory entry from another biometric player information reader 152 , or from another source, such as a credit card, debit card, player ID card, fob key, PIN number, password, hotel room key, etc.
  • a transaction may be enabled by, for example, a combination of the personal identification input (e.g., biometric input) with a secret PIN number, or a combination of a biometric input with a fob input, or a combination of a fob input with a PIN number, or a combination of a credit card input with a biometric input.
  • the personal identification input e.g., biometric input
  • a secret PIN number e.g., biometric input
  • a biometric input with a fob input e.g., a secret PIN number
  • a biometric input e.g., biometric input
  • fob input e.g., a combination of a fob input with a PIN number
  • a credit card input e.g., debit card
  • biometric input device 118 may be provided remotely from the handheld gaming machine 110 .
  • the player input device 124 comprises a plurality of push buttons on a button panel for operating the handheld gaming machine 110 .
  • the player input device 124 may comprise a touch screen 128 mounted to a primary display 114 and/or secondary display 116 .
  • the touch screen 128 is matched to a display screen having one or more selectable touch keys 130 selectable by a user's touching of the associated area of the screen using a finger or a tool, such as a stylus pointer.
  • a player enables a desired function either by touching the touch screen 128 at an appropriate touch key 130 or by pressing an appropriate push button 126 on the button panel.
  • the touch keys 130 may be used to implement the same functions as push buttons 126 .
  • the push buttons may provide inputs for one aspect of the operating the game, while the touch keys 130 may allow for input needed for another aspect of the game.
  • the various components of the handheld gaming machine 110 may be connected directly to, or contained within, the casing 112 , as seen in FIG. 1 b , or may be located outboard of the casing 112 and connected to the casing 112 via a variety of hardwired (tethered) or wireless connection methods.
  • the handheld gaming machine 110 may comprise a single unit or a plurality of interconnected parts (e.g., wireless connections) which may be arranged to suit a player's preferences.
  • the operation of the basic wagering game on the handheld gaming machine 110 is displayed to the player on the primary display 114 .
  • the primary display 114 can also display the bonus game associated with the basic wagering game.
  • the primary display 114 preferably takes the form of a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the handheld gaming machine 110 .
  • the size of the primary display 114 may vary from, for example, about a 2-3′′ display to a 15′′ or 17′′ display. In at least some aspects, the primary display 114 is a 7′′-10′′ display. As the weight of and/or power requirements of such displays decreases with improvements in technology, it is envisaged that the size of the primary display may be increased.
  • coatings or removable films or sheets may be applied to the display to provide desired characteristics (e.g., anti-scratch, anti-glare, bacterially-resistant and anti-microbial films, etc.).
  • the primary display 114 and/or secondary display 116 may have a 16:9 aspect ratio or other aspect ratio (e.g., 4:3).
  • the primary display 114 and/or secondary display 116 may also each have different resolutions, different color schemes, and different aspect ratios.
  • a player begins play of the basic wagering game on the handheld gaming machine 110 by making a wager (e.g., via the value input device 18 or an assignment of credits stored on the handheld gaming machine via the touch screen keys 130 , player input device 124 , or buttons 126 ) on the handheld gaming machine 110 .
  • the basic game may comprise a plurality of symbols arranged in an array, and includes at least one payline 132 that indicates one or more outcomes of the basic game. Such outcomes are randomly selected in response to the wagering input by the player. At least one of the plurality of randomly selected outcomes may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
  • the player-accessible value input device 118 of the handheld gaming machine 110 may double as a player information reader 152 that allows for identification of a player by reading a card with information indicating the player's identity (e.g., reading a player's credit card, player ID card, smart card, etc.).
  • the player information reader 152 may alternatively or also comprise a bar code scanner, RFID transceiver or computer readable storage medium interface.
  • the player information reader 152 shown by way of example in FIG. 1 b , comprises a biometric sensing device.
  • a central processing unit (CPU) 34 also referred to herein as a controller or processor (such as a microcontroller or microprocessor).
  • the controller 34 executes one or more game programs stored in a computer readable storage medium, in the form of memory 36 .
  • the controller 34 performs the random selection (using a random number generator (RNG)) of an outcome from the plurality of possible outcomes of the wagering game.
  • RNG random number generator
  • the random event may be determined at a remote controller.
  • the remote controller may use either an RNG or pooling scheme for its central determination of a game outcome.
  • the controller 34 may include one or more microprocessors, including but not limited to a master processor, a slave processor, and a secondary or parallel processor.
  • the controller 34 is also coupled to the system memory 36 and a money/credit detector 38 .
  • the system memory 36 may comprise a volatile memory (e.g., a random-access memory (RAM)) and a non-volatile memory (e.g., an EEPROM).
  • RAM random-access memory
  • EEPROM non-volatile memory
  • the system memory 36 may include multiple RAM and multiple program memories.
  • the money/credit detector 38 signals the processor that money and/or credits have been input via the value input device 18 .
  • these components are located within the housing 12 of the gaming machine 10 . However, as explained above, these components may be located outboard of the housing 12 and connected to the remainder of the components of the gaming machine 10 via a variety of different wired or wireless connection methods.
  • the controller 34 is also connected to, and controls, the primary display 14 , the player input device 24 , and a payoff mechanism 40 .
  • the payoff mechanism 40 is operable in response to instructions from the controller 34 to award a payoff to the player in response to certain winning outcomes that might occur in the basic game or the bonus game(s).
  • the payoff may be provided in the form of points, bills, tickets, coupons, cards, etc.
  • the payoff mechanism 40 includes both a ticket printer 42 and a coin outlet 44 .
  • any of a variety of payoff mechanisms 40 well known in the art may be implemented, including cards, coins, tickets, smartcards, cash, etc.
  • the payoff amounts distributed by the payoff mechanism 40 are determined by one or more pay tables stored in the system memory 36 .
  • I/O circuits 46 , 48 Communications between the controller 34 and both the peripheral components of the gaming machine 10 and external systems 50 occur through input/output (I/O) circuits 46 , 48 . More specifically, the controller 34 controls and receives inputs from the peripheral components of the gaming machine 10 through the input/output circuits 46 . Further, the controller 34 communicates with the external systems 50 via the I/O circuits 48 and a communication path (e.g., serial, parallel, IR, RC, 10 bT, etc.). The external systems 50 may include a gaming network, other gaming machines, a gaming server, communications hardware, or a variety of other interfaced systems or components. Although the I/O circuits 46 , 48 may be shown as a single block, it should be appreciated that each of the I/O circuits 46 , 48 may include a number of different types of I/O circuits.
  • Controller 34 comprises any combination of hardware, software, and/or firmware that may be disposed or resident inside and/or outside of the gaming machine 10 that may communicate with and/or control the transfer of data between the gaming machine 10 and a bus, another computer, processor, or device and/or a service and/or a network.
  • the controller 34 may comprise one or more controllers or processors. In FIG. 2 , the controller 34 in the gaming machine 10 is depicted as comprising a CPU, but the controller 34 may alternatively comprise a CPU in combination with other components, such as the I/O circuits 46 , 48 and the system memory 36 .
  • the controller 34 may reside partially or entirely inside or outside of the machine 10 .
  • the control system for a handheld gaming machine 110 may be similar to the control system for the free standing gaming machine 10 except that the functionality of the respective on-board controllers may vary.
  • the gaming machines 10 , 110 may communicate with external systems 50 (in a wired or wireless manner) such that each machine operates as a “thin client,” having relatively less functionality, a “thick client,” having relatively more functionality, or through any range of functionality therebetween (e.g., a “rich client”).
  • a “thin client” the gaming machine may operate primarily as a display device to display the results of gaming outcomes processed externally, for example, on a server as part of the external systems 50 .
  • the server executes game code and determines game outcomes (e.g., with a random number generator), while the controller 34 on board the gaming machine processes display information to be displayed on the display(s) of the machine.
  • the server determines game outcomes, while the controller 34 on board the gaming machine executes game code and processes display information to be displayed on the display(s) of the machines.
  • the controller 34 on board the gaming machine 110 executes game code, determines game outcomes, and processes display information to be displayed on the display(s) of the machine.
  • Numerous alternative configurations are possible such that the aforementioned and other functions may be performed onboard or external to the gaming machine as may be necessary for particular applications.
  • the gaming machines 10 , 110 may take on a wide variety of forms such as a free standing machine, a portable or handheld device primarily used for gaming, a mobile telecommunications device such as a mobile telephone or personal daily assistant (PDA), a counter top or bar top gaming machine, or other personal electronic device such as a portable television, MP 3 player, entertainment device, etc.
  • a mobile telecommunications device such as a mobile telephone or personal daily assistant (PDA), a counter top or bar top gaming machine, or other personal electronic device such as a portable television, MP 3 player, entertainment device, etc.
  • PDA personal daily assistant
  • other personal electronic device such as a portable television, MP 3 player, entertainment device, etc.
  • WLAN wireless local area network
  • WPAN wireless personal area networks
  • WMAN wireless metropolitan area network
  • WWAN wireless wide area network
  • IEEE Institute of Electrical and Electronics Engineers 802.11 family of WLAN standards, IEEE 802.11i, IEEE 802.11r (under development), IEEE 802.11w (under development), IEEE 802.15.1 (Bluetooth), IEEE 802.12.3, etc.
  • a WLAN in accord with at least some aspects of the present concepts comprises a robust security network (RSN), a wireless security network that allows the creation of robust security network associations (RSNA) using one or more cryptographic techniques, which provides one system to avoid security vulnerabilities associated with IEEE 802.11 (the Wired Equivalent Privacy (WEP) protocol).
  • RSN robust security network
  • RSNA robust security network associations
  • WEP Wired Equivalent Privacy
  • Constituent components of the RSN may comprise, for example, stations (STA) (e.g., wireless endpoint devices such as laptops, wireless handheld devices, cellular phones, handheld gaming machine 110 , etc.), access points (AP) (e.g., a network device or devices that allow(s) an STA to communicate wirelessly and to connect to a(nother) network, such as a communication device associated with I/O circuit(s) 48 ), and authentication servers (AS) (e.g., an external system 50 ), which provide authentication services to STAs.
  • STA stations
  • AP access points
  • AS authentication servers
  • Information regarding security features for wireless networks may be found, for example, in the National Institute of Standards and Technology (NIST), Technology Administration U.S.
  • Exemplary embodiments of the wagering game described herein include the free standing gaming machine 10 and the handheld gaming machine 110 . Certain embodiments can also include large-scale gaming systems that may further include gaming terminals or various combinations of gaming machines and gaming terminals.
  • the primary display 14 includes an electronic (e.g., simulated) hopper 60 containing symbols 62 .
  • the symbols 62 can include electronic (e.g., simulated) balls numbered 1 through 40 (e.g., element 62 a ), smiley-face symbols (e.g., element 62 b ) and frowning-face symbols (e.g., element 62 c ).
  • the smiley-face symbol 62 b can be associated with a positive event for a player such as a wild symbol or a bonus symbol.
  • the frowning-face symbol 62 c can be associated with a negative event for a player such as the termination of a game (e.g., a game-termination symbol) or simply the loss of not receiving a numbered ball that can be matched to increase the players odds of winning.
  • a negative event for a player such as the termination of a game (e.g., a game-termination symbol) or simply the loss of not receiving a numbered ball that can be matched to increase the players odds of winning.
  • a plurality of electronic game cards 70 a - g are shown to the right of the electronic hopper 60 .
  • a quick-pick button 80 On the bottom of the primary display 14 , a quick-pick button 80 , a bet-one button 82 , a max-bet button 84 , a play button 86 , a quick-pick-max-play button 88 , and a games button 90 can be included.
  • the buttons 80 - 90 can be permanent buttons or touch screen buttons.
  • the buttons 80 - 90 are not required for the gaming machine 10 and more or less functionality from buttons may be incorporated.
  • a player selects how many of the electronic game cards 70 a - f to play by activating the games button 90 until the player reaches the number of electronic game cards 70 a - g she or he desires to play. The player then chooses how much to wager on all of the selected electronic game cards 70 a - g by activating either the max-bet button 84 or the bet-one button 82 .
  • the max-bet button 84 places the maximum wager (in this embodiment, 10 credits) on each game card 70 a - g being played.
  • the bet-one button 82 allows the player to choose a wager less than the maximum up to the allowable maximum bet.
  • the player selects a predetermined quantity of a plurality of numbers (for example, seven, in the illustrated embodiment) for each of the electronic game cards 70 a - g using an electronic number board (not shown) or by selecting numbers directly on each card 70 a - g .
  • a predetermined quantity of a plurality of numbers for example, seven, in the illustrated embodiment
  • the player selected the numbers 1, 3, 12, 23, 29, 37, and 40 for electronic game card 70 a.
  • the player selected the numbers 4, 8, 11, 21, 26, 31, and 35 for electronic game card 70 b.
  • the same numbers may be chosen for each of the electronic game cards 70 a - g . In other embodiments, the player may choose different numbers for each of the game cards 70 a - g.
  • the player could let the gaming machine 10 randomly choose the numbers by selecting the quick-pick button 80 .
  • the player can select the play button 90 .
  • the player can choose to make a wager, have the numbers chosen, and select to play all of the electronic game cards 70 a - f by pressing the quick-pick-max-play button 88 .
  • the chosen numbers can be indicated on an electronic number board or on the electronic game cards 70 a - g with circles, X's or other identifiers showing the selected numbers. In some embodiments, the numbers can be highlighted on the electronic game cards 70 a - g .
  • the player's objective is to match the selected number on the cards 70 a - g with numbers from the hopper 60 .
  • up to ten electronic symbols 62 are randomly selected from the electronic hopper 60 . If ten are chosen, the player's chances for a match are increased.
  • five electronic symbols 62 were randomly selected including four electronic balls 62 a (numbered 8, 21, 11, and 4) along with frowning-face symbol 62 c. While a maximum of ten electronic symbols 62 could have been selected, only five symbols 62 were selected in this particular game because the selection of frowning-face symbol 62 c terminated further selection of electronic symbols 62 .
  • Frowning-face symbol 62 c in this embodiment is a game-termination symbol.
  • the randomly selected electronic symbols 62 from the hopper 60 can be displayed in an electronic chute 64 attached to the hopper 60 and/or on the electronic game card 70 a - g .
  • no number match, or hit, occurred in Game #1 and Game #7 that is, electronic game cards 70 a and 70 g .
  • a single number hit occurred for Game #3, Game #4, and Game #5, that is, electronic game cards 70 c - e .
  • the only winning card for which an award was received by the player was for Game #2, in electronic game card 70 b.
  • the primary display 14 of a wagering game is shown in more detail.
  • the basic game is also a keno game.
  • the primary display 14 includes two electronic number boards 160 a, 160 b , containing the numbers 1-40.
  • Traditional keno games include 80 numbers, making the odds of winning more difficult.
  • a plurality of electronic game cards 170 a - f and a bonus electronic game card 170 g are shown to the right of the electronic number boards 160 a, 160 b.
  • the player After making a wager, such as described for FIG. 3 , the player selects a plurality of numbers (up to seven) from the electronic number boards 160 a, 160 b.
  • the same numbers are chosen for each of the electronic game cards 170 a - g (including the bonus game played on the bonus-electronic-game card 170 g, if being played, as described below).
  • the player may choose different numbers for each of the selected game cards 170 a - g .
  • the player could let the gaming machine 10 randomly choose the numbers by selecting a number of buttons or combination of button as described for FIG. 3 .
  • the chosen numbers are indicated on the electronic number boards 160 a, 160 b with circles 166 around or using some other identifier. In some embodiments, the numbers may also be highlighted on the electronic game cards 170 a - g.
  • up to twelve electronic symbols 180 including numbered balls 182 , frowning-face symbols 184 , and/or smiley-face symbols 186 can be chosen for each of the electronic game cards 170 a - g .
  • the first six electronic game cards 170 a - f are regular electronic game cards.
  • the seventh electronic game card 170 g is a bonus card that the player may play for free under the circumstances described below. Unlike in previous keno games, games can be played simultaneously.
  • the gaming machine 10 utilizes multiple hoppers, one for each electronic game card 170 a - g .
  • the multiple “electronic hoppers” are created by a controller 34 (e.g., the CPU) of the gaming machine 10 in that the CPU 34 randomly selects the symbols 180 for each electronic game card 170 a - g without representations of the hoppers being shown to the player.
  • the multiple “electronic hoppers” allow for the symbols 180 for each electronic game card 170 a - g to be selected at the same time.
  • representations of the multiple hoppers may be displayed on the primary display 14 . Because traditional keno games utilize only a single hopper, the play is often very slow, with only one number being chosen at a time.
  • up to twelve symbols 180 for a given electronic game card 170 a - g can be selected simultaneously or nearly simultaneously.
  • the number of symbols selected for an electronic game card 170 a - g may be limited to a predetermined maximum quantity of symbols that may be selected. The more symbols 180 selected the greater a player's chances of receiving a payout in a game.
  • the symbols 180 are sequentially chosen from an associated electronic hopper.
  • the rate of selection may be constant or may be varied.
  • the gaming machine 10 may add suspense to the game by choosing the first few symbols 180 rather quickly, but then slowing down the selection of the next few symbols 180 .
  • the period of time between each selection may get longer for each selection.
  • the period of time between the second selection and the third selection may be 11 ⁇ 2 times as long as the time between the first and second selection, while the time between the third and fourth selection may be twice as long as the time between the first and second selection, etc.
  • FIG. 4 shows the selected symbols 180 for each electronic game card 170 a - g on that electronic game card 170 a - g . If any of the randomly selected numbered balls 182 match a chosen number selected from the electronic number board 160 a, 160 b that number can be circled on that electronic game card 170 a - g , indicating a hit (i.e., a “match”). Also, an “x” can be indicated on the electronic game card 170 a - g for a chosen number that did not have match with a randomly selected numbered ball 182 . After all of the symbols 180 have been selected, the total number of credits won for all of the electronic game cards 170 a - g is displayed. The number of credits correlates to a pay table 190 , illustrated on the left side of the primary display 14 .
  • a game-termination symbol such as the frowning-face symbol 184 can be randomly selected from the hopper.
  • the selection of a frowning-face symbol 184 can cause the termination of any further selection of symbols 180 for a given electronic game card 170 a - g .
  • the selection of frowning-face symbol 184 can also lead to other outcomes, such as the conversion of the frowning-face symbol 184 into a bonus symbol, a multiplier symbol or a wild symbol.
  • the conversion can be shown by the replacement of the frowning-face symbol 184 with a smiley-face symbol 186 .
  • the first selected symbol is a frowning-face symbol 184 .
  • the selection of a frowning-face symbol 184 before the selection of a predetermined minimum number of symbols 180 allows further selection of symbols 180 .
  • at least four symbols 180 is the predetermined minimum quantity of symbols 180 that need to be selected for any given electronic game card 170 a - g .
  • a game-termination symbol such as a frowning-face symbol 184
  • the game-termination symbol can become a wild symbol (e.g., smiley-face symbol 186 ) as illustrated on electronic game card 170 b and 170 e.
  • the wild symbol results in an automatic “match” with a number on the electronic board 160 a, 160 b that does not match one of the randomly selected symbols.
  • the subsequent selection of a game-termination symbol terminates the further selection of symbols 180 for a given electronic game card 170 a - g.
  • a predetermined quantity of game-termination symbols can be established (for example, one or more than one) before random symbol selection is terminated and the game is ended.
  • a frowning-face symbol 184 was first selected followed by numbered balls 182 including 1, 5, 24, and 31 followed by another frowning-face symbol 184 .
  • the first frowning-face symbol causes the player to lose a possible match to a numbered ball and does not terminate the game, since it was selected prior to the minimum selection of four symbols.
  • the second frowning-face symbol 184 terminated the selection of additional symbols 180 .
  • the only match with the selected number 166 from the electronic number board was the number 24.
  • a bonus game is being played.
  • a game-termination symbol was randomly selected before the predetermined minimum quantity of symbols was selected.
  • the game-termination symbol then became a bonus symbol in which the bonus was a free game card 170 g.
  • four numbered balls 182 were randomly selected followed by a game-termination frowning-face symbol 184 which terminated any further selection of symbols for this game card 170 g.
  • a smiley-face symbol 184 can result in the award of a free game on the seventh, or bonus, electronic game card 170 g.
  • the free game is played on the seventh electronic game card 170 g in the next round or independently of future game rounds at a time chosen by the player.
  • the free game may provide a set payout, regardless of what the player wagers on the other electronic game cards.
  • the free game may provide a payout corresponding to the amount wagered on the electronic game card that included the smiley-face symbol 186 .
  • the payout of the free game may correspond to the amount being wagered on other electronic game cards 170 a - f.
  • a player if a player should achieve five or more hits on a single electronic game card 170 a - g , in addition to winning the credits in the pay table, the player is entered into a super bonus game or a progressive game.
  • the progressive jackpot is paid by each wager from a plurality of linked gaming terminals. The player would win a part or the entire progressive jackpot by getting a certain number of hits.
  • symbols can be something other than numbers.
  • symbols could include letters, pictures, diagrams, shapes, characters, or anything to uniquely identify a particular symbol.
  • a mechanical hopper can be used.
  • a mechanical hopper can be used to randomly drop selected symbols into a chute.
  • the mechanical hopper may be set up at a casino or at a remote location.
  • a video feed to a gaming terminal (or separate display) or a group of gaming terminals (or separate displays) can be used so that the player(s) that are remotely located can view the mechanical hopper.
  • a single hopper can be used to randomly select symbols for a game played a multiple terminals.
  • multiple hoppers can be used.
  • the hopper may be displayed on a separate display, such as a large “signage” display.

Abstract

A gaming system for playing a keno-type wagering game. The system includes conducting the keno-type wagering game at a gaming terminal. The keno-type wagering game has at least one game card to be played by a player and a plurality of symbols to be selected during the keno-type wagering game. The plurality of symbols includes at least one game-termination symbol and a plurality of other symbols. At least some of the plurality of symbols are displayed on a display on the gaming terminal. A first set of symbols is selected from the plurality of other symbols that are associated with the at least one game card. A second set of symbols is randomly selected from the plurality of symbols. The random selection of second set of symbols is terminated upon a random selection of a predetermined quantity of the game-termination symbols. After the termination, the player is awarded a winning award in response to at least one of the symbols of the second set matching a symbol from the first set.

Description

    COPYRIGHT
  • A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever.
  • FIELD OF THE INVENTION
  • The present invention relates generally to gaming machines, and methods for playing keno-type wagering games, and more particularly, to a keno-based wagering game having a game-termination feature.
  • BACKGROUND OF THE INVENTION
  • Gaming machines, such as slot machines, video poker machines, keno machine, and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are likely to be attracted to the most entertaining and exciting machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines, features, and enhancements available because such machines attract frequent play and hence increase profitability to the operator. Therefore, there is a continuing need for gaming machine manufacturers to continuously develop new games and improved gaming enhancements that will attract frequent play through enhanced entertainment value to the player.
  • One concept that has been successfully employed to enhance the entertainment value of a game is the concept of a “secondary” or “bonus” game that may be played in conjunction with a “basic” game. The bonus game may comprise any type of game, either similar to or completely different from the basic game, which is entered upon the occurrence of a selected event or outcome in the basic game. Generally, bonus games provide a greater expectation of winning than the basic game and may also be accompanied with more attractive or unusual video displays and/or audio. Bonus games may additionally award players with “progressive jackpot” awards that are funded, at least in part, by a percentage of coin-in from the gaming machine or a plurality of participating gaming machines. Because the bonus game concept offers tremendous advantages in player appeal and excitement relative to other known games, and because such games are attractive to both players and operators, there is a continuing need to develop gaming machines with new types of bonus games to satisfy the demands of players and operators.
  • Some wagering games are keno games and involve players choosing a plurality of numbers on an electronic number board. Most keno games include electronic number boards of eighty numbers, and a player selects a set subset (usually seven numbers or less) of these eighty numbers. The selected numbers apply to a plurality of game cards being played by the player. Balls containing the numbers (or representations of balls containing the numbers) are then usually randomly selected from a hopper. If the numbers on the randomly selected balls match one or more of the player's selected numbers, the player has achieved a “hit.” Typically, a player is awarded credits for achieving three or more hits per card. The number boards and game cards may be electronic representations of a number board and a game card, and the hopper may be an electronic version of a hopper such that the keno game can be performed by a gaming terminal.
  • SUMMARY OF THE INVENTION
  • According to one aspect of the present invention, a method of playing a keno-type wagering game includes conducting the keno-type wagering game at a gaming terminal. The keno-type wagering game has at least one game card to be played by a player and a plurality of symbols to be selected during the keno-type wagering game. The plurality of symbols includes at least one game-termination symbol and a plurality of other symbols. At least some of the plurality of symbols are displayed on a display on the gaming terminal. A first set of symbols is selected from the plurality of other symbols and the first set is associated with at least one game card. A second set of symbols is randomly selected from the plurality of symbols. The random selection of second set of symbols is terminated upon a random selection of a predetermined quantity of the game-termination symbols. After terminating, the player is awarded a winning award in response to at least one of the symbols of the second set matching a symbol from the first set.
  • According to another aspect of the invention, a gaming system for playing a keno-type wagering game comprises an input device for receiving inputs from a player and at least one display for displaying a plurality of symbols associated with the keno-type wagering game. The plurality of symbols includes at least one game-termination symbol and a plurality of other symbols. The at least one display further displays a game card indicating a first set of symbols selected by the player from the plurality of other symbols via the input device. A controller is coupled to the input device and the at least on display, and is operative to randomly select a second set of symbols from the plurality of symbols. The random selection continues until the at least one game-termination symbol is selected. The player is awarded an award in response to at least one of the symbols from the second set matching a symbol shown from said first set.
  • According to yet another aspect of the invention, a method of playing a keno-type wagering game comprises conducting the keno-type wagering game at a gaming terminal. The keno-type wagering game has a game card and a plurality of symbols to be selected during the keno-type wagering game. The plurality of symbols includes at least one game-termination symbol and a plurality of other symbols. At least some of the plurality of symbols are displayed in at least one hopper on a display on the gaming terminal. A first subset of symbols is selected from the plurality of other symbols that are associated with the game card. A plurality of second subsets of symbols are randomly selected from the plurality of symbols. Random selection is terminated for any one of the second subsets of symbols upon a random selection of a predetermined quantity of the game-termination symbols. After the termination, the player is awarded a winning award in response to at least one of the symbols of the second subsets matching a symbol from the first subset.
  • Additional aspects of the invention will be apparent to those of ordinary skill in the art in view of the detailed description of various embodiments, which is made with reference to the drawings, a brief description of which is provided below.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 a is a perspective view of a gaming machine according to an embodiment of the present invention;
  • FIG. 1 b is a perspective view of a handheld gaming machine according to an embodiment of the present invention;
  • FIG. 2 is a block diagram of a control system suitable for operating the gaming machine of FIGS. 1 a and 1 b;
  • FIG. 3 illustrates a screen of a wagering game according to an embodiment of the present invention.
  • FIG. 4 illustrate another screen of a wagering game according to an embodiment of the present invention.
  • DETAILED DESCRIPTION
  • While this invention is susceptible of embodiment in many different forms, there is shown in the drawings and will herein be described in detail preferred embodiments of the invention with the understanding that the present disclosure is to be considered as an exemplification of the principles of the invention and is not intended to limit the broad aspect of the invention to the embodiments illustrated.
  • Referring to FIG. 1 a, a gaming machine 10 is used in gaming establishments such as casinos. With regard to the present invention, the gaming machine 10 may be any type of gaming machine and may have varying structures and methods of operation. For example, the gaming machine 10 may be an electromechanical gaming machine configured to play mechanical slots, or it may be an electronic gaming machine configured to play a video casino game, such as slots, keno, poker, blackjack, roulette, etc.
  • The gaming machine 10 comprises a housing 12 and includes input devices, including a value input device 18 and a player input device 24. For output the gaming machine 10 includes a primary display 14 for displaying information about the basic wagering game. The primary display 14 can also display information about a bonus wagering game and a progressive wagering game. The gaming machine 10 may also include a secondary display 16 for displaying game events, game outcomes, and/or signage information. While these typical components found in the gaming machine 10 are described below, it should be understood that numerous other elements may exist and may be used in any number of combinations to create various forms of a gaming machine 10.
  • The value input device 18 may be provided in many forms, individually or in combination, and is preferably located on the front of the housing 12. The value input device 18 receives currency and/or credits that are inserted by a player. The value input device 18 may include a coin acceptor 20 for receiving coin currency (see FIG. 1 a). Alternatively, or in addition, the value input device 18 may include a bill acceptor 22 for receiving paper currency. Furthermore, the value input device 18 may include a ticket reader, or barcode scanner, for reading information stored on a credit ticket, a card, or other tangible portable credit storage device. The credit ticket or card may also authorize access to a central account, which can transfer money to the gaming machine 10.
  • The player input device 24 comprises a plurality of push buttons 26 on a button panel for operating the gaming machine 10. In addition, or alternatively, the player input device 24 may comprise a touch screen 28 mounted by adhesive, tape, or the like over the primary display 14 and/or secondary display 16. The touch screen 28 contains soft touch keys 30 denoted by graphics on the underlying primary display 14 and used to operate the gaming machine 10. The touch screen 28 provides players with an alternative method of input. A player enables a desired function either by touching the touch screen 28 at an appropriate touch key 30 or by pressing an appropriate push button 26 on the button panel. The touch keys 30 may be used to implement the same functions as push buttons 26. Alternatively, the push buttons 26 may provide inputs for one aspect of the operating the game, while the touch keys 30 may allow for input needed for another aspect of the game.
  • The various components of the gaming machine 10 may be connected directly to, or contained within, the housing 12, as seen in FIG. 1 a, or may be located outboard of the housing 12 and connected to the housing 12 via a variety of different wired or wireless connection methods. Thus, the gaming machine 10 comprises these components whether housed in the housing 12, or outboard of the housing 12 and connected remotely.
  • The operation of the basic wagering game is displayed to the player on the primary display 14. The primary display 14 can also display the bonus game associated with the basic wagering game. The primary display 14 may take the form of a cathode ray tube (CRT), a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the gaming machine 10. As shown, the primary display 14 includes the touch screen 28 overlaying the entire display (or a portion thereof) to allow players to make game-related selections. Alternatively, the primary display 14 of the gaming machine 10 may include a number of mechanical reels to display the outcome in visual association with at least one payline 32. In the illustrated embodiment, the gaming machine 10 is an “upright” version in which the primary display 14 is oriented vertically relative to the player. Alternatively, the gaming machine may be a “slant-top” version in which the primary display 14 is slanted at about a thirty-degree angle toward the player of the gaming machine 10.
  • A player begins play of the basic wagering game by making a wager via the value input device 18 of the gaming machine 10. A player can select play by using the player input device 24, via the buttons 26 or the touch screen keys 30. The basic game consists of a plurality of symbols arranged in an array, and includes at least one payline 32 that indicates one or more outcomes of the basic game. Such outcomes are randomly selected in response to the wagering input by the player. At least one of the plurality of randomly-selected outcomes may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
  • In some embodiments, the gaming machine 10 may also include a player information reader 52 that allows for identification of a player by reading a card with information indicating his or her true identity. The player information reader 52 is shown in FIG. 1 a as a card reader, but may take on many forms including a ticket reader, bar code scanner, RFID transceiver or computer readable storage medium interface. Currently, identification is generally used by casinos for rewarding certain players with complimentary services or special offers. For example, a player may be enrolled in the gaming establishment's loyalty club and may be awarded certain complimentary services as that player collects points in his or her player-tracking account. The player inserts his or her card into the player information reader 52, which allows the casino's computers to register that player's wagering at the gaming machine 10. The gaming machine 10 may use the secondary display 16 or other dedicated player-tracking display for providing the player with information about his or her account or other player-specific information. Also, in some embodiments, the information reader 52 may be used to restore game assets that the player achieved and saved during a previous game session.
  • Depicted in FIG. 1 b is a handheld or mobile gaming machine 110. Like the free standing gaming machine 10, the handheld gaming machine 110 is preferably an electronic gaming machine configured to play a video casino game such as, but not limited to, slots, keno, poker, blackjack, and roulette. The handheld gaming machine 110 comprises a housing or casing 112 and includes input devices, including a value input device 118 and a player input device 124. For output the handheld gaming machine 110 includes, but is not limited to, a primary display 114, a secondary display 116, one or more speakers 117, one or more player-accessible ports 119 (e.g., an audio output jack for headphones, a video headset jack, etc.), and other conventional I/O devices and ports, which may or may not be player-accessible. In the embodiment depicted in FIG. 1 b, the handheld gaming machine 110 comprises a secondary display 116 that is rotatable relative to the primary display 114. The optional secondary display 116 may be fixed, movable, and/or detachable/attachable relative to the primary display 114. Either the primary display 114 and/or secondary display 116 may be configured to display any aspect of a non-wagering game, wagering game, secondary games, bonus games, progressive wagering games, group games, shared-experience games or events, game events, game outcomes, scrolling information, text messaging, emails, alerts or announcements, broadcast information, subscription information, and handheld gaming machine status.
  • The player-accessible value input device 118 may comprise, for example, a slot located on the front, side, or top of the casing 112 configured to receive credit from a stored-value card (e.g., casino card, smart card, debit card, credit card, etc.) inserted by a player. In another aspect, the player-accessible value input device 118 may comprise a sensor (e.g., an RF sensor) configured to sense a signal (e.g., an RF signal) output by a transmitter (e.g., an RF transmitter) carried by a player. The player-accessible value input device 118 may also or alternatively include a ticket reader, or barcode scanner, for reading information stored on a credit ticket, a card, or other tangible portable credit or funds storage device. The credit ticket or card may also authorize access to a central account, which can transfer money to the handheld gaming machine 110.
  • Still other player-accessible value input devices 118 may require the use of touch keys 130 on the touch-screen display (e.g., primary display 114 and/or secondary display 116) or player input devices 124. Upon entry of player identification information and, preferably, secondary authorization information (e.g., a password, PIN number, stored value card number, predefined key sequences, etc.), the player may be permitted to access a player's account. As one potential optional security feature, the handheld gaming machine 110 may be configured to permit a player to only access an account the player has specifically set up for the handheld gaming machine 110. Other conventional security features may also be utilized to, for example, prevent unauthorized access to a player's account, to minimize an impact of any unauthorized access to a player's account, or to prevent unauthorized access to any personal information or funds temporarily stored on the handheld gaming machine 110.
  • The player-accessible value input device 118 may itself comprise or utilize a biometric player information reader which permits the player to access available funds on a player's account, either alone or in combination with another of the aforementioned player-accessible value input devices 118. In an embodiment wherein the player-accessible value input device 118 comprises a biometric player information reader, transactions such as an input of value to the handheld device, a transfer of value from one player account or source to an account associated with the handheld gaming machine 110, or the execution of another transaction, for example, could all be authorized by a biometric reading, which could comprise a plurality of biometric readings, from the biometric device.
  • Alternatively, to enhance security, a transaction may be optionally enabled only by a two-step process in which a secondary source confirms the identity indicated by a primary source. For example, a player-accessible value input device 118 comprising a biometric player information reader may require a confirmatory entry from another biometric player information reader 152, or from another source, such as a credit card, debit card, player ID card, fob key, PIN number, password, hotel room key, etc. Thus, a transaction may be enabled by, for example, a combination of the personal identification input (e.g., biometric input) with a secret PIN number, or a combination of a biometric input with a fob input, or a combination of a fob input with a PIN number, or a combination of a credit card input with a biometric input. Essentially, any two independent sources of identity, one of which is secure or personal to the player (e.g., biometric readings, PIN number, password, etc.) could be utilized to provide enhanced security prior to the electronic transfer of any funds. In another aspect, the value input device 118 may be provided remotely from the handheld gaming machine 110.
  • The player input device 124 comprises a plurality of push buttons on a button panel for operating the handheld gaming machine 110. In addition, or alternatively, the player input device 124 may comprise a touch screen 128 mounted to a primary display 114 and/or secondary display 116. In one aspect, the touch screen 128 is matched to a display screen having one or more selectable touch keys 130 selectable by a user's touching of the associated area of the screen using a finger or a tool, such as a stylus pointer. A player enables a desired function either by touching the touch screen 128 at an appropriate touch key 130 or by pressing an appropriate push button 126 on the button panel. The touch keys 130 may be used to implement the same functions as push buttons 126. Alternatively, the push buttons may provide inputs for one aspect of the operating the game, while the touch keys 130 may allow for input needed for another aspect of the game. The various components of the handheld gaming machine 110 may be connected directly to, or contained within, the casing 112, as seen in FIG. 1 b, or may be located outboard of the casing 112 and connected to the casing 112 via a variety of hardwired (tethered) or wireless connection methods. Thus, the handheld gaming machine 110 may comprise a single unit or a plurality of interconnected parts (e.g., wireless connections) which may be arranged to suit a player's preferences.
  • The operation of the basic wagering game on the handheld gaming machine 110 is displayed to the player on the primary display 114. The primary display 114 can also display the bonus game associated with the basic wagering game. The primary display 114 preferably takes the form of a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the handheld gaming machine 110. The size of the primary display 114 may vary from, for example, about a 2-3″ display to a 15″ or 17″ display. In at least some aspects, the primary display 114 is a 7″-10″ display. As the weight of and/or power requirements of such displays decreases with improvements in technology, it is envisaged that the size of the primary display may be increased. Optionally, coatings or removable films or sheets may be applied to the display to provide desired characteristics (e.g., anti-scratch, anti-glare, bacterially-resistant and anti-microbial films, etc.). In at least some embodiments, the primary display 114 and/or secondary display 116 may have a 16:9 aspect ratio or other aspect ratio (e.g., 4:3). The primary display 114 and/or secondary display 116 may also each have different resolutions, different color schemes, and different aspect ratios.
  • As with the free standing gaming machine 10, a player begins play of the basic wagering game on the handheld gaming machine 110 by making a wager (e.g., via the value input device 18 or an assignment of credits stored on the handheld gaming machine via the touch screen keys 130, player input device 124, or buttons 126) on the handheld gaming machine 110. In at least some aspects, the basic game may comprise a plurality of symbols arranged in an array, and includes at least one payline 132 that indicates one or more outcomes of the basic game. Such outcomes are randomly selected in response to the wagering input by the player. At least one of the plurality of randomly selected outcomes may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
  • In some embodiments, the player-accessible value input device 118 of the handheld gaming machine 110 may double as a player information reader 152 that allows for identification of a player by reading a card with information indicating the player's identity (e.g., reading a player's credit card, player ID card, smart card, etc.). The player information reader 152 may alternatively or also comprise a bar code scanner, RFID transceiver or computer readable storage medium interface. In one presently preferred aspect, the player information reader 152, shown by way of example in FIG. 1 b, comprises a biometric sensing device.
  • Turning now to FIG. 2, the various components of the gaming machine 10 are controlled by a central processing unit (CPU) 34, also referred to herein as a controller or processor (such as a microcontroller or microprocessor). To provide gaming functions, the controller 34 executes one or more game programs stored in a computer readable storage medium, in the form of memory 36. The controller 34 performs the random selection (using a random number generator (RNG)) of an outcome from the plurality of possible outcomes of the wagering game. Alternatively, the random event may be determined at a remote controller. The remote controller may use either an RNG or pooling scheme for its central determination of a game outcome. It should be appreciated that the controller 34 may include one or more microprocessors, including but not limited to a master processor, a slave processor, and a secondary or parallel processor.
  • The controller 34 is also coupled to the system memory 36 and a money/credit detector 38. The system memory 36 may comprise a volatile memory (e.g., a random-access memory (RAM)) and a non-volatile memory (e.g., an EEPROM). The system memory 36 may include multiple RAM and multiple program memories. The money/credit detector 38 signals the processor that money and/or credits have been input via the value input device 18. Preferably, these components are located within the housing 12 of the gaming machine 10. However, as explained above, these components may be located outboard of the housing 12 and connected to the remainder of the components of the gaming machine 10 via a variety of different wired or wireless connection methods.
  • As seen in FIG. 2, the controller 34 is also connected to, and controls, the primary display 14, the player input device 24, and a payoff mechanism 40. The payoff mechanism 40 is operable in response to instructions from the controller 34 to award a payoff to the player in response to certain winning outcomes that might occur in the basic game or the bonus game(s). The payoff may be provided in the form of points, bills, tickets, coupons, cards, etc. For example, in FIG. 1 a, the payoff mechanism 40 includes both a ticket printer 42 and a coin outlet 44. However, any of a variety of payoff mechanisms 40 well known in the art may be implemented, including cards, coins, tickets, smartcards, cash, etc. The payoff amounts distributed by the payoff mechanism 40 are determined by one or more pay tables stored in the system memory 36.
  • Communications between the controller 34 and both the peripheral components of the gaming machine 10 and external systems 50 occur through input/output (I/O) circuits 46, 48. More specifically, the controller 34 controls and receives inputs from the peripheral components of the gaming machine 10 through the input/output circuits 46. Further, the controller 34 communicates with the external systems 50 via the I/O circuits 48 and a communication path (e.g., serial, parallel, IR, RC, 10 bT, etc.). The external systems 50 may include a gaming network, other gaming machines, a gaming server, communications hardware, or a variety of other interfaced systems or components. Although the I/ O circuits 46, 48 may be shown as a single block, it should be appreciated that each of the I/ O circuits 46, 48 may include a number of different types of I/O circuits.
  • Controller 34, as used herein, comprises any combination of hardware, software, and/or firmware that may be disposed or resident inside and/or outside of the gaming machine 10 that may communicate with and/or control the transfer of data between the gaming machine 10 and a bus, another computer, processor, or device and/or a service and/or a network. The controller 34 may comprise one or more controllers or processors. In FIG. 2, the controller 34 in the gaming machine 10 is depicted as comprising a CPU, but the controller 34 may alternatively comprise a CPU in combination with other components, such as the I/ O circuits 46, 48 and the system memory 36. The controller 34 may reside partially or entirely inside or outside of the machine 10. The control system for a handheld gaming machine 110 may be similar to the control system for the free standing gaming machine 10 except that the functionality of the respective on-board controllers may vary.
  • The gaming machines 10,110 may communicate with external systems 50 (in a wired or wireless manner) such that each machine operates as a “thin client,” having relatively less functionality, a “thick client,” having relatively more functionality, or through any range of functionality therebetween (e.g., a “rich client”). As a generally “thin client,” the gaming machine may operate primarily as a display device to display the results of gaming outcomes processed externally, for example, on a server as part of the external systems 50. In this “thin client” configuration, the server executes game code and determines game outcomes (e.g., with a random number generator), while the controller 34 on board the gaming machine processes display information to be displayed on the display(s) of the machine. In an alternative “rich client” configuration, the server determines game outcomes, while the controller 34 on board the gaming machine executes game code and processes display information to be displayed on the display(s) of the machines. In yet another alternative “thick client” configuration, the controller 34 on board the gaming machine 110 executes game code, determines game outcomes, and processes display information to be displayed on the display(s) of the machine. Numerous alternative configurations are possible such that the aforementioned and other functions may be performed onboard or external to the gaming machine as may be necessary for particular applications. It should be understood that the gaming machines 10,110 may take on a wide variety of forms such as a free standing machine, a portable or handheld device primarily used for gaming, a mobile telecommunications device such as a mobile telephone or personal daily assistant (PDA), a counter top or bar top gaming machine, or other personal electronic device such as a portable television, MP3 player, entertainment device, etc.
  • Security features are advantageously utilized where the gaming machines 10,110 communicate wirelessly with external systems 50, such as through wireless local area network (WLAN) technologies, wireless personal area networks (WPAN) technologies, wireless metropolitan area network (WMAN) technologies, wireless wide area network (WWAN) technologies, or other wireless network technologies implemented in accord with related standards or protocols (e.g., the Institute of Electrical and Electronics Engineers (IEEE) 802.11 family of WLAN standards, IEEE 802.11i, IEEE 802.11r (under development), IEEE 802.11w (under development), IEEE 802.15.1 (Bluetooth), IEEE 802.12.3, etc.). For example, a WLAN in accord with at least some aspects of the present concepts comprises a robust security network (RSN), a wireless security network that allows the creation of robust security network associations (RSNA) using one or more cryptographic techniques, which provides one system to avoid security vulnerabilities associated with IEEE 802.11 (the Wired Equivalent Privacy (WEP) protocol). Constituent components of the RSN may comprise, for example, stations (STA) (e.g., wireless endpoint devices such as laptops, wireless handheld devices, cellular phones, handheld gaming machine 110, etc.), access points (AP) (e.g., a network device or devices that allow(s) an STA to communicate wirelessly and to connect to a(nother) network, such as a communication device associated with I/O circuit(s) 48), and authentication servers (AS) (e.g., an external system 50), which provide authentication services to STAs. Information regarding security features for wireless networks may be found, for example, in the National Institute of Standards and Technology (NIST), Technology Administration U.S. Department of Commerce, Special Publication (SP) 800-97, ESTABLISHING WIRELESS ROBUST SECURITY NETWORKS: A GUIDE TO IEEE 802.11, and SP 800-48, WIRELESS NETWORK SECURITY: 802.11, BLUETOOTH AND HANDHELD DEVICES, both of which are incorporated herein by reference in their entirety.
  • Exemplary embodiments of the wagering game described herein include the free standing gaming machine 10 and the handheld gaming machine 110. Certain embodiments can also include large-scale gaming systems that may further include gaming terminals or various combinations of gaming machines and gaming terminals.
  • Turning now to FIG. 3, the primary display 14 of a wagering game according to an embodiment is shown in more detail. In this embodiment, the basic game is a keno game. The primary display 14 includes an electronic (e.g., simulated) hopper 60 containing symbols 62. The symbols 62 can include electronic (e.g., simulated) balls numbered 1 through 40 (e.g., element 62 a), smiley-face symbols (e.g., element 62 b) and frowning-face symbols (e.g., element 62 c). The smiley-face symbol 62 b can be associated with a positive event for a player such as a wild symbol or a bonus symbol. The frowning-face symbol 62 c can be associated with a negative event for a player such as the termination of a game (e.g., a game-termination symbol) or simply the loss of not receiving a numbered ball that can be matched to increase the players odds of winning.
  • A plurality of electronic game cards 70 a-g are shown to the right of the electronic hopper 60. On the bottom of the primary display 14, a quick-pick button 80, a bet-one button 82, a max-bet button 84, a play button 86, a quick-pick-max-play button 88, and a games button 90 can be included. The buttons 80-90 can be permanent buttons or touch screen buttons. The buttons 80-90 are not required for the gaming machine 10 and more or less functionality from buttons may be incorporated.
  • In this particular embodiment, a player selects how many of the electronic game cards 70 a-f to play by activating the games button 90 until the player reaches the number of electronic game cards 70 a-g she or he desires to play. The player then chooses how much to wager on all of the selected electronic game cards 70 a-g by activating either the max-bet button 84 or the bet-one button 82. The max-bet button 84 places the maximum wager (in this embodiment, 10 credits) on each game card 70 a-g being played. The bet-one button 82 allows the player to choose a wager less than the maximum up to the allowable maximum bet.
  • After making a wager, the player selects a predetermined quantity of a plurality of numbers (for example, seven, in the illustrated embodiment) for each of the electronic game cards 70 a-g using an electronic number board (not shown) or by selecting numbers directly on each card 70 a-g. As one example, the player selected the numbers 1, 3, 12, 23, 29, 37, and 40 for electronic game card 70 a. As another example, the player selected the numbers 4, 8, 11, 21, 26, 31, and 35 for electronic game card 70 b. The same numbers may be chosen for each of the electronic game cards 70 a-g. In other embodiments, the player may choose different numbers for each of the game cards 70 a-g.
  • Alternatively, the player could let the gaming machine 10 randomly choose the numbers by selecting the quick-pick button 80. Once the player has chosen the numbers and placed the wager, the player can select the play button 90. Alternatively, the player can choose to make a wager, have the numbers chosen, and select to play all of the electronic game cards 70 a-f by pressing the quick-pick-max-play button 88. Whether the numbers are selected by the player or randomly selected by the gaming machine 10 based on the player's selection of the quick-pick button 80 or the quick-pick-max-play button 88, the chosen numbers can be indicated on an electronic number board or on the electronic game cards 70 a-g with circles, X's or other identifiers showing the selected numbers. In some embodiments, the numbers can be highlighted on the electronic game cards 70 a-g.
  • The player's objective is to match the selected number on the cards 70 a-g with numbers from the hopper 60. In one embodiment, up to ten electronic symbols 62 are randomly selected from the electronic hopper 60. If ten are chosen, the player's chances for a match are increased. In the illustrated embodiment, five electronic symbols 62 were randomly selected including four electronic balls 62 a (numbered 8, 21, 11, and 4) along with frowning-face symbol 62 c. While a maximum of ten electronic symbols 62 could have been selected, only five symbols 62 were selected in this particular game because the selection of frowning-face symbol 62 c terminated further selection of electronic symbols 62. Frowning-face symbol 62 c in this embodiment is a game-termination symbol. The randomly selected electronic symbols 62 from the hopper 60 can be displayed in an electronic chute 64 attached to the hopper 60 and/or on the electronic game card 70 a-g. In this particular play, no number match, or hit, occurred in Game #1 and Game #7, that is, electronic game cards 70 a and 70 g. A single number hit occurred for Game #3, Game #4, and Game #5, that is, electronic game cards 70 c-e. Two numbers hit for Game #6, that is, electronic game card 70 f. The only winning card for which an award was received by the player was for Game #2, in electronic game card 70 b. Four numbers hit giving a payment of two credits based on a one credit bet.
  • Turning now to FIG. 4, the primary display 14 of a wagering game according to another embodiment is shown in more detail. In this embodiment, the basic game is also a keno game. The primary display 14 includes two electronic number boards 160 a, 160 b, containing the numbers 1-40. Traditional keno games include 80 numbers, making the odds of winning more difficult. A plurality of electronic game cards 170 a-f and a bonus electronic game card 170 g are shown to the right of the electronic number boards 160 a, 160 b.
  • After making a wager, such as described for FIG. 3, the player selects a plurality of numbers (up to seven) from the electronic number boards 160 a, 160 b. The same numbers are chosen for each of the electronic game cards 170 a-g (including the bonus game played on the bonus-electronic-game card 170 g, if being played, as described below). In other embodiments, the player may choose different numbers for each of the selected game cards 170 a-g. Alternatively, the player could let the gaming machine 10 randomly choose the numbers by selecting a number of buttons or combination of button as described for FIG. 3. Whether the numbers are directly selected by the player or by the gaming machine 10, the chosen numbers are indicated on the electronic number boards 160 a, 160 b with circles 166 around or using some other identifier. In some embodiments, the numbers may also be highlighted on the electronic game cards 170 a-g.
  • As shown in FIG. 4, up to twelve electronic symbols 180 including numbered balls 182, frowning-face symbols 184, and/or smiley-face symbols 186 can be chosen for each of the electronic game cards 170 a-g. The first six electronic game cards 170 a-f are regular electronic game cards. The seventh electronic game card 170 g is a bonus card that the player may play for free under the circumstances described below. Unlike in previous keno games, games can be played simultaneously. In one exemplary embodiment, the gaming machine 10 utilizes multiple hoppers, one for each electronic game card 170 a-g. In this embodiment, the multiple “electronic hoppers” are created by a controller 34 (e.g., the CPU) of the gaming machine 10 in that the CPU 34 randomly selects the symbols 180 for each electronic game card 170 a-g without representations of the hoppers being shown to the player. The multiple “electronic hoppers” allow for the symbols 180 for each electronic game card 170 a-g to be selected at the same time. In other embodiments, representations of the multiple hoppers may be displayed on the primary display 14. Because traditional keno games utilize only a single hopper, the play is often very slow, with only one number being chosen at a time. In this exemplary embodiment, up to twelve symbols 180 for a given electronic game card 170 a-g can be selected simultaneously or nearly simultaneously. In certain embodiments, the number of symbols selected for an electronic game card 170 a-g may be limited to a predetermined maximum quantity of symbols that may be selected. The more symbols 180 selected the greater a player's chances of receiving a payout in a game.
  • For each electronic game card 170 a-g, the symbols 180 are sequentially chosen from an associated electronic hopper. The rate of selection may be constant or may be varied. For example, in some embodiments, the gaming machine 10 may add suspense to the game by choosing the first few symbols 180 rather quickly, but then slowing down the selection of the next few symbols 180. Alternatively, the period of time between each selection may get longer for each selection. For example, the period of time between the second selection and the third selection may be 1½ times as long as the time between the first and second selection, while the time between the third and fourth selection may be twice as long as the time between the first and second selection, etc. By lengthening the time between the selections, the player may feel added suspense as he or she waits to see the last few balls that determine whether he or she won (or how much they won).
  • FIG. 4 shows the selected symbols 180 for each electronic game card 170 a-g on that electronic game card 170 a-g. If any of the randomly selected numbered balls 182 match a chosen number selected from the electronic number board 160 a, 160 b that number can be circled on that electronic game card 170 a-g, indicating a hit (i.e., a “match”). Also, an “x” can be indicated on the electronic game card 170 a-g for a chosen number that did not have match with a randomly selected numbered ball 182. After all of the symbols 180 have been selected, the total number of credits won for all of the electronic game cards 170 a-g is displayed. The number of credits correlates to a pay table 190, illustrated on the left side of the primary display 14.
  • In certain embodiments, a game-termination symbol, such as the frowning-face symbol 184 can be randomly selected from the hopper. The selection of a frowning-face symbol 184 can cause the termination of any further selection of symbols 180 for a given electronic game card 170 a-g. The selection of frowning-face symbol 184 can also lead to other outcomes, such as the conversion of the frowning-face symbol 184 into a bonus symbol, a multiplier symbol or a wild symbol. The conversion can be shown by the replacement of the frowning-face symbol 184 with a smiley-face symbol 186.
  • In the game illustrated in electronic game card 170 a, the first selected symbol is a frowning-face symbol 184. In certain embodiments, the selection of a frowning-face symbol 184 before the selection of a predetermined minimum number of symbols 180 allows further selection of symbols 180. In the electronic game cards 170 a-g illustrated in FIG. 4, at least four symbols 180 is the predetermined minimum quantity of symbols 180 that need to be selected for any given electronic game card 170 a-g. If a game-termination symbol, such as a frowning-face symbol 184, is selected before the minimum quantity of symbols is selected, then the game-termination symbol can become a wild symbol (e.g., smiley-face symbol 186) as illustrated on electronic game card 170 b and 170 e. The wild symbol results in an automatic “match” with a number on the electronic board 160 a, 160 b that does not match one of the randomly selected symbols. Once the minimum quantity of symbols is selected, the subsequent selection of a game-termination symbol terminates the further selection of symbols 180 for a given electronic game card 170 a-g.
  • In certain embodiments, there may be a predetermined maximum quantity of symbols 180 that may be selected. In the electronic game cards 170 a-g illustrated in FIG. 4, up to twelve symbols 180 is the predetermined maximum quantity of symbols 180 that can be selected for an electronic game card 170 a-g. In other embodiments, a predetermined quantity of game-termination symbols can be established (for example, one or more than one) before random symbol selection is terminated and the game is ended.
  • In electronic game card 170 a, a frowning-face symbol 184 was first selected followed by numbered balls 182 including 1, 5, 24, and 31 followed by another frowning-face symbol 184. In this embodiment, the first frowning-face symbol causes the player to lose a possible match to a numbered ball and does not terminate the game, since it was selected prior to the minimum selection of four symbols. However, the second frowning-face symbol 184 terminated the selection of additional symbols 180. The only match with the selected number 166 from the electronic number board was the number 24.
  • In electronic game card 170 b, two numbered balls 182 were first selected followed by a frowning-face symbol that became a smiley-face symbol 186 since it was selected before the minimum selection of four symbols. Three additional numbered balls 182 were then selected until a game-termination frowning-face symbol 184 was selected to terminate further random selection from the hopper. Three numbers matched, or hit, for this game card 170 b resulting in a one credit payout.
  • In electronic game card 170 c, five numbered balls 182 were first selected followed by a frowning-face symbol that terminated further random selection from the hopper. Three numbers matched, or hit, for this game card 170 c resulting in another one credit payout.
  • In electronic game card 170 d, four numbered balls 182 were first selected followed by a frowning-face symbol 184 that terminated further random selection from the hopper. No hits were obtained and, thus, there was no payout for this game card 170 d.
  • In electronic game card 170 e, three numbered balls 182 were first selected followed by a frowning-face symbol that became a smiley-face symbol 186 since it was selected before the minimum selection of four symbols. A game-termination frowning-face symbol 184 was then selected which terminates further random selection from the hopper. Three numbers matched, or hit, for this game card 170 e resulting in another one credit payout.
  • In electronic game card 170 f, no game-termination symbols were selected. Thus, the maximum of twelve numbered balls 186 were randomly selected from the hopper. Four numbers matched for this game card 170 f resulting in a two credit payout.
  • In electronic game card 170 g, a bonus game is being played. In a previous game, a game-termination symbol was randomly selected before the predetermined minimum quantity of symbols was selected. The game-termination symbol then became a bonus symbol in which the bonus was a free game card 170 g. In the bonus game of electronic game card 170 g, four numbered balls 182 were randomly selected followed by a game-termination frowning-face symbol 184 which terminated any further selection of symbols for this game card 170 g.
  • In one alternative, a smiley-face symbol 184 can result in the award of a free game on the seventh, or bonus, electronic game card 170 g. In certain embodiments, the free game is played on the seventh electronic game card 170 g in the next round or independently of future game rounds at a time chosen by the player. The free game may provide a set payout, regardless of what the player wagers on the other electronic game cards. Alternatively, the free game may provide a payout corresponding to the amount wagered on the electronic game card that included the smiley-face symbol 186. In other embodiments, the payout of the free game may correspond to the amount being wagered on other electronic game cards 170 a-f.
  • In some embodiments, if a player should achieve five or more hits on a single electronic game card 170 a-g, in addition to winning the credits in the pay table, the player is entered into a super bonus game or a progressive game. The progressive jackpot is paid by each wager from a plurality of linked gaming terminals. The player would win a part or the entire progressive jackpot by getting a certain number of hits.
  • In certain embodiments, symbols can be something other than numbers. For example, symbols could include letters, pictures, diagrams, shapes, characters, or anything to uniquely identify a particular symbol.
  • In certain embodiments, a mechanical hopper can be used. For example, a mechanical hopper can be used to randomly drop selected symbols into a chute. The mechanical hopper may be set up at a casino or at a remote location. A video feed to a gaming terminal (or separate display) or a group of gaming terminals (or separate displays) can be used so that the player(s) that are remotely located can view the mechanical hopper.
  • In certain embodiments, a single hopper can be used to randomly select symbols for a game played a multiple terminals. In other embodiments, multiple hoppers can be used. In yet other embodiments, the hopper may be displayed on a separate display, such as a large “signage” 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 (23)

1. A method of playing a keno-type wagering game, the method comprising:
conducting the keno-type wagering game at a gaming terminal, the keno-type wagering game having at least one game card to be played by a player and a plurality of symbols to be selected during said keno-type wagering game, said plurality of symbols includes at least one game-termination symbol and a plurality of other symbols;
displaying at least some of said plurality of symbols on a display on said gaming terminal;
selecting a first-set of symbols from said plurality of other symbols and associating said first-set with said at least one game card;
randomly selecting a second-set of symbols from said plurality of symbols;
terminating said random selection of said second-set upon a random selection of a predetermined quantity of said game-termination symbols;
after said terminating, awarding said player a winning award in response to at least one of said symbols of said second-set matching a symbol from said first-set.
2. One or more computer readable storage media encoded with instructions for performing the method of claim 1.
3. The method of claim 1 being conducted for a first keno-type wagering game in which four symbols are selected for a first second-set before a game-termination symbol terminates said random selection, and being repeated for a second keno-type wagering game in which six symbols are selected for a second second-set before a game-termination symbol terminates said random selection.
4. (canceled)
5. The method of claim 1, wherein said predetermined quantity of game-terminations symbols is one.
6. The method of claim 1, wherein upon said random selection of said at least one game-termination symbol before selecting a predetermined minimum quantity of symbols, said game-termination symbol becomes a wild symbol.
7. The method of claim 1, wherein said second set has at least three symbols, and said at least three symbols for said second-set is chosen such that said first symbol is displayed prior to said second symbol and said second symbol is displayed prior to said third symbol.
8. The method of claim 1, wherein said selecting is done by at least one of said player and a controller.
9. The method of claim 1, wherein said plurality of other symbols includes a plurality of numbers and said displaying of said plurality of symbols comprises only displaying said plurality of numbers and said at least one game-termination symbol.
10. The method of claim 1, wherein said selecting of said first set from said plurality of other symbols comprises selecting from said plurality of numbers.
11. A gaming system for playing a keno-type wagering game, comprising:
an input device for receiving inputs from a player;
at least one display for displaying a plurality of symbols associated with the keno-type wagering game, said plurality of symbols includes at least one game-termination symbol and a plurality of other symbols, said at least one display further displaying a game card indicating a first set of symbols selected from said plurality of other symbols by said player via said input device;
a controller coupled to said input device and said at least one display, and operative to:
randomly select a second set of symbols from said plurality of symbols, said random selection continuing until said at least one game-termination symbol is selected, and
award said player an award in response to at least one of said symbols from said second set matching a symbol displayed from said first set.
12. The gaming system of claim 11, wherein said at least a portion of said plurality of symbols are displayed in a hopper.
13. The gaming system of claim 12, wherein said hopper is a mechanical hopper and said plurality of symbols are displayed on physical items within said hopper.
14. The gaming system of claim 11, wherein said controller is further operative to cause said display to display said second set of symbols as said second set of symbols are randomly selected.
15. The gaming terminal of claim 11, wherein said display and said input device are located on a gaming terminal, said controller being external to the gaming terminal.
16. The gaming terminal of claim 11, wherein said at least one game-termination symbol becomes a wild symbol when said at least one game-termination symbol is selected before a predetermined minimum quantity of second subset symbols are randomly selected.
17. The gaming terminal of claim 11, wherein said at least one display further displays a plurality of game cards indicating said first set of symbols and said controller is further operative to randomly select a plurality of second set symbols for each of said plurality of game cards from said plurality of symbols.
18. A method of playing a keno-type wagering game, the method comprising:
conducting the keno-type wagering game at a gaming terminal, the keno-type wagering game having a game card and a plurality of symbols to be selected during the keno-type wagering game, said plurality of symbols includes at least one game-termination symbol and a plurality of other symbols;
displaying at least some of said plurality of symbols in at least one hopper on a display on said gaming terminal;
selecting a first subset of symbols from said plurality of other symbols that are associated with said game card;
randomly selecting a plurality of second subsets of symbols from said plurality of symbols;
terminating said random selection for any one of said plurality of second subsets upon a random selection of a predetermined quantity of said game-termination symbols; and
after said terminating, awarding the player a winning award in response to at least one of said symbols of said second subsets matching a symbol from said first subset.
19. The method of claim 18 being conducted for a first keno-type wagering game in which four symbols are selected for a first second-subset before a game-termination symbol terminates said random selection, and being repeated for a subsequent keno-type wagering game in which ten symbols are selected for a subsequent second subset before a game-termination symbol terminates said random selection.
20. The method of claim 18, wherein said terminating occurs only after a predetermined minimum quantity of second subset symbols has been selected.
21. The method of claim 20, wherein a game-termination symbol becomes a wild symbol when said game-termination symbol is selected before said predetermined minimum quantity of second subset symbols has been selected.
22. The method of claim 20, wherein a game-termination symbol becomes a bonus symbol when said game-termination symbol is selected before said predetermined minimum quantity of second subset symbols has been selected.
23. The method of game 22, wherein said bonus symbol is at least one of a multiplier symbol and a free-game symbol.
US12/671,704 2007-08-16 2008-08-14 Keno-based wagering game having a game-termination feature Abandoned US20110237322A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US12/671,704 US20110237322A1 (en) 2007-08-16 2008-08-14 Keno-based wagering game having a game-termination feature

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
US95618607P 2007-08-16 2007-08-16
US12/671,704 US20110237322A1 (en) 2007-08-16 2008-08-14 Keno-based wagering game having a game-termination feature
PCT/US2008/009728 WO2009023249A1 (en) 2007-08-16 2008-08-14 Keno-based wagering game having a game-termination feature

Publications (1)

Publication Number Publication Date
US20110237322A1 true US20110237322A1 (en) 2011-09-29

Family

ID=40351015

Family Applications (1)

Application Number Title Priority Date Filing Date
US12/671,704 Abandoned US20110237322A1 (en) 2007-08-16 2008-08-14 Keno-based wagering game having a game-termination feature

Country Status (2)

Country Link
US (1) US20110237322A1 (en)
WO (1) WO2009023249A1 (en)

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20150194011A1 (en) * 2014-01-06 2015-07-09 Igt Bonus initiation or game play alteration based on physical position and/or orientation of keno card
US20150317866A1 (en) * 2014-05-05 2015-11-05 Eclipse Gaming Systems, LLC Symbol matching games with free game awards
US20200134966A1 (en) * 2018-10-30 2020-04-30 Michael Fields Super times pay keno
US20200134979A1 (en) * 2018-10-29 2020-04-30 Michael Fields Eight card keno

Citations (16)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5158293A (en) * 1991-09-27 1992-10-27 Mullins Wayne L Lottery game and method for playing same
US5280909A (en) * 1992-02-06 1994-01-25 Mikohn, Inc. Gaming system with progressive jackpot
US5813911A (en) * 1996-08-21 1998-09-29 Bally Gaming, Inc. Pattern keno game
US6312332B1 (en) * 1998-03-31 2001-11-06 Walker Digital, Llc Method and apparatus for team play of slot machines
US6315291B1 (en) * 1995-06-28 2001-11-13 Ernest W. Moody Multiple play keno games
US6454649B1 (en) * 1998-10-05 2002-09-24 International Game Technology Gaming device and method using programmable display switch
US20020198042A1 (en) * 2000-10-12 2002-12-26 Webb Bayard S. Gaming device having a first game scheme involving a symbol generator, a second game and a first game terminator
US20030186734A1 (en) * 2002-03-12 2003-10-02 Lemay Steven G. Gaming machine including a lottery ticket dispenser
US20040186600A1 (en) * 2003-03-21 2004-09-23 John Tumacder Electronic video poker and card keno (pack) machine
US20050054436A1 (en) * 2003-09-08 2005-03-10 Frizzell Kelly D. Gaming device having a multiple symbol swapping game
US20050119039A1 (en) * 2003-11-06 2005-06-02 Bradley Berman System and method for presenting payouts in gaming systems
US6966836B1 (en) * 2000-11-16 2005-11-22 Ea.Com, Inc. Positive-return gambling
US20060178196A1 (en) * 2005-01-21 2006-08-10 Wms Gaming, Inc. Wagering game with enhanced keno game play feature
US20060178207A1 (en) * 2000-02-11 2006-08-10 Aristocrat Technologies Australia Pty Ltd Gaming machine with interactive bonusing
US20070155470A1 (en) * 2007-02-21 2007-07-05 Kenneth Brunelle Keno game with bonus
US8066563B1 (en) * 2004-10-01 2011-11-29 Bally Gaming, Inc. Method for enhancing winning outcomes in a reel spinning game

Patent Citations (16)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5158293A (en) * 1991-09-27 1992-10-27 Mullins Wayne L Lottery game and method for playing same
US5280909A (en) * 1992-02-06 1994-01-25 Mikohn, Inc. Gaming system with progressive jackpot
US6315291B1 (en) * 1995-06-28 2001-11-13 Ernest W. Moody Multiple play keno games
US5813911A (en) * 1996-08-21 1998-09-29 Bally Gaming, Inc. Pattern keno game
US6312332B1 (en) * 1998-03-31 2001-11-06 Walker Digital, Llc Method and apparatus for team play of slot machines
US6454649B1 (en) * 1998-10-05 2002-09-24 International Game Technology Gaming device and method using programmable display switch
US20060178207A1 (en) * 2000-02-11 2006-08-10 Aristocrat Technologies Australia Pty Ltd Gaming machine with interactive bonusing
US20020198042A1 (en) * 2000-10-12 2002-12-26 Webb Bayard S. Gaming device having a first game scheme involving a symbol generator, a second game and a first game terminator
US6966836B1 (en) * 2000-11-16 2005-11-22 Ea.Com, Inc. Positive-return gambling
US20030186734A1 (en) * 2002-03-12 2003-10-02 Lemay Steven G. Gaming machine including a lottery ticket dispenser
US20040186600A1 (en) * 2003-03-21 2004-09-23 John Tumacder Electronic video poker and card keno (pack) machine
US20050054436A1 (en) * 2003-09-08 2005-03-10 Frizzell Kelly D. Gaming device having a multiple symbol swapping game
US20050119039A1 (en) * 2003-11-06 2005-06-02 Bradley Berman System and method for presenting payouts in gaming systems
US8066563B1 (en) * 2004-10-01 2011-11-29 Bally Gaming, Inc. Method for enhancing winning outcomes in a reel spinning game
US20060178196A1 (en) * 2005-01-21 2006-08-10 Wms Gaming, Inc. Wagering game with enhanced keno game play feature
US20070155470A1 (en) * 2007-02-21 2007-07-05 Kenneth Brunelle Keno game with bonus

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20150194011A1 (en) * 2014-01-06 2015-07-09 Igt Bonus initiation or game play alteration based on physical position and/or orientation of keno card
US10140803B2 (en) * 2014-01-06 2018-11-27 Igt Bonus initiation or game play alteration based on physical position and/or orientation of keno card
US20150317866A1 (en) * 2014-05-05 2015-11-05 Eclipse Gaming Systems, LLC Symbol matching games with free game awards
US20200134979A1 (en) * 2018-10-29 2020-04-30 Michael Fields Eight card keno
US20200134966A1 (en) * 2018-10-30 2020-04-30 Michael Fields Super times pay keno

Also Published As

Publication number Publication date
WO2009023249A1 (en) 2009-02-19

Similar Documents

Publication Publication Date Title
US9792767B2 (en) Wagering game with option to risk credit balance
US8771054B2 (en) Wagering game with persistent wild symbol reel positions
US8133111B2 (en) Wagering game with symbol array defined by multi-symbol objects
US8292719B2 (en) Wagering game with shared outcome providing individual awards to players
AU2007294841C1 (en) Wagering game with rule set altered prior to completion of reel spin
US9697672B2 (en) Wagering game with special-event eligibility feature based on passive game play
US8235785B2 (en) Wagering game with outcome based on community and individual random events
US8187089B2 (en) Wagering game providing player options for time-based special event
US8342945B2 (en) Wagering game with collection feature for triggering special event
US8303393B2 (en) Wagering game with enhanced bonus feature
US9613495B2 (en) Wagering game with episodic feature determined by player
US20090325678A1 (en) Wagering system with expanding wild feature dictated by direction indicator
US8317587B2 (en) Gaming system having free spin enhancement features
US8157634B2 (en) Wagering game with pyramidal bonus selection feature
US8282470B2 (en) Wagering game with player-selectable elements providing a scripted outcome
US9501892B2 (en) Gaming machine having award modifier dependent on game outcome and method therefor
US8308545B2 (en) Wagering game with enhanced player-selection bonus feature
US20110237322A1 (en) Keno-based wagering game having a game-termination feature

Legal Events

Date Code Title Description
AS Assignment

Owner name: WMS GAMING INC., ILLINOIS

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:AOKI, DION;THOMAS, ALFRED;SIGNING DATES FROM 20070817 TO 20070830;REEL/FRAME:023884/0081

AS Assignment

Owner name: BANK OF AMERICA, N.A., AS COLLATERAL AGENT, TEXAS

Free format text: SECURITY AGREEMENT;ASSIGNORS:SCIENTIFIC GAMES INTERNATIONAL, INC.;WMS GAMING INC.;REEL/FRAME:031847/0110

Effective date: 20131018

AS Assignment

Owner name: BALLY GAMING, INC., NEVADA

Free format text: MERGER;ASSIGNOR:WMS GAMING INC.;REEL/FRAME:036225/0464

Effective date: 20150629

STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION

AS Assignment

Owner name: SG GAMING, INC., NEVADA

Free format text: CHANGE OF NAME;ASSIGNOR:BALLY GAMING, INC.;REEL/FRAME:051649/0373

Effective date: 20200103

AS Assignment

Owner name: DON BEST SPORTS CORPORATION, NEVADA

Free format text: RELEASE BY SECURED PARTY;ASSIGNOR:BANK OF AMERICA, N.A.;REEL/FRAME:059756/0397

Effective date: 20220414

Owner name: BALLY GAMING, INC., NEVADA

Free format text: RELEASE BY SECURED PARTY;ASSIGNOR:BANK OF AMERICA, N.A.;REEL/FRAME:059756/0397

Effective date: 20220414

Owner name: WMS GAMING INC., NEVADA

Free format text: RELEASE BY SECURED PARTY;ASSIGNOR:BANK OF AMERICA, N.A.;REEL/FRAME:059756/0397

Effective date: 20220414

Owner name: SCIENTIFIC GAMES INTERNATIONAL, INC., NEVADA

Free format text: RELEASE BY SECURED PARTY;ASSIGNOR:BANK OF AMERICA, N.A.;REEL/FRAME:059756/0397

Effective date: 20220414