US20130012301A1 - Hidden universal player attraction game and method of play for idle gaming machines - Google Patents

Hidden universal player attraction game and method of play for idle gaming machines Download PDF

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Publication number
US20130012301A1
US20130012301A1 US13/177,776 US201113177776A US2013012301A1 US 20130012301 A1 US20130012301 A1 US 20130012301A1 US 201113177776 A US201113177776 A US 201113177776A US 2013012301 A1 US2013012301 A1 US 2013012301A1
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attraction
game
base game
award
gaming machine
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US8342950B1 (en
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Robert C. Dorr
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    • 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
    • G07F17/3255Incentive, loyalty and/or promotion schemes, e.g. comps, gaming associated with a purchase, gaming funded by advertisements

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  • the invention relates to casino gaming machines and methods and, more particularly, to player operated gaming machines and methods having player attraction features.
  • Attraction features have been used by casinos to encourage players to play idle gaming machines.
  • One feature is to incorporate advertising or promotions into the audio and visual components of a gaming machine to attract potential players to sit and play the gaming machine so as to increase revenue to the casino. From the casino's viewpoint such advertising and promotions also provides an additional source of revenue for the idle gaming machine. Some players, however, upon seeing such advertising may shy away from playing these idle gaming machines believing them to be “cold” (i.e., not winning).
  • Casino operators using a network are also able to access an individual gaming machine to download multi-themed base games, change the payback percentages and change other game criteria based on time of day, seasons, holidays, new games, new themes, etc.
  • payback percentages may be changed if the gaming machine is idle for a time (such as 4 minutes) and then the machine must remain idle after the change for another period of time (such as 4 minutes). Further, the screen of the gaming machine should inform players of the change in configuration.
  • Manufacturers may lease gaming machines to casinos and some manufacturers base the lease on a share of the wagers made on the gaming machine. From the viewpoint of such manufacturers, a continuing need also exists for new attraction games to encourage play of leased idle gaming machines.
  • Gaming machines use random number generators and so the player's feeling that a machine is hot, warm or cold may be more psychological than based in fact.
  • the invention addresses the aforesaid needs by providing a hidden universal player attraction game and method of play in the gaming machine.
  • the attraction game of the invention is universal in that it can be retrofitted into existing gaming machines or installed into new or restored gaming machines.
  • the attraction game of the invention is hidden in that the player is not made aware of the existence of the attraction game and it is difficult for a player to determine its existence.
  • the attraction game provides attraction game outcomes corresponding to base game outcomes so the player believes that only the base game is being played.
  • the gaming machine does not primarily generate revenue so the gaming machine is still considered idle with respect to revenue generation.
  • the attraction game of the invention uses the initial wagers to generally fund immediate winning outcomes with payback to the player. This immediate payback may convince the player that the base game of the gaming machine is warm or hot and to remain seated and continue to wager even though the attraction game is over.
  • the player receives immediate wins and may decide to sit and play the base game after the attraction game is over.
  • An idle gaming machine must be idle for a determined time period before the attraction game is activated for play.
  • play of the base game occurs in parallel with play of the attraction game (within the game machine and not apparent to players)
  • the player receives the higher base game win and play of the attraction game is over.
  • both the attraction game and the base game are simultaneously run with their outcomes compared internally in the gaming machine during the time the attraction game plays. In other words, play of the base game with its payback percentages are unaffected and the player receives any higher base game awards.
  • the method of the invention provides a hidden attraction game unknowingly played by a player in a gaming machine conventionally having a base game with a base game pay table. The player believes he/she is playing the conventional base game as the attraction game is hidden.
  • An idle time commences when the last game play of the gaming machine occurred such as when a cash out signal was activated by a player. Whenever a new wager is detected and after a determined period of idle time has elapsed, the attraction game, unknown to the player, commences play in the gaming machine for a set number of successive wagers with a goal to immediately award the player with wins so the player believes the gaming machine is warm or hot.
  • each attraction game outcome is shown in the display resulting in an attraction award from a hidden attraction pay table.
  • each attraction game outcome with its attraction award corresponds to a base game outcome in the conventional base game pay table having a low value base game award. End of play for the hidden attraction game occurs upon completion of the set number of successive wagers.
  • a value corresponding to the sum of the attraction awards awarded as wins during the set number of successive wagers mostly equals a value corresponding to the sum of the set number of successive wagers made which achieves the intended result of the invention: i.e., play of the hidden attraction game appears to the player to be play of the base game with base game outcomes and base game wins and the player is not aware of playing the separate attraction game.
  • the method of the invention may also provide, for each successive wager in play of the attraction game, the conventional random base game outcome with a base game award from the base game pay table with each attraction play outcome.
  • the processor compares internally in the gaming machine the provided attraction game award to the randomly provided base game award and displays to the player the provided attraction game outcome as a win and makes the attraction award to the player when the amount of the provided attraction award differs by a relative value relationship (e.g., is equal to or greater than) to the randomly provided base game award. If not, then the base game award is awarded (e.g., when the base game award is greater than the attraction award). Play of the attraction game in response to displaying the randomly provided base game outcome then ends.
  • the simultaneous play of the attraction game and the base game (unknown to the player), provides game fairness in that, in the event the conventional base game provides a higher win, the player receives it.
  • the gaming machine of the invention provides in a memory a conventional base game and its pay table.
  • the memory also contains the hidden attraction game with its pay table.
  • the hidden game pay table contains only hidden attraction game outcomes/awards that correspond to base game pay table outcomes having low value awards.
  • the processor in the gaming machine is operatively connected to at least a display, a wager detector, a random number generator and the memory. The processor determines whether a wager has occurred after a determined period of idle time since last game play of the gaming machine. If so, the processor plays, internally in the gaming machine, both the hidden attraction game and the conventional base game for each of a set number of successive wagers.
  • the processor displays the attraction game outcomes with their attraction awards when each attraction award differs by a relative value relationship over the value of the base game award for each of the set number of successive wagers. Otherwise, the processor displays the first base game outcome and base game award that is higher, based on the relative value relationship to the attraction award.
  • the processor ends play of the hidden attraction game when the set number of successive wagers has been made or when the first base game outcome with base game award is displayed.
  • FIG. 1 is an illustration showing an electronic gaming machine of the invention and its various input/output devices.
  • FIG. 2 is a block diagram of the system of the invention showing the components and the interconnection of the components.
  • FIG. 3 is a functional flow chart showing the method of play for one embodiment of the attraction game of the invention.
  • FIG. 4A is an illustration showing an idle gaming machine receiving a wager after a determined period of idle time has occurred thereby allowing play of the attraction game of the invention.
  • FIG. 4B is an illustration showing that the determined period of idle time of FIG. 4A is randomly selected from a range of times.
  • FIG. 5 is an example of selected portions of a base game pay table.
  • FIG. 6 is the example of an attraction game pay table of the invention having outcomes and payoffs corresponding to some of the base game outcomes with lower awards shown in FIG. 5 .
  • FIG. 7 is an illustration showing attraction game play in a first static outcome embodiment of the invention.
  • FIG. 8 is an illustration showing attraction game play in a second random outcome embodiment of the invention.
  • FIG. 9 is an illustration showing attraction game play in a third mapped outcome embodiment of the invention.
  • the gaming machine 10 of the invention is shown in FIG. 1 having a cabinet 20 , a touch display 30 on the cabinet 20 , a cashless ticket input 40 (T/I), a cashless ticket output 42 (T/O), a currency input 44 (MONEY), and a player card input 46 .
  • the machine 10 also has a “max bet” button 50 ; individual bet buttons such the “bet 2 ” and “bet 1 ” buttons 52 and 54 ; and a cash out button 60 .
  • a speaker(s) 70 is provided in the cabinet 20 .
  • Credit, bet, and paid displays 80 , 82 , and 84 are also provided separately as shown or may be incorporated into display 30 .
  • An optional bonus game 90 with a display 92 may also be provided.
  • FIG. 1 The gaming machine 10 of the invention is shown in FIG.
  • the cabinet 20 can be upright or slanted so that a player can be seated to play the game (not shown). All of the above components are conventional to casino gaming machines and the use and operation of each component individually and together are well known. The various components shown are just one embodiment and many conventional design variations are available except for the display of the hidden attraction outcomes 110 of the invention.
  • the casino gaming machine 10 provides conventional base game 222 play with outcomes 100 in display 30 or the hidden universal player attraction game 230 play with outcomes 110 of the invention.
  • the system components 200 are more functionally shown in the block diagram of FIG. 2 .
  • a processor 210 is shown which provides operational control.
  • the processor 210 is conventional and may also be termed a micro-processor, a central processing unit (CPU), a controller, etc.
  • the processor 210 has an internal clock 202 (shown separately for convenience) and is connected to a system memory 220 (which contains the base game software 222 and the attraction game software 230 of the invention) and to a random number generator (RNG) 240 .
  • the system memory 220 stores the operating software for the gaming machine 10 such as control instructions; any necessary data, inputs and outputs necessary for implementing game play of the base game 222 and the software for the hidden universal player attraction game 230 .
  • the system memory 220 is conventional and may use random access memory (RAM) and read only memory (ROM).
  • the RNG 240 may be a separate component as shown and/or may be software within the memory 220 .
  • the processor 210 under control of the attraction game software 230 of the invention provides attraction game outcomes 110 in display 30 which may, for example, be a winning outcome (or in another embodiment at least one losing outcome with a no value award) according to an attraction pay table 600 in memory 220 .
  • the processor 210 may also interface through a conventional network card 250 to a conventional network 252 which can be a progressive gaming controller, a casino management computer, etc.
  • the processor 210 connects with the touch screen display 30 ; the optional bonus game 90 ; a wager detection device 270 (e.g., ticket in 40 , currency in 44 , bet buttons 50 , 52 , and 54 , credit display 80 , bet display 82 , etc.); play input device 280 (e.g., the max bet button 50 , a play touch input on the screen 30 , etc.); audio/visual (A/V) outputs 260 (such as speakers 70 , lights, etc.); and a payoff mechanism 290 (e.g., credit display 80 ; ticket out 42 , cash out 60 , paid display 84 , etc.).
  • a wager detection device 270 e.g., ticket in 40 , currency in 44 , bet buttons 50 , 52 , and 54 , credit display 80 , bet display 82 , etc.
  • play input device 280 e.g., the max bet button 50 , a play touch input on the screen 30 , etc.
  • the processor 210 is shown to have two-way communication with all system components, but this depends on the system 200 actually used. All of the system components 200 (except the hidden universal player attraction game software 230 of the invention) are conventionally available either individually or together from a number of different sources. Again, the various components shown are just one functional embodiment and many conventional design variations for gaming platforms are available to implement the attraction game of the invention and its various embodiments and variations.
  • U.S. Pat. No. 7,908,169 B2 in FIG. 12 shows a block diagram of the electronic components of a gaming machine using an input/output circuit 158 connected to the microprocessor 154 and various other components (control panel 66 , display 70 , etc.).
  • the hidden universal player attraction game 230 of the invention is universal in that it can be used in most gaming machines as set forth above.
  • the term “attraction game” is used herein as a name for the hidden universal player attraction game described herein and any name for the invention herein may be used.
  • the term “base game play” is used in its conventional sense referring to play of a base game 222 in the gaming machine in response to a wager made by a player. As mentioned in the Background section, some players may drift from gaming machine to gaming machine looking for a warm or hot gaming machine. Drifters usually wager and if no win occurs may move on to a next gaming machine.
  • the attraction game 230 works in conjunction with base game only when a gaming machine 10 has sat idle for some time.
  • the term “idle” means the state of a gaming machine when it is not being played.
  • FIG. 3 the method used in one embodiment of the invention is set forth.
  • a player makes a wager at gaming machine 10 which is sensed in step 300 in the wager detector 270 by the processor 210 . With this event, the gaming machine 10 is no longer idle.
  • the processor determines whether the gaming machine was idle long enough (a determined period of idle time) in order to activate the attraction game software 230 in memory 220 .
  • the processor 210 using internal clock 202 in step 310 determines how long gaming machine 10 has been idle based on the time of detecting the wager, Tw. If time Tw is greater than or equal to a determined period of idle activation time, Td, the attraction game is activated. If time Tw is less than the determined time, Td, then the attraction game 110 is not activated in step 310 as the gaming machine 10 has not been idle long enough.
  • the activation time, Td can be any suitable idle time duration as determined by the casino operator (and/or the manufacturer) for a particular gaming machine 10 . For example, Td can be 4 hours.
  • the determined time, Td can also be changed over the network 252 at any time by the operator. As shown in FIG.
  • a further variation provides the processor 210 to first randomly choose a determined period of time, Td, from a range of times between T 1 and Tk.
  • Td can be randomly selected by the processor 210 using the RNG 240 from a set of hours such as ⁇ 3, 4, 5, 6 ⁇ . This helps minimize predictability of the existence of the attraction game 230 as the determined time Td randomly varies.
  • a gaming machine 10 becomes initially idle, Ti, which can be based on a time when an event occurs such as when the cash out button 60 is pushed, when a cashless ticket is printed by T/O 42 , the end of the last game played, etc. Any suitable event in the gaming machine 10 , can be used to establish a start time when the machine becomes initially idle, Ti.
  • the determined time, Td can be actually determined at any suitable event by the processor 210 using internal clock 202 such as when time T 1 occurs, when time Tw occurs, etc.
  • the attraction game 230 is played only when the detection of the wager occurs after the determined period of time, Td.
  • the term “after’ means herein either “at the time Td” or “after the time Td.”
  • the processor 210 determines that a wager has been inputted in step 300 .
  • the processor 210 determines whether the time of the wager, Tw, is greater than (or equal to) the determined period time, Td. If Tw is less than Td, then step 320 is entered and normal play of the base game 222 in the gaming machine 10 occurs as the gaming machine 10 has not been idle long enough. Hence, if the player sits and wagers each new base game 222 , the steps 300 , 310 , and 320 just cycle and the player plays the conventional base game in the gaming machine 10 . Base game 222 playing in step 320 will reset Ti as the gaming machine is no longer idle. If the gaming machine 10 has sat idle long enough that the time of wager, Tw, is greater than or equal to the determined period of time, Td, then step 330 is entered and the attraction game 230 activates.
  • step 330 the processor 210 determines which wager of a set number, n, of attraction game successive wagers has occurred.
  • the set number, n can be a fixed number, a variable number based on idle time or a random number picked in a range or any combination.
  • the set number, n can be a fixed number for all play such as 5 in which case the attraction game can only exist for five successive wagers causing the attraction game to end 335 (after the sixth wager is placed) and base game 222 play to resume in step 320 .
  • the set number, n can be a variable number based on a variable such as when Tw occurs such as 3 successive wagers for a gaming machine idle for 2 hours, 4 successive wagers for a machine idle for 6 hours, and 5 successive wagers for a machine idle for greater than 8 hours. Any variable relationship between a number, n, and idle time (i.e., when Tw is placed) can be used herein.
  • the set number, n can be a random number selected by the processor in step 330 in a range of numbers such as randomly selecting a number from a set (e.g., ⁇ 3, 4, 5 ⁇ ). Selecting a number, n, from a set adds further unpredictability to the attraction game 230 .
  • step 330 determines that n plus 1 successive wagers in the attraction game have occurred, then attraction game play ends 335 and the base game 222 is played 320 . Otherwise, the attraction game 230 continues in step 340 .
  • the hidden attraction game 230 has a separate pay table 600 of awards which is used for the set number of successive wagers discussed above.
  • the purpose of the hidden attraction game 230 is to convince the player to sit and play the idle gaming machine 10 by providing winning outcomes 110 in display 30 for each of the set number n of successive wagers.
  • the attraction game software 230 will not interfere with normal play of the base game in the gaming machine 10 during the set number of successive wagers.
  • both the attraction game 230 and the base game 222 are played internally (unknown to the player) in response to each of the set number of successive wagers.
  • the processor 210 internally in the gaming machine provides both a conventional random base game 222 outcome with a game award GA for base game 222 play (but not displayed) and a random attraction game outcome with an attraction award AA for the attraction game 230 (but not displayed) in response to the wager in.
  • the processor 210 compares in step 350 , the outcomes/awards from the base game 222 and from the attraction game 230 . If the base game outcome provides an award, GA, greater than (or in a variation greater than or equal to) the attraction game outcome provided award, AA, then step 335 is entered and the attraction game ends. The player receives the base game outcome 100 in display 30 in step 320 and the base game award GA. Assume the following as an extreme example in step 350 in response to the second successive wager in 390 : normal base game 222 play internally to the gaming machine results in a winning outcome of 777 with a game award, GA, of $10,000 which is much greater than any attraction outcome with an attraction award, AA.
  • step 335 (attraction game play ends) is entered from step 350 and the player receives 320 the $10,000 GA in the display 30 .
  • Steps 340 and 350 assure that the player receives fair play in playing the gaming machine.
  • the base game play provides a base game award GA greater than (or in a variation greater than or equal to) the attraction award AA in the internal attraction game outcome, the player receives it.
  • the gaming machine 10 is no longer idle and the attraction game 230 ends in step 335 .
  • the next wager 300 by the player follows steps 300 , 310 and 320 without the attraction game 230 being activated.
  • the processor 210 internally compares the random base game outcome award GA to the random attraction game outcome award AA for each of the set number n of successive wagers. Another illustration of this is shown in FIGS. 5 and 6 for a 3 coin-in wager. This illustration is not meant to limit the teachings of the invention.
  • FIG. 5 is an example of a conventional base game pay table 500 in memory 220 . This is also visually shown to the player of the gaming machine 10 .
  • the processor 210 In base game 222 play, the processor 210 conventionally uses a random number from RNG 240 to provide a base game outcome.
  • RNG 240 random number from RNG 240
  • the base game pay table 500 is conventional and has predetermined hit probabilities for each outcome (not shown). For example, the pay table 500 of FIG. 5 may have the lowest hit probability for “7771$10,000” of 0.000001 and may have the highest hit frequency of “all lose outcomes/0 coins” of 0.825.
  • the design of pay tables and hit probabilities is well known and varies from base game 222 to base game 222 .
  • FIG. 5 is only an illustration.
  • the attraction game pay table 600 for this illustration is shown in FIG. 6 and uses certain of the lower award winning outcomes (and in a variation at least one losing outcome) from the base game pay table 500 of FIG. 5 .
  • FIG. 6 uses the base game outcomes corresponding to low value awards of 6 coins or less of FIG. 5 .
  • the attraction game software 230 uses certain outcomes of the base game so the player is not aware that the attraction game 230 exists or is being played.
  • the attraction pay table 600 comprises a subset of the base game pay table outcomes corresponding to the lower awards of the base table pay table.
  • the attraction pay table 600 of FIG. 6 while using the low award outcomes of FIG. 5 does not use the base game probabilities as the intended purpose of the invention is to convince the player that he/she is receiving low value base game outcome awards during successive wagering.
  • the processor 210 conventionally provides internally both a random base game outcome with a base game award GA and also an attraction game outcome with an attraction award AA. The player does not see this in the display 30 and does not know about this occurrence.
  • the processor 210 compares and determines GA is less than AA and step 360 is entered.
  • step 360 the attraction game outcome 110 is displayed by the processor 210 in display 30 and the player receives the attraction award AA of 3 coins. This may encourage the player to sit and play.
  • the player has the option to cash out in step 370 and end 380 play of the gaming machine. While this is possible, it is expected that a player generally winning at the gaming machine 10 during the attraction game 230 will continue play with the player making the next successive wager 390 in the attraction game until the next wager 390 exceeds the set number n in step 330 causing the attraction game to end 335 . Any further wagering and play only occurs in the base game 320 .
  • the method of the invention in one embodiment is summarized as follows.
  • the attraction game 230 of the invention is played in a gaming machine 10 having a conventional base game 222 with a base game pay table 500 .
  • An idle time period is determined Td from when the last game play Ti of the gaming machine 10 occurred by processor 210 such as, in one variation, when a cash out signal was issued by the cash out button 60 .
  • Td idle time
  • the attraction game 230 commences play 340 in display 30 for a set number n of successive wagers 330 .
  • the detected wager 300 is the first of the successive number of wagers.
  • the method under control of the processor 210 (1) provides an attraction game outcome 110 in the display 30 with an attraction award AA from an attraction pay table 600 (each attraction game outcome with the attraction award AA corresponding to an outcome in the base game pay table 500 having a low value base game award) and (2) awards the provided attraction award AA to the player in the display 30 . End of play 335 for the attraction game occurs upon completion of the set number of successive wagers.
  • a value corresponding to the sum of the attraction awards awarded AA during the set number n of successive wagers mostly equals a value corresponding to the sum of the set number of successive wagers made which achieves the intended result of the invention: i.e., play of the attraction game 230 appears to a player of the gaming machine to be successive winning play of the base game and obtaining base game outcomes with base game awards and not the separate play of an attraction game.
  • the invention uses attraction outcomes/awards identically corresponding to base game outcomes/awards having lower values.
  • the method of the invention in a second embodiment is as above for the first embodiment, but further providing a random base game outcome with a base game award from the base game pay table 500 with each attraction play outcome internally and under control of the processor 210 using the random number generator 240 .
  • the processor 210 compares 350 the provided attraction game award AA to the randomly provided base game award GA and displays the provided attraction game outcome 110 in display 30 and then makes the attraction award AA to the player when the amount of the provided attraction award AA differs by a relative value relationship over the randomly provided base game award GA.
  • RVR relative value relationship
  • RVR relative value relationship
  • the processor 210 displays the randomly provided base game outcome 100 in display 30 and then makes the base game award GA to the player. For example, if RVR is “greater than”, then the base game award GA is only awarded when the attraction game award AA is “less than or equal” to the base award GA. For example, if the RVR is “greater than or equal to”, then the base game award GA is only awarded when the attraction game award AA is “less than” the base award GA. Play of the attraction game in response to displaying the randomly provided base game outcome then ends.
  • FIG. 7 sets forth the random selection 730 by the processor 210 of one static attraction game outcome/award schedule 740 from a set ⁇ 1, 2, . . . j ⁇ of different outcome/award pay schedules 720 designed for one set of n successive wagers randomly selected 710 from a range of values 700 .
  • Each static outcome schedule in the set 720 is designed to return the value of all n successive wagers back to the player when n wagers have been made.
  • step 7 is based on the set number of successive wagers being 4 with a wager of 3 coins.
  • the RVR is “greater than or equal to.”
  • Schedule 740 provides static attraction game outcomes based on the pay table awards of FIG. 5 for each of the four successive wagers in the attraction game 110 .
  • step 350 the processor 210 compares 350 the outcomes/awards from schedule 740 to each of the random base game outcomes 750 produced in response to each wager.
  • step 350 results in the attraction game outcome “3 blanks” being selected and displayed in display 30 paying the player an award AA of 3 coins.
  • the comparison results in an attraction game outcome “1 cherry” being displayed and paying the player 1 coin.
  • the “delta” column shows a difference of 2 coins (6 coins wagered minus 4 coins paid).
  • the comparison results in the attraction game outcome “2 cherries” and an award AA of 2 coins, the “delta” is now 3 coins (9 coins wagered minus 6 coins paid).
  • the attraction game 230 is required to pay back all coins wagered during the set number n of successive wagers to the player based on a static outcome schedule randomly selected from a group of static outcome schedules 720 .
  • Each static outcome schedule is pre-designed to be different, but each contains a subset of base game outcomes/awards. All wagers made by the player during the attraction game are paid back for each schedule in set 720 . From the viewpoint of the casino, the gaming machine during the attraction game play is still idle as to revenue. From the viewpoint of the player, the machine is getting warm or hot as the player is receiving low value awards.
  • each static schedule 740 is pre-designed, it's selection 730 is random as is the random selection 710 of the set number n. This makes it difficult for a player to ascertain the existence of a static attraction pay table used to play the attraction game 110 . In variations, each random selection 710 , 730 may or may not be used or only one schedule may be provided.
  • the casino may want to pay more coins back to the player over the n successive wagers to heighten player interest (e.g., 12 coins wagered, 18 coins paid) so each static outcome schedule 740 in a set can be so designed.
  • the casino may want to be paid (e.g., 12 coins wagered, 11 coins paid to player and 1 coin to casino).
  • the player may seek a cash out in step 370 at a point where the “delta” has coins. For example, the player decides to cash out after the third wager where the “delta” has 3 coins. The player can receive a surprise bonus payout of 3 credits with celebration upon cash out. Or, the delta coins can be retained by the casino in the gaming machine 10 with no player benefit.
  • a number of different variations can be designed into the random static schedules for this embodiment of the attraction game 110 .
  • step 350 results in the base game outcome 100 displayed in display 30 with an award GA.
  • the attraction game is over and the next wager-in plays 320 the base game. Should “delta” coins exist at this event, these coins in different variations can be paid as a surprise bonus or retained by the gaming machine, etc.
  • each attraction game outcome/award AA is randomly selected by the processor 210 using the RNG 240 in step 340 from attraction pay table 600 of FIG. 6 in response to each wager-in of the n successive limited wagers.
  • n 5 and the wager is 3 coins.
  • the RVR is “greater than or equal.”
  • the randomly selected attraction outcome is “2 cherries” having an AA of 2 coins which is compared 350 to the randomly selected base game “lose” outcome with a GA of 0 coins.
  • the attraction outcome 110 is higher and displayed in display 30 with an award AA of 2 coins (delta is 1 coin).
  • the randomly selected attraction outcome is “3 blanks” having an AA of 3 coins which is internally compared 350 to the randomly selected base game outcome of “2 cherries” with a GA of 2 coins.
  • the attraction outcome 110 is higher and displayed in display 30 with an award AA of 3 coins (delta is 1 coin).
  • the randomly selected attraction outcome is “1 cherry” having an AA of 1 coin which is compared 350 to the randomly selected base game outcome of “lose” with a GA of 0 coins.
  • the attraction outcome 110 is higher and displayed in display 30 with an award AA of 1 coin (delta is 3 coins).
  • the randomly selected attraction outcome is “3 bars” having an AA of 6 coins which is compared 350 to the randomly selected base game outcome “3 blanks” with a GA of 3 coins.
  • the attraction outcome 110 is higher and displayed in display 30 with an award AA of 6 coins (delta is 0 coins).
  • the randomly selected attraction outcome is “3 blanks” having an AA of 3 coins which is compared 350 to the randomly selected base game outcome of “lose” with a GA of 0 coins.
  • the attraction outcome 110 is higher and displayed in display 30 with an award AA of 6 coins (delta is 0 coins). That is, each attraction award AA differed by the relative value relationship (RVR is “greater than or equal to”) over the randomly provided base game award GA.
  • FIG. 8 randomly results in a delta difference of zero when n wagers have been played. If a delta difference greater than zero remains at wager n, it can be treated as a bonus pay out to the player or retained by the machine. If the delta difference is negative, the lose is absorbed by the gaming machine.
  • the attraction outcomes above are randomly selected and any hit probability such as 0.25 for each attraction outcome in pay table 600 can be used. Any suitable probability can be used and each outcome can have a different probability. While FIG. 6 does not show a “lose” outcome, the attraction pay table 600 could be designed with at least one.
  • the processor 210 can map the last attraction outcome/award AA for at least the nth wager so that a delta difference of zero is obtained. As shown in FIG. 9 , at wager n ⁇ 2, the delta difference is 1 coin.
  • the processor 210 does not randomly select the attraction outcome, but looks up 900 in the attraction pay table 600 for an attraction outcome that provides the delta difference of 3 coins: (e.g., “3 blanks”). This looked-up outcome is then displayed 910 in display 30 and the player receives the “3 blanks” outcome and 3 coins in pay out.
  • the delta difference becomes zero.
  • the mapping process can also start at n ⁇ 2, etc.
  • the pay table 500 values in the base game 222 can be designed with low value payout combinations to accomplish this mapping process to result in a delta of zero in response to the wager n. For example, providing base game outcomes having GAs of: 1, 2, 3, 4, 5, 6 coins which would provide attraction outcomes having awards AA of: 1, 2, 3, 4, 5, 6 coins.
  • base game outcomes having GAs of: 1, 2, 3, 4, 5, 6 coins which would provide attraction outcomes having awards AA of: 1, 2, 3, 4, 5, 6 coins.
  • a random attraction outcome results in a “delta” value greater than the largest AA in the attraction pay table, then that attraction outcome is not used and an attraction outcome is selected by the processor that brings the “delta” value down to at least the largest AA.
  • FIGS. 7 static), 8 (random), and 9 (mapping) and variations thereof to provide pay back that mostly equals the wagers made during play of the attraction game.
  • the player is not made aware that an attraction game is being played as all play outcomes displayed correspond to outcomes and awards for the base game pay table.
  • the player would find it difficult to ascertain play of the attraction game 230 from play of the base game 222 .
  • the player may think the base game 222 is warm or hot and continue playing the actual base game.
  • the term “mostly equals” is defined herein to at least mean, but ins not limited to: (1) equal (the value of all attraction awards awarded equals the value of all successive wagers made); (2) within plus or minus the value of one wager (the value of all attraction awards awarded equals within a range of plus or minus one wager of the value of all successive wagers made); or (3) within plus or minus one unit of the wager.
  • the term “mostly equal” would be for the above mean: (1) the sum of all attraction awards awarded for the 5 successive wagers equals a value of 15 coins awarded; (2) the sum of all attraction awards awarded for the 5 successive wagers would be a value in a range of 12 coins to 18 coins (15 coins plus or minus one wager); or (3) as the wager is 3 coins, a unit is 1 coin, the sum of all attraction awards awarded for the 5 successive wagers would be a value in a range of 14 to 16 coins (15 coins plus or minus one coin).
  • the gaming machine 10 of the invention provides in a memory 220 a conventional base game 222 and its pay table 500 .
  • the memory 220 also contains the hidden attraction game 230 with its pay table 600 .
  • the hidden game pay table 600 contains only hidden attraction game outcomes/awards that correspond to base game pay table 500 outcomes having low value awards.
  • the processor 210 in the gaming machine 10 is operatively connected to at least a display 30 , a wager detector 270 , a random number generator 240 and the memory 220 .
  • the processor 10 detects a wager 300 and determines 310 whether the wager has occurred Tw after a determined period of idle time Td since the time last game play Ti of the gaming machine.
  • the processor 210 plays 340 both the hidden attraction game 230 and the conventional base game 222 for each of a set number of successive wagers.
  • the processor 210 displays the attraction game outcomes 100 with their attraction awards AA when each said attraction award AA differs by a relative value relationship, RVR, over the value of the base game award GA for each of the set number of successive wagers. Otherwise, the processor 210 displays the first base game outcome and base game award that is higher, based on the relative value relationship to the attraction award.
  • the processor 210 ends play 335 of the hidden attraction game 230 when the set number of successive wagers has been made 330 or when the first base game outcome with base game award is displayed 350 .

Abstract

A hidden attraction game commences play for a number of successive wagers after a gaming machine is idle for a time followed by a wager-in. For each successive wager, the attraction game provides an attraction game outcome with a low value award. Each attraction game outcome corresponds to a base game outcome having a low value base game award. If a base game outcome for a successive wager results in a higher win, the base game controls and the attraction game ends. The player, not aware of the hidden attraction game, believes the attraction game wins are base game wins.

Description

    RELATED APPLICATIONS
  • This application is related to “PLAYER ATTRACTION GAME AND METHOD OF PLAY FOR LEASED GAMING MACHINES” filed concurrently herewith having the same inventor.
  • COPYRIGHT NOTICE
  • A portion of the disclosure of this patent document contains or may contain material subject to copyright protection. The copyright owner has no objection to the reproduction of the patent document or the patent disclosure in exactly the form it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights.
  • FIELD OF THE INVENTION
  • The invention relates to casino gaming machines and methods and, more particularly, to player operated gaming machines and methods having player attraction features.
  • BACKGROUND OF THE INVENTION
  • Casino operators have been long concerned with losing revenue when gaming machines sit idle. Each gaming machine occupies a footprint on the casino floor and casino operators desire that each gaming machine achieve a certain level of revenue return. One traditional factor used by casino operators to measure revenue return is the win per unit (WPU) per day. Gaming machines having a WPU above a certain amount may cause a casino to acquire more of these gaming machines whereas having a WPU below may cause the casino to remove them.
  • Attraction features have been used by casinos to encourage players to play idle gaming machines. One feature is to incorporate advertising or promotions into the audio and visual components of a gaming machine to attract potential players to sit and play the gaming machine so as to increase revenue to the casino. From the casino's viewpoint such advertising and promotions also provides an additional source of revenue for the idle gaming machine. Some players, however, upon seeing such advertising may shy away from playing these idle gaming machines believing them to be “cold” (i.e., not winning). A continuing need exists for new attraction games to encourage play of idle gaming machines especially those gaming machines that have remained idle for some period of time.
  • Casino operators using a network are also able to access an individual gaming machine to download multi-themed base games, change the payback percentages and change other game criteria based on time of day, seasons, holidays, new games, new themes, etc. In some states, payback percentages may be changed if the gaming machine is idle for a time (such as 4 minutes) and then the machine must remain idle after the change for another period of time (such as 4 minutes). Further, the screen of the gaming machine should inform players of the change in configuration. A need exists to provide an attraction game that plays in parallel with any conventional downloadable themed base game and that does not interfere with the play of or the payback percentages for such a multi-themed base game.
  • Manufacturers may lease gaming machines to casinos and some manufacturers base the lease on a share of the wagers made on the gaming machine. From the viewpoint of such manufacturers, a continuing need also exists for new attraction games to encourage play of leased idle gaming machines.
  • From the viewpoint of players, most simply want to sit at a gaming machine and win. Some players may ask casino personnel which gaming machines are “hot.” Or, some players may drift from idle gaming machine to idle gaming machine and insert a wager to see if the gaming machine is “hot” or “cold”. Often, such drifting players do not even sit at the idle gaming machine and may remain standing to place a few wagers and see what happens. After a few plays of not winning, the player may decide that the gaming machine is cold and drift to another gaming machine. But, after a few plays of winning, even small amounts, the player may sit at the gaming machine believing that the gaming machine is “hot” or at least “warm.” Gaming machines use random number generators and so the player's feeling that a machine is hot, warm or cold may be more psychological than based in fact. A further need exists to provide an attraction game that is hidden, without providing any audible or visible indications, so that the drifting player becomes convinced that the base game of the idle gaming machine is “warm” or “hot.”
  • A final need exists for an attraction game that is universal with most conventional gaming machines, that does not change base game play and the odds associated with such play, any aesthetic feature of the conventional gaming machine or that the existence of the attraction game cannot be easily determined by the player.
  • SUMMARY OF THE INVENTION
  • The invention addresses the aforesaid needs by providing a hidden universal player attraction game and method of play in the gaming machine. The attraction game of the invention is universal in that it can be retrofitted into existing gaming machines or installed into new or restored gaming machines. The attraction game of the invention is hidden in that the player is not made aware of the existence of the attraction game and it is difficult for a player to determine its existence. The attraction game provides attraction game outcomes corresponding to base game outcomes so the player believes that only the base game is being played.
  • From the viewpoint of the casino and/or the manufacturer, and when the attraction game of the invention is activated, the gaming machine does not primarily generate revenue so the gaming machine is still considered idle with respect to revenue generation. The attraction game of the invention uses the initial wagers to generally fund immediate winning outcomes with payback to the player. This immediate payback may convince the player that the base game of the gaming machine is warm or hot and to remain seated and continue to wager even though the attraction game is over.
  • From the viewpoint of a player who decides to play an idle machine, the player receives immediate wins and may decide to sit and play the base game after the attraction game is over. An idle gaming machine must be idle for a determined time period before the attraction game is activated for play. As play of the base game occurs in parallel with play of the attraction game (within the game machine and not apparent to players), when any base game outcome with a higher win occurs, the player receives the higher base game win and play of the attraction game is over. To accomplish this, both the attraction game and the base game are simultaneously run with their outcomes compared internally in the gaming machine during the time the attraction game plays. In other words, play of the base game with its payback percentages are unaffected and the player receives any higher base game awards.
  • The method of the invention provides a hidden attraction game unknowingly played by a player in a gaming machine conventionally having a base game with a base game pay table. The player believes he/she is playing the conventional base game as the attraction game is hidden. An idle time commences when the last game play of the gaming machine occurred such as when a cash out signal was activated by a player. Whenever a new wager is detected and after a determined period of idle time has elapsed, the attraction game, unknown to the player, commences play in the gaming machine for a set number of successive wagers with a goal to immediately award the player with wins so the player believes the gaming machine is warm or hot. For each successive wager in the play of the attraction game, an attraction game outcome is shown in the display resulting in an attraction award from a hidden attraction pay table. However, each attraction game outcome with its attraction award corresponds to a base game outcome in the conventional base game pay table having a low value base game award. End of play for the hidden attraction game occurs upon completion of the set number of successive wagers. At the end of play of the attraction game, a value corresponding to the sum of the attraction awards awarded as wins during the set number of successive wagers mostly equals a value corresponding to the sum of the set number of successive wagers made which achieves the intended result of the invention: i.e., play of the hidden attraction game appears to the player to be play of the base game with base game outcomes and base game wins and the player is not aware of playing the separate attraction game.
  • The method of the invention may also provide, for each successive wager in play of the attraction game, the conventional random base game outcome with a base game award from the base game pay table with each attraction play outcome. The processor compares internally in the gaming machine the provided attraction game award to the randomly provided base game award and displays to the player the provided attraction game outcome as a win and makes the attraction award to the player when the amount of the provided attraction award differs by a relative value relationship (e.g., is equal to or greater than) to the randomly provided base game award. If not, then the base game award is awarded (e.g., when the base game award is greater than the attraction award). Play of the attraction game in response to displaying the randomly provided base game outcome then ends. The simultaneous play of the attraction game and the base game (unknown to the player), provides game fairness in that, in the event the conventional base game provides a higher win, the player receives it.
  • The gaming machine of the invention provides in a memory a conventional base game and its pay table. The memory also contains the hidden attraction game with its pay table. The hidden game pay table contains only hidden attraction game outcomes/awards that correspond to base game pay table outcomes having low value awards. The processor in the gaming machine is operatively connected to at least a display, a wager detector, a random number generator and the memory. The processor determines whether a wager has occurred after a determined period of idle time since last game play of the gaming machine. If so, the processor plays, internally in the gaming machine, both the hidden attraction game and the conventional base game for each of a set number of successive wagers. The processor displays the attraction game outcomes with their attraction awards when each attraction award differs by a relative value relationship over the value of the base game award for each of the set number of successive wagers. Otherwise, the processor displays the first base game outcome and base game award that is higher, based on the relative value relationship to the attraction award. The processor ends play of the hidden attraction game when the set number of successive wagers has been made or when the first base game outcome with base game award is displayed.
  • The summary set forth above does not limit the teachings of the invention especially as to variations and other embodiments of the invention as more fully set out in the following description taken in connection with the accompanying drawings, which illustrate by way of example, the invention.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is an illustration showing an electronic gaming machine of the invention and its various input/output devices.
  • FIG. 2 is a block diagram of the system of the invention showing the components and the interconnection of the components.
  • FIG. 3 is a functional flow chart showing the method of play for one embodiment of the attraction game of the invention.
  • FIG. 4A is an illustration showing an idle gaming machine receiving a wager after a determined period of idle time has occurred thereby allowing play of the attraction game of the invention.
  • FIG. 4B is an illustration showing that the determined period of idle time of FIG. 4A is randomly selected from a range of times.
  • FIG. 5 is an example of selected portions of a base game pay table.
  • FIG. 6 is the example of an attraction game pay table of the invention having outcomes and payoffs corresponding to some of the base game outcomes with lower awards shown in FIG. 5.
  • FIG. 7 is an illustration showing attraction game play in a first static outcome embodiment of the invention.
  • FIG. 8 is an illustration showing attraction game play in a second random outcome embodiment of the invention.
  • FIG. 9 is an illustration showing attraction game play in a third mapped outcome embodiment of the invention.
  • DETAILED DESCRIPTION OF THE INVENTION
  • The gaming machine 10 of the invention is shown in FIG. 1 having a cabinet 20, a touch display 30 on the cabinet 20, a cashless ticket input 40 (T/I), a cashless ticket output 42 (T/O), a currency input 44 (MONEY), and a player card input 46. The machine 10 also has a “max bet” button 50; individual bet buttons such the “bet 2” and “bet 1 buttons 52 and 54; and a cash out button 60. A speaker(s) 70 is provided in the cabinet 20. Credit, bet, and paid displays 80, 82, and 84 are also provided separately as shown or may be incorporated into display 30. An optional bonus game 90 with a display 92 may also be provided. In FIG. 1, the cabinet 20 can be upright or slanted so that a player can be seated to play the game (not shown). All of the above components are conventional to casino gaming machines and the use and operation of each component individually and together are well known. The various components shown are just one embodiment and many conventional design variations are available except for the display of the hidden attraction outcomes 110 of the invention. The casino gaming machine 10 provides conventional base game 222 play with outcomes 100 in display 30 or the hidden universal player attraction game 230 play with outcomes 110 of the invention.
  • The system components 200 are more functionally shown in the block diagram of FIG. 2. A processor 210 is shown which provides operational control. The processor 210 is conventional and may also be termed a micro-processor, a central processing unit (CPU), a controller, etc. The processor 210 has an internal clock 202 (shown separately for convenience) and is connected to a system memory 220 (which contains the base game software 222 and the attraction game software 230 of the invention) and to a random number generator (RNG) 240. The system memory 220 stores the operating software for the gaming machine 10 such as control instructions; any necessary data, inputs and outputs necessary for implementing game play of the base game 222 and the software for the hidden universal player attraction game 230. The system memory 220 is conventional and may use random access memory (RAM) and read only memory (ROM). The RNG 240 may be a separate component as shown and/or may be software within the memory 220. The processor 210 under control of the attraction game software 230 of the invention provides attraction game outcomes 110 in display 30 which may, for example, be a winning outcome (or in another embodiment at least one losing outcome with a no value award) according to an attraction pay table 600 in memory 220. The processor 210 may also interface through a conventional network card 250 to a conventional network 252 which can be a progressive gaming controller, a casino management computer, etc. With respect to FIG. 1, the processor 210 connects with the touch screen display 30; the optional bonus game 90; a wager detection device 270 (e.g., ticket in 40, currency in 44, bet buttons 50, 52, and 54, credit display 80, bet display 82, etc.); play input device 280 (e.g., the max bet button 50, a play touch input on the screen 30, etc.); audio/visual (A/V) outputs 260 (such as speakers 70, lights, etc.); and a payoff mechanism 290 (e.g., credit display 80; ticket out 42, cash out 60, paid display 84, etc.). The processor 210 is shown to have two-way communication with all system components, but this depends on the system 200 actually used. All of the system components 200 (except the hidden universal player attraction game software 230 of the invention) are conventionally available either individually or together from a number of different sources. Again, the various components shown are just one functional embodiment and many conventional design variations for gaming platforms are available to implement the attraction game of the invention and its various embodiments and variations. For example, U.S. Pat. No. 7,908,169 B2 in FIG. 12 shows a block diagram of the electronic components of a gaming machine using an input/output circuit 158 connected to the microprocessor 154 and various other components (control panel 66, display 70, etc.).
  • The hidden universal player attraction game 230 of the invention is universal in that it can be used in most gaming machines as set forth above. The term “attraction game” is used herein as a name for the hidden universal player attraction game described herein and any name for the invention herein may be used. The term “base game play” is used in its conventional sense referring to play of a base game 222 in the gaming machine in response to a wager made by a player. As mentioned in the Background section, some players may drift from gaming machine to gaming machine looking for a warm or hot gaming machine. Drifters usually wager and if no win occurs may move on to a next gaming machine.
  • The attraction game 230 works in conjunction with base game only when a gaming machine 10 has sat idle for some time. The term “idle” means the state of a gaming machine when it is not being played. In FIG. 3, the method used in one embodiment of the invention is set forth. A player makes a wager at gaming machine 10 which is sensed in step 300 in the wager detector 270 by the processor 210. With this event, the gaming machine 10 is no longer idle. In step 310, the processor determines whether the gaming machine was idle long enough (a determined period of idle time) in order to activate the attraction game software 230 in memory 220.
  • In FIG. 4A, the processor 210 using internal clock 202 in step 310 determines how long gaming machine 10 has been idle based on the time of detecting the wager, Tw. If time Tw is greater than or equal to a determined period of idle activation time, Td, the attraction game is activated. If time Tw is less than the determined time, Td, then the attraction game 110 is not activated in step 310 as the gaming machine 10 has not been idle long enough. The activation time, Td, can be any suitable idle time duration as determined by the casino operator (and/or the manufacturer) for a particular gaming machine 10. For example, Td can be 4 hours. The determined time, Td, can also be changed over the network 252 at any time by the operator. As shown in FIG. 4B, a further variation provides the processor 210 to first randomly choose a determined period of time, Td, from a range of times between T1 and Tk. For example, Td can be randomly selected by the processor 210 using the RNG 240 from a set of hours such as {3, 4, 5, 6}. This helps minimize predictability of the existence of the attraction game 230 as the determined time Td randomly varies. A gaming machine 10 becomes initially idle, Ti, which can be based on a time when an event occurs such as when the cash out button 60 is pushed, when a cashless ticket is printed by T/O 42, the end of the last game played, etc. Any suitable event in the gaming machine 10, can be used to establish a start time when the machine becomes initially idle, Ti. The determined time, Td, can be actually determined at any suitable event by the processor 210 using internal clock 202 such as when time T1 occurs, when time Tw occurs, etc. The attraction game 230 is played only when the detection of the wager occurs after the determined period of time, Td. The term “after’ means herein either “at the time Td” or “after the time Td.”
  • In FIG. 3, the processor 210 determines that a wager has been inputted in step 300. In step 310, the processor 210 determines whether the time of the wager, Tw, is greater than (or equal to) the determined period time, Td. If Tw is less than Td, then step 320 is entered and normal play of the base game 222 in the gaming machine 10 occurs as the gaming machine 10 has not been idle long enough. Hence, if the player sits and wagers each new base game 222, the steps 300, 310, and 320 just cycle and the player plays the conventional base game in the gaming machine 10. Base game 222 playing in step 320 will reset Ti as the gaming machine is no longer idle. If the gaming machine 10 has sat idle long enough that the time of wager, Tw, is greater than or equal to the determined period of time, Td, then step 330 is entered and the attraction game 230 activates.
  • In step 330, the processor 210 determines which wager of a set number, n, of attraction game successive wagers has occurred. When the first wager made (Tw) by a player occurs in step 300, and the attraction game becomes activated in step 310, then the first wager is number “one” of the successive wagers. The set number, n, can be a fixed number, a variable number based on idle time or a random number picked in a range or any combination. The set number, n, can be a fixed number for all play such as 5 in which case the attraction game can only exist for five successive wagers causing the attraction game to end 335 (after the sixth wager is placed) and base game 222 play to resume in step 320. The set number, n, can be a variable number based on a variable such as when Tw occurs such as 3 successive wagers for a gaming machine idle for 2 hours, 4 successive wagers for a machine idle for 6 hours, and 5 successive wagers for a machine idle for greater than 8 hours. Any variable relationship between a number, n, and idle time (i.e., when Tw is placed) can be used herein. The set number, n, can be a random number selected by the processor in step 330 in a range of numbers such as randomly selecting a number from a set (e.g., {3, 4, 5}). Selecting a number, n, from a set adds further unpredictability to the attraction game 230. Or, any combination of the above could be used such as: randomly picking the number, n, from the following sets: idle time of 2 hours {2, 3, 4}; idle time of 6 hours {3, 4, 5, 6} and idle time greater than 8 hours {3, 4, 5, 6, 7}. Any variation of the above could be utilized in the teachings of the present invention. Whenever, step 330 determines that n plus 1 successive wagers in the attraction game have occurred, then attraction game play ends 335 and the base game 222 is played 320. Otherwise, the attraction game 230 continues in step 340.
  • The hidden attraction game 230 has a separate pay table 600 of awards which is used for the set number of successive wagers discussed above. The purpose of the hidden attraction game 230 is to convince the player to sit and play the idle gaming machine 10 by providing winning outcomes 110 in display 30 for each of the set number n of successive wagers.
  • The attraction game software 230 will not interfere with normal play of the base game in the gaming machine 10 during the set number of successive wagers. In operation of one embodiment of the invention, both the attraction game 230 and the base game 222 are played internally (unknown to the player) in response to each of the set number of successive wagers. In step 340, the processor 210 internally in the gaming machine provides both a conventional random base game 222 outcome with a game award GA for base game 222 play (but not displayed) and a random attraction game outcome with an attraction award AA for the attraction game 230 (but not displayed) in response to the wager in.
  • The processor 210 compares in step 350, the outcomes/awards from the base game 222 and from the attraction game 230. If the base game outcome provides an award, GA, greater than (or in a variation greater than or equal to) the attraction game outcome provided award, AA, then step 335 is entered and the attraction game ends. The player receives the base game outcome 100 in display 30 in step 320 and the base game award GA. Assume the following as an extreme example in step 350 in response to the second successive wager in 390: normal base game 222 play internally to the gaming machine results in a winning outcome of 777 with a game award, GA, of $10,000 which is much greater than any attraction outcome with an attraction award, AA. In this extreme example, step 335 (attraction game play ends) is entered from step 350 and the player receives 320 the $10,000 GA in the display 30. Steps 340 and 350 assure that the player receives fair play in playing the gaming machine. When the internal parallel the base game play provides a base game award GA greater than (or in a variation greater than or equal to) the attraction award AA in the internal attraction game outcome, the player receives it. When this occurs the gaming machine 10 is no longer idle and the attraction game 230 ends in step 335. In the extreme example above, the next wager 300 by the player follows steps 300, 310 and 320 without the attraction game 230 being activated.
  • As mentioned, in step 350, the processor 210 internally compares the random base game outcome award GA to the random attraction game outcome award AA for each of the set number n of successive wagers. Another illustration of this is shown in FIGS. 5 and 6 for a 3 coin-in wager. This illustration is not meant to limit the teachings of the invention. FIG. 5 is an example of a conventional base game pay table 500 in memory 220. This is also visually shown to the player of the gaming machine 10. In base game 222 play, the processor 210 conventionally uses a random number from RNG 240 to provide a base game outcome. In FIG. 5, a losing base game outcome results in a zero or null award whereas a specific winning outcome results in a base game award GA (e.g., a “2 cherry” outcome results in a 2 coin payoff for a 3 coin wager). The base game pay table 500 is conventional and has predetermined hit probabilities for each outcome (not shown). For example, the pay table 500 of FIG. 5 may have the lowest hit probability for “7771$10,000” of 0.000001 and may have the highest hit frequency of “all lose outcomes/0 coins” of 0.825. The design of pay tables and hit probabilities is well known and varies from base game 222 to base game 222. FIG. 5 is only an illustration.
  • The attraction game pay table 600 for this illustration is shown in FIG. 6 and uses certain of the lower award winning outcomes (and in a variation at least one losing outcome) from the base game pay table 500 of FIG. 5. FIG. 6 uses the base game outcomes corresponding to low value awards of 6 coins or less of FIG. 5. The attraction game software 230 uses certain outcomes of the base game so the player is not aware that the attraction game 230 exists or is being played. The attraction pay table 600 comprises a subset of the base game pay table outcomes corresponding to the lower awards of the base table pay table. The attraction pay table 600 of FIG. 6 while using the low award outcomes of FIG. 5 does not use the base game probabilities as the intended purpose of the invention is to convince the player that he/she is receiving low value base game outcome awards during successive wagering.
  • In the illustration of FIGS. 5 and 6 and in step 340, the processor 210 conventionally provides internally both a random base game outcome with a base game award GA and also an attraction game outcome with an attraction award AA. The player does not see this in the display 30 and does not know about this occurrence. In a first example, assume the base game outcome is a “losing outcome” (GA=0 coins) and the attraction game outcome is “3 blanks” (AA=3 coins). In step 350, the processor 210 compares and determines GA is less than AA and step 360 is entered. In step 360, the attraction game outcome 110 is displayed by the processor 210 in display 30 and the player receives the attraction award AA of 3 coins. This may encourage the player to sit and play.
  • In FIG. 3, after the attraction award AA is made 360, the player has the option to cash out in step 370 and end 380 play of the gaming machine. While this is possible, it is expected that a player generally winning at the gaming machine 10 during the attraction game 230 will continue play with the player making the next successive wager 390 in the attraction game until the next wager 390 exceeds the set number n in step 330 causing the attraction game to end 335. Any further wagering and play only occurs in the base game 320.
  • The method of the invention in one embodiment (without comparison 350 to an internal base game outcome) is summarized as follows. The attraction game 230 of the invention is played in a gaming machine 10 having a conventional base game 222 with a base game pay table 500. An idle time period is determined Td from when the last game play Ti of the gaming machine 10 occurred by processor 210 such as, in one variation, when a cash out signal was issued by the cash out button 60. When a wager is detected 300 in device 270 at time Tw by the processor 210 and after a determined period of idle time (Td) 310, the attraction game 230 commences play 340 in display 30 for a set number n of successive wagers 330. The detected wager 300 is the first of the successive number of wagers. For each other successive wager 300 in the play of the attraction game, the method under control of the processor 210 (1) provides an attraction game outcome 110 in the display 30 with an attraction award AA from an attraction pay table 600 (each attraction game outcome with the attraction award AA corresponding to an outcome in the base game pay table 500 having a low value base game award) and (2) awards the provided attraction award AA to the player in the display 30. End of play 335 for the attraction game occurs upon completion of the set number of successive wagers. At the end of play of the attraction game 230 based upon the n successive wagers, a value corresponding to the sum of the attraction awards awarded AA during the set number n of successive wagers mostly equals a value corresponding to the sum of the set number of successive wagers made which achieves the intended result of the invention: i.e., play of the attraction game 230 appears to a player of the gaming machine to be successive winning play of the base game and obtaining base game outcomes with base game awards and not the separate play of an attraction game. The invention uses attraction outcomes/awards identically corresponding to base game outcomes/awards having lower values.
  • The method of the invention in a second embodiment (with comparison 350 to the internal base game outcome) is as above for the first embodiment, but further providing a random base game outcome with a base game award from the base game pay table 500 with each attraction play outcome internally and under control of the processor 210 using the random number generator 240. The processor 210 compares 350 the provided attraction game award AA to the randomly provided base game award GA and displays the provided attraction game outcome 110 in display 30 and then makes the attraction award AA to the player when the amount of the provided attraction award AA differs by a relative value relationship over the randomly provided base game award GA. The term “relative value relationship” (RVR) herein means a relative value of “greater than” or “greater than and equal to” depending on the design of the attraction game.
  • Otherwise, when the amount of the provided attraction award AA does not differ by the relative value relationship over the randomly provided base game award GA, the processor 210 displays the randomly provided base game outcome 100 in display 30 and then makes the base game award GA to the player. For example, if RVR is “greater than”, then the base game award GA is only awarded when the attraction game award AA is “less than or equal” to the base award GA. For example, if the RVR is “greater than or equal to”, then the base game award GA is only awarded when the attraction game award AA is “less than” the base award GA. Play of the attraction game in response to displaying the randomly provided base game outcome then ends.
  • The following works through several examples of the play of the attraction game 230 using the illustrated pay tables of FIGS. 5 and 6.
  • FIG. 7 sets forth the random selection 730 by the processor 210 of one static attraction game outcome/award schedule 740 from a set {1, 2, . . . j} of different outcome/award pay schedules 720 designed for one set of n successive wagers randomly selected 710 from a range of values 700. Each static outcome schedule in the set 720 is designed to return the value of all n successive wagers back to the player when n wagers have been made. In the example of FIG. 7 assume the processor has randomly selected 710 using RNG 240 the value of n=4 from a range 700 of values {n=3, n=4, n=5, n=6} in step 330. This illustration in FIG. 7 is based on the set number of successive wagers being 4 with a wager of 3 coins. The RVR is “greater than or equal to.” The processor 210 in step 340 randomly selects 730 static schedule f (pay table 740) from the set 720 of different schedules all designed for n=4. Different sets of schedules exist for each different number n in the plurality of values 700. Schedule 740 provides static attraction game outcomes based on the pay table awards of FIG. 5 for each of the four successive wagers in the attraction game 110. In step 350, the processor 210 compares 350 the outcomes/awards from schedule 740 to each of the random base game outcomes 750 produced in response to each wager. For wager n=1, the comparison is step 350 results in the attraction game outcome “3 blanks” being selected and displayed in display 30 paying the player an award AA of 3 coins. For wager 2, the comparison results in an attraction game outcome “1 cherry” being displayed and paying the player 1 coin. At this stage, the player has wagered a total of 6 coins in and has been paid back 4 coins. The “delta” column shows a difference of 2 coins (6 coins wagered minus 4 coins paid). For wager 3, the comparison results in the attraction game outcome “2 cherries” and an award AA of 2 coins, the “delta” is now 3 coins (9 coins wagered minus 6 coins paid). For the final wager of the attraction game (n=4), the current 3 coin wager plus the “delta” coin amount must be paid so the outcome “3 bars” is displayed with an AA award of 6. This brings the delta coins down to zero (12 coins wagered minus 12 coins paid). In this example, all of the random base game outcomes and awards GA were “less than” (all are null or zero values) than the static attraction game awards AA. That is, each attraction award AA differed by the relative value relationship (RVR is “greater than or equal to”) over the randomly provided base game award GA.
  • In a first static embodiment of FIG. 7, the attraction game 230 is required to pay back all coins wagered during the set number n of successive wagers to the player based on a static outcome schedule randomly selected from a group of static outcome schedules 720. Each static outcome schedule is pre-designed to be different, but each contains a subset of base game outcomes/awards. All wagers made by the player during the attraction game are paid back for each schedule in set 720. From the viewpoint of the casino, the gaming machine during the attraction game play is still idle as to revenue. From the viewpoint of the player, the machine is getting warm or hot as the player is receiving low value awards. Although each static schedule 740 is pre-designed, it's selection 730 is random as is the random selection 710 of the set number n. This makes it difficult for a player to ascertain the existence of a static attraction pay table used to play the attraction game 110. In variations, each random selection 710, 730 may or may not be used or only one schedule may be provided.
  • In a variation, the casino (manufacturer) may want to pay more coins back to the player over the n successive wagers to heighten player interest (e.g., 12 coins wagered, 18 coins paid) so each static outcome schedule 740 in a set can be so designed. In another variation, the casino (manufacturer) may want to be paid (e.g., 12 coins wagered, 11 coins paid to player and 1 coin to casino). And, the player may seek a cash out in step 370 at a point where the “delta” has coins. For example, the player decides to cash out after the third wager where the “delta” has 3 coins. The player can receive a surprise bonus payout of 3 credits with celebration upon cash out. Or, the delta coins can be retained by the casino in the gaming machine 10 with no player benefit. A number of different variations can be designed into the random static schedules for this embodiment of the attraction game 110.
  • In FIG. 7, whenever the attraction award does not differ by the relative value relationship, the comparison in step 350 results in the base game outcome 100 displayed in display 30 with an award GA. The attraction game is over and the next wager-in plays 320 the base game. Should “delta” coins exist at this event, these coins in different variations can be paid as a surprise bonus or retained by the gaming machine, etc.
  • In a second random example relating to the embodiment of FIG. 8, each attraction game outcome/award AA is randomly selected by the processor 210 using the RNG 240 in step 340 from attraction pay table 600 of FIG. 6 in response to each wager-in of the n successive limited wagers. In the example of FIG. 8, n=5 and the wager is 3 coins. The RVR is “greater than or equal.” In response to wager 1, the randomly selected attraction outcome is “2 cherries” having an AA of 2 coins which is compared 350 to the randomly selected base game “lose” outcome with a GA of 0 coins. The attraction outcome 110 is higher and displayed in display 30 with an award AA of 2 coins (delta is 1 coin). In response to wager 2, the randomly selected attraction outcome is “3 blanks” having an AA of 3 coins which is internally compared 350 to the randomly selected base game outcome of “2 cherries” with a GA of 2 coins. The attraction outcome 110 is higher and displayed in display 30 with an award AA of 3 coins (delta is 1 coin). In response to wager 3, the randomly selected attraction outcome is “1 cherry” having an AA of 1 coin which is compared 350 to the randomly selected base game outcome of “lose” with a GA of 0 coins. The attraction outcome 110 is higher and displayed in display 30 with an award AA of 1 coin (delta is 3 coins). In response to wager 4, the randomly selected attraction outcome is “3 bars” having an AA of 6 coins which is compared 350 to the randomly selected base game outcome “3 blanks” with a GA of 3 coins. The attraction outcome 110 is higher and displayed in display 30 with an award AA of 6 coins (delta is 0 coins). In response to wager 5, the randomly selected attraction outcome is “3 blanks” having an AA of 3 coins which is compared 350 to the randomly selected base game outcome of “lose” with a GA of 0 coins. The attraction outcome 110 is higher and displayed in display 30 with an award AA of 6 coins (delta is 0 coins). That is, each attraction award AA differed by the relative value relationship (RVR is “greater than or equal to”) over the randomly provided base game award GA. The example of FIG. 8 randomly results in a delta difference of zero when n wagers have been played. If a delta difference greater than zero remains at wager n, it can be treated as a bonus pay out to the player or retained by the machine. If the delta difference is negative, the lose is absorbed by the gaming machine. The attraction outcomes above are randomly selected and any hit probability such as 0.25 for each attraction outcome in pay table 600 can be used. Any suitable probability can be used and each outcome can have a different probability. While FIG. 6 does not show a “lose” outcome, the attraction pay table 600 could be designed with at least one.
  • In a third mapping embodiment, the processor 210 using the RNG 240 can randomly select at least attraction outcome/awards AA for n=1 through n=n−1 wagers as done above in FIG. 8. However, to provide a full return of the value of all successive wagers so that “delta” is zero at the nth successive wager, the processor 210 can map the last attraction outcome/award AA for at least the nth wager so that a delta difference of zero is obtained. As shown in FIG. 9, at wager n−2, the delta difference is 1 coin. The processor randomly selects the attraction outcomes from n=1 through n=n−2. The player wagers, at wager n−1, 3 coins and receives a random attraction outcome “1 cherry” and an award AA of 1 coin. This causes the delta difference to increase by 2 coins to a value of 3. For the n wager of 3 coins, the processor 210 does not randomly select the attraction outcome, but looks up 900 in the attraction pay table 600 for an attraction outcome that provides the delta difference of 3 coins: (e.g., “3 blanks”). This looked-up outcome is then displayed 910 in display 30 and the player receives the “3 blanks” outcome and 3 coins in pay out. The delta difference becomes zero. The player has been paid back all coins wagered during the n wagers through this mapping process. The mapping process can also start at n−2, etc. Through game design, the pay table 500 values in the base game 222 can be designed with low value payout combinations to accomplish this mapping process to result in a delta of zero in response to the wager n. For example, providing base game outcomes having GAs of: 1, 2, 3, 4, 5, 6 coins which would provide attraction outcomes having awards AA of: 1, 2, 3, 4, 5, 6 coins. In a variation of mapping, whenever a random attraction outcome results in a “delta” value greater than the largest AA in the attraction pay table, then that attraction outcome is not used and an attraction outcome is selected by the processor that brings the “delta” value down to at least the largest AA.
  • Three embodiments have been discussed above for FIGS. 7 (static), 8 (random), and 9 (mapping) and variations thereof to provide pay back that mostly equals the wagers made during play of the attraction game. This results in a drifting, or any player, playing a clearly idle machine and then being attracted to it through a series of successive winning outcomes and associated awards Ms. The player is not made aware that an attraction game is being played as all play outcomes displayed correspond to outcomes and awards for the base game pay table. Based on the randomness built into the attraction game 230 of selecting the idle time before playing the attraction game, the number of successive wagers n and displaying the attraction outcomes, the player would find it difficult to ascertain play of the attraction game 230 from play of the base game 222. As a result, the player may think the base game 222 is warm or hot and continue playing the actual base game.
  • The term “mostly equals” is defined herein to at least mean, but ins not limited to: (1) equal (the value of all attraction awards awarded equals the value of all successive wagers made); (2) within plus or minus the value of one wager (the value of all attraction awards awarded equals within a range of plus or minus one wager of the value of all successive wagers made); or (3) within plus or minus one unit of the wager. For example, if the wager is 3 coins and the set number n is 5 successive wagers, then the total value wagered is the sum of the set number of wagers made or 15 coins, the term “mostly equal” would be for the above mean: (1) the sum of all attraction awards awarded for the 5 successive wagers equals a value of 15 coins awarded; (2) the sum of all attraction awards awarded for the 5 successive wagers would be a value in a range of 12 coins to 18 coins (15 coins plus or minus one wager); or (3) as the wager is 3 coins, a unit is 1 coin, the sum of all attraction awards awarded for the 5 successive wagers would be a value in a range of 14 to 16 coins (15 coins plus or minus one coin).
  • In summary, the gaming machine 10 of the invention provides in a memory 220 a conventional base game 222 and its pay table 500. The memory 220 also contains the hidden attraction game 230 with its pay table 600. The hidden game pay table 600 contains only hidden attraction game outcomes/awards that correspond to base game pay table 500 outcomes having low value awards. The processor 210 in the gaming machine 10 is operatively connected to at least a display 30, a wager detector 270, a random number generator 240 and the memory 220. The processor 10 detects a wager 300 and determines 310 whether the wager has occurred Tw after a determined period of idle time Td since the time last game play Ti of the gaming machine. If so, the processor 210 plays 340 both the hidden attraction game 230 and the conventional base game 222 for each of a set number of successive wagers. The processor 210 displays the attraction game outcomes 100 with their attraction awards AA when each said attraction award AA differs by a relative value relationship, RVR, over the value of the base game award GA for each of the set number of successive wagers. Otherwise, the processor 210 displays the first base game outcome and base game award that is higher, based on the relative value relationship to the attraction award. The processor 210 ends play 335 of the hidden attraction game 230 when the set number of successive wagers has been made 330 or when the first base game outcome with base game award is displayed 350.
  • The above disclosure sets forth several basic embodiments of the invention described in detail with respect to the accompanying drawings with a number of variations discussed. While the above disclosure uses a three reel, single pay line base game outcome for illustration purposes, the invention applies to multi-reel, multi-pay line base games where a player may play one or more pay lines with one or more bets per pay line. A max bet would wager the largest bet for all pay lines. Generally, wagering on multiple pay lines in one base game play is comparable to wagering on a series of single pay lines in successive multiple base game plays.
  • Certain precise values have been utilized in the specification to illustrate and provide examples for the invention. However, these values do not limit the scope of the claimed invention and thus variations can occur.
  • It is noted that the terms “preferable” and “preferably,” are given their common definitions and are not utilized herein to limit the scope of the claimed disclosure. Rather, these terms are intended to highlight alternative or additional features that may or may not be utilized in a particular embodiment of the present disclosure.
  • For the purposes of describing and defining the present disclosure it is noted that the term “substantially” and “mostly” are given their common definition and it is utilized herein to represent the inherent degree of uncertainty that may be attributed to any other representation. The term “whereby” is used herein to only express the intended purpose or result of the claimed invention and is not used to limit the claims herein.
  • Those skilled in this art will appreciate that various changes, modifications, and other embodiments could be practiced under the teachings of the invention without departing from the scope of this invention as set forth in the following claims or in claims in applications claiming priority to this application.

Claims (20)

1. A method of playing a hidden attraction game in a gaming machine, the gaming machine having a base game with a base game pay table, the method comprising:
determining, in a processor in the gaming machine, an idle time period since last game play of the gaming machine;
detecting a wager, in a wager detector in the gaming machine, to play the base game;
playing the hidden attraction game, in a display of the gaming machine under control of the processor, for a set number of successive wagers only when detecting the wager occurs after the determined period of idle time; for each successive wager in the set number in playing the hidden attraction game, the method further comprising:
1.) providing an attraction game outcome with an attraction award from an attraction pay table in a memory of the gaming machine, the attraction game outcome with the attraction award corresponding to a base game outcome in the base game pay table having a base game award;
2.) displaying on, the display of the gaming machine, the corresponding base game outcome and base game award for the provided attraction game outcome and the provided attraction award; and
ending play of the hidden attraction game in the gaming machine after the set number of successive wagers occurs, at the end of play of the hidden attraction game a value corresponding to the sum of the attraction awards awarded during the set number of successive wagers mostly equals a value corresponding to the sum of the set number of successive wagers made, wherein the aforesaid mostly equals a value is equivalent to: equals to the value, or equals the value plus or minus one wager, or equals the value plus or minus one unit of the wager; and wherein playing the hidden attraction game in the gaming machine results in displaying only base game outcomes and awards on the display corresponding to hidden attraction game outcomes and awards during the set number of successive wagers without any visible indication on the display that the hidden attraction game is being played.
2. The method of claim 1 wherein determining an idle time period comprises:
detecting a cash out signal in the processor of the gaming machine; and
starting the determination of the period of idle time, in the gaming machine, in response to detecting the cash out signal.
3. The method of claim 1 wherein the time duration of the idle time period is randomly selected from a range of duration times by the processor using a random number generator.
4. The method of claim 1 further comprising:
randomly selecting, by the processor using a random number generator in the gaming machine, the set number of successive wagers from a range of numbers.
5. The method of claim 1 further comprising:
selecting, by the processor in the gaming machine, the set number of successive wagers based on the determined period of idle time.
6. The method of claim 1 for each successive wager in the set number in the play of the attraction game further comprising:
providing, in the processor, a random base game outcome with a base game award from the base game pay table;
comparing, in the processor, the provided attraction game award to the randomly provided base game award,
displaying the base game outcome corresponding to the provided attraction game outcome on the display of the gaming machine when the value of the provided attraction award differs by a relative value relationship over the value of the randomly provided base game award, otherwise displaying the randomly provided base game outcome on the display;
awarding the base game award corresponding to the provided attraction award in the gaming machine in response to displaying the corresponding base game outcome;
awarding the randomly provided base game award in the gaming machine in response to displaying the randomly provided base game outcome; and
ending play of the attraction game in response to displaying the randomly provided base game outcome.
7. The method of claim 6 wherein the relative value relationship is greater than, so that the base game award corresponding to the provided attraction award is displayed when the value of the provided attraction award is greater than the value of the randomly provided base game award.
8. The method of claim 6 wherein the relative value relationship is greater than or equal to, so that the base game award corresponding to the provided attraction award is displayed when the value of the provided attraction award is greater than or equal to the value of the randomly provided base game award.
9. (canceled)
10. The method of claim 1 wherein the step of providing an attraction game outcome further comprises:
providing a static attraction outcome schedule having a predetermined attraction outcome with a corresponding attraction award for each of the set number of successive wagers; wherein the value of the attraction awards awarded during the set number of successive wagers equals the value of the set number of successive wagers made.
11. The method of claim 10 further comprises:
randomly selecting the static attraction outcome schedule from a plurality of different static attraction outcome schedules.
12. The method of claim 1 wherein providing an attraction game outcome further comprises:
selecting an attraction game outcome, in the gaming machine, from the attraction pay table for at least the last wager in the set number of successive wagers to cause the value of the attraction awards awarded during the set number of successive wagers to equal the value of the set number of successive wagers made.
13. The method of claim 1 wherein providing an attraction game outcome further comprises:
randomly selecting, in the gaming machine, the attraction game outcome from a plurality of attraction outcomes in the attraction pay table.
14. (canceled)
15. (canceled)
16. A method of playing a hidden attraction game in a gaming machine, the gaming machine having a base game with a base game pay table, the method comprising:
determining, in a processor of the gaming machine, a period of idle time since last game play of the gaming machine;
detecting a wager in a wager detector of the gaming machine;
playing the hidden attraction game in the gaming machine, only when detecting the wager occurs after the determined period of idle time, for a set number of successive wagers; for each successive wager in the set number, the method further comprising:
1.) providing an attraction game outcome with an attraction award from an attraction pay table, the attraction pay table in a memory of the gaming machine; the attraction game outcome with the attraction award corresponding to a base game outcome in the base game pay table outcome having a base game award;
2.) providing a random base game outcome with a base game award from the base game pay table under control of the processor using a random number generator in the gaming machine, the base game pay table in the memory;
3.) comparing the provided attraction game award to the randomly provided base game award in the processor of the gaming machine; and
4.) displaying the corresponding base game outcome and base game award for the provided attraction game outcome and the provided attraction award in the display of the gaming machine when the value of the provided attraction game award differs by a relative value relationship over the value of the randomly provided base game award in response to the comparison; otherwise awarding the randomly provided base game award on the display of the gaming machine;
ending play of the hidden attraction game in response to awarding the randomly provided base game award; wherein play of the hidden attraction game results in a player receiving a higher winning base game outcome and base game award; and
ending play of the hidden attraction game after the set number of successive wagers occurs; at the end of play of the hidden attraction game a value corresponding to the sum of the attraction awards awarded during the set number of successive wagers mostly equals a value corresponding to the sum of the set number of successive wagers made, wherein the aforesaid mostly equals a value is equivalent to: equals to the value, or equals the value plus or minus one wager, or equals the value plus or minus one unit of the wager; and wherein playing the hidden attraction game in the gaming machine results in displaying of only base game outcomes and awards on the display corresponding to hidden attraction game outcomes and awards during the set number of successive wagers without any visible indication on the display that the hidden attraction game is being played.
17. The method of claim 16 wherein determining an idle time period comprises:
detecting a cash out signal in the processor of the gaming machine; and
starting the determination of the period of idle time, in the gaming machine, in response to detecting the cash out signal.
18. The method of claim 16 wherein the relative value relationship is greater than, so that the base game award corresponding to the provided attraction award is displayed when the value of the provided attraction award is greater than the value of the randomly provided base game award.
19. The method of claim 16 wherein the relative value relationship is greater than or equal to, so that the base game award corresponding to the provided attraction award is displayed when the value of the provided attraction award is greater than or equal to the value of the randomly provided base game award.
20. A gaming machine comprising:
a memory, said memory having a base game with a base game pay table, said base game pay table containing base game outcomes and base game base game awards, said memory further having a hidden attraction game with an attraction game pay table, said attraction game pay table containing attraction game outcomes and attraction game awards, each attraction game outcome and attraction game award corresponding to a base game outcome and base game award;
a display;
a wager detector;
a processor, said processor connected to said wager detector for determining whether a wager occurred after a determined period of gaming machine idle time;
said processor connected to said memory playing internally in said gaming machine both said hidden attraction game and said base game, when said wager occurred after said determined period of idle time, for a set number of successive wagers;
said processor connected to said display for displaying said base game outcomes and base game awards corresponding to said attraction outcomes and attraction awards on said display when said attraction award differs by a relative value relationship over the value of the base game award during said internal play for each of said set number of successive wagers otherwise displaying a first base game outcome and base game award on the display; and
said processor ending play of the hidden attraction game when the set number of successive wagers has been made or when the first base game outcome with base game award is displayed wherein playing the hidden attraction game in the gaming machine results in displaying of only base game outcomes and awards on the display corresponding to hidden attraction game outcomes and awards during the set number of successive wagers without any visible indication on the display that the hidden attraction game is being played.
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