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WO2009023249A1 - Jeu de pari basé sur le keno ayant une fonction d'interruption du jeu - Google Patents

Jeu de pari basé sur le keno ayant une fonction d'interruption du jeu Download PDF

Info

Publication number
WO2009023249A1
WO2009023249A1 PCT/US2008/009728 US2008009728W WO2009023249A1 WO 2009023249 A1 WO2009023249 A1 WO 2009023249A1 US 2008009728 W US2008009728 W US 2008009728W WO 2009023249 A1 WO2009023249 A1 WO 2009023249A1
Authority
WO
WIPO (PCT)
Prior art keywords
symbols
game
symbol
player
keno
Prior art date
Application number
PCT/US2008/009728
Other languages
English (en)
Inventor
Dion K. Aoki
Alfred Thomas
Original Assignee
Wms Gaming Inc.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Wms Gaming Inc. filed Critical Wms Gaming Inc.
Priority to US12/671,704 priority Critical patent/US20110237322A1/en
Publication of WO2009023249A1 publication Critical patent/WO2009023249A1/fr

Links

Classifications

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

Definitions

  • the present invention relates generally to gaming machines, and methods for playing keno-type wagering games, and more particularly, to a keno-based wagering game having a game-termination feature.
  • Gaming machines such as slot machines, video poker machines, keno machine, and the like, have been a cornerstone of the gaming industry for several years.
  • the popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options.
  • the available gaming options include a number of competing machines and the expectation of winning at each machine is roughly the same (or believed to be the same)
  • players are likely to be attracted to the most entertaining and exciting machines.
  • Shrewd operators consequently strive to employ the most entertaining and exciting machines, features, and enhancements available because such machines attract frequent play and hence increase profitability to the operator. Therefore, there is a continuing need for gaming machine manufacturers to continuously develop new games and improved gaming enhancements that will attract frequent play through enhanced entertainment value to the player.
  • bonus game may comprise any type of game, either similar to or completely different from the basic game, which is entered upon the occurrence of a selected event or outcome in the basic game.
  • bonus games provide a greater expectation of winning than the basic game and may also be accompanied with more attractive or unusual video displays and/or audio.
  • Bonus games may additionally award players with "progressive jackpot” awards that are funded, at least in part, by a percentage of coin-in from the gaming machine or a plurality of participating gaming machines. Because the bonus game concept offers tremendous advantages in player appeal and excitement relative to other known games, and because such games are attractive to both players and operators, there is a continuing need to develop gaming machines with new types of bonus games to satisfy the demands of players and operators.
  • Some wagering games are keno games and involve players choosing a plurality of numbers on an electronic number board.
  • Most keno games include electronic number boards of eighty numbers, and a player selects a set subset (usually seven numbers or less) of these eighty numbers. The selected numbers apply to a plurality of game cards being played by the player.
  • Balls containing the numbers are then usually randomly selected from a hopper. If the numbers on the randomly selected balls match one or more of the player's selected numbers, the player has achieved a "hit.” Typically, a player is awarded credits for achieving three or more hits per card.
  • the number boards and game cards may be electronic representations of a number board and a game card, and the hopper may be an electronic version of a hopper such that the keno game can be performed by a gaming terminal.
  • a method of playing a keno-type wagering game includes conducting the keno-type wagering game at a gaming terminal.
  • the keno-type wagering game has at least one game card to be played by a player and a plurality of symbols to be selected during the keno-type wagering game.
  • the plurality of symbols includes at least one game-termination symbol and a plurality of other symbols. At least some of the plurality of symbols are displayed on a display on the gaming terminal.
  • a first set of symbols is selected from the plurality of other symbols and the first set is associated with at least one game card.
  • a second set of symbols is randomly selected from the plurality of symbols.
  • a gaming system for playing a keno- type wagering game comprises an input device for receiving inputs from a player and at least one display for displaying a plurality of symbols associated with the keno-type wagering game.
  • the plurality of symbols includes at least one game-termination symbol and a plurality of other symbols.
  • the at least one display further displays a game card indicating a first set of symbols selected by the player from the plurality of other symbols via the input device.
  • a controller is coupled to the input device and the at least on display, and is operative to randomly select a second set of symbols from the plurality of symbols. The random selection continues until the at least one game-termination symbol is selected. The player is awarded an award in response to at least one of the symbols from the second set matching a symbol shown from said first set.
  • a method of playing a keno-type wagering game comprises conducting the keno-type wagering game at a gaming terminal.
  • the keno-type wagering game has a game card and a plurality of symbols to be selected during the keno-type wagering game.
  • the plurality of symbols includes at least one game- termination symbol and a plurality of other symbols. At least some of the plurality of symbols are displayed in at least one hopper on a display on the gaming terminal.
  • a first subset of symbols is selected from the plurality of other symbols that are associated with the game card.
  • a plurality of second subsets of symbols are randomly selected from the plurality of symbols.
  • Random selection is terminated for any one of the second subsets of symbols upon a random selection of a predetermined quantity of the game-termination symbols. After the termination, the player is awarded a winning award in response to at least one of the symbols of the second subsets matching a symbol from the first subset.
  • FIG. Ia is a perspective view of a gaming machine according to an embodiment of the present invention.
  • FIG. Ib is a perspective view of a handheld gaming machine according to an embodiment of the present invention.
  • FIG. 2 is a block diagram of a control system suitable for operating the gaming machine of FIGS. Ia and Ib;
  • FIG. 3 illustrates a screen of a wagering game according to an embodiment of the present invention.
  • FIG. 4 illustrate another screen of a wagering game according to an embodiment of the present invention.
  • a gaming machine 10 is used in gaming establishments such as casinos.
  • the gaming machine 10 may be any type of gaming machine and may have varying structures and methods of operation.
  • the gaming machine 10 may be an electromechanical gaming machine configured to play mechanical slots, or it may be an electronic gaming machine configured to play a video casino game, such as slots, keno, poker, blackjack, roulette, etc.
  • the gaming machine 10 comprises a housing 12 and includes input devices, including a value input device 18 and a player input device 24.
  • the gaming machine 10 includes a primary display 14 for displaying information about the basic wagering game.
  • the primary display 14 can also display information about a bonus wagering game and a progressive wagering game.
  • the gaming machine 10 may also include a secondary display 16 for displaying game events, game outcomes, and/or signage information. While these typical components found in the gaming machine 10 are described below, it should be understood that numerous other elements may exist and may be used in any number of combinations to create various forms of a gaming machine 10.
  • the value input device 18 may be provided in many forms, individually or in combination, and is preferably located on the front of the housing 12.
  • the value input device 18 receives currency and/or credits that are inserted by a player.
  • the value input device 18 may include a coin acceptor 20 for receiving coin currency (see FIG. 1 a).
  • the value input device 18 may include a bill acceptor 22 for receiving paper currency.
  • the value input device 18 may include a ticket reader, or barcode scanner, for reading information stored on a credit ticket, a card, or other tangible portable credit storage device.
  • the credit ticket or card may also authorize access to a central account, which can transfer money to the gaming machine 10.
  • the player input device 24 comprises a plurality of push buttons 26 on a button panel for operating the gaming machine 10.
  • the player input device 24 may comprise a touch screen 28 mounted by adhesive, tape, or the like over the primary display 14 and/or secondary display 16.
  • the touch screen 28 contains soft touch keys 30 denoted by graphics on the underlying primary display 14 and used to operate the gaming machine 10.
  • the touch screen 28 provides players with an alternative method of input. A player enables a desired function either by touching the touch screen 28 at an appropriate touch key 30 or by pressing an appropriate push button 26 on the button panel.
  • the touch keys 30 may be used to implement the same functions as push buttons 26.
  • the push burtons 26 may provide inputs for one aspect of the operating the game, while the touch keys 30 may allow for input needed for another aspect of the game.
  • the various components of the gaming machine 10 may be connected directly to, or contained within, the housing 12, as seen in FIG. Ia, or may be located outboard of the housing 12 and connected to the housing 12 via a variety of different wired or wireless connection methods. Thus, the gaming machine 10 comprises these components whether housed in the housing 12, or outboard of the housing 12 and connected remotely.
  • the operation of the basic wagering game is displayed to the player on the primary display 14.
  • the primary display 14 can also display the bonus game associated with the basic wagering game.
  • the primary display 14 may take the form of a cathode ray tube (CRT), a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the gaming machine 10. As shown, the primary display 14 includes the touch screen 28 overlaying the entire display (or a portion thereof) to allow players to make game-related selections. Alternatively, the primary display 14 of the gaming machine 10 may include a number of mechanical reels to display the outcome in visual association with at least one payline 32. In the illustrated embodiment, the gaming machine 10 is an "upright" version in which the primary display 14 is oriented vertically relative to the player.
  • the gaming machine may be a "slant-top" version in which the primary display 14 is slanted at about a thirty-degree angle toward the player of the gaming machine 10.
  • a player begins play of the basic wagering game by making a wager via the value input device 18 of the gaming machine 10.
  • a player can select play by using the player input device 24, via the buttons 26 or the touch screen keys 30.
  • the basic game consists of a plurality of symbols arranged in an array, and includes at least one payline 32 that indicates one or more outcomes of the basic game. Such outcomes are randomly selected in response to the wagering input by the player. At least one of the plurality of randomly-selected outcomes may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
  • the gaming machine 10 may also include a player information reader 52 that allows for identification of a player by reading a card with information indicating his or her true identity.
  • the player information reader 52 is shown in FIG. Ia as a card reader, but may take on many forms including a ticket reader, bar code scanner, RFID transceiver or computer readable storage medium interface.
  • identification is generally used by casinos for rewarding certain players with complimentary services or special offers. For example, a player may be enrolled in the gaming establishment's loyalty club and may be awarded certain complimentary services as that player collects points in his or her player-tracking account. The player inserts his or her card into the player information reader 52, which allows the casino's computers to register that player's wagering at the gaming machine 10.
  • the gaming machine 10 may use the secondary display 16 or other dedicated player-tracking display for providing the player with information about his or her account or other player-specific information. Also, in some embodiments, the information reader 52 may be used to restore game assets that the player achieved and saved during a previous game session.
  • FIG. Ib Depicted in FIG. Ib is a handheld or mobile gaming machine 1 10.
  • the handheld gaming machine 1 10 is preferably an electronic gaming machine configured to play a video casino game such as, but not limited to, slots, keno, poker, blackjack, and roulette.
  • the handheld gaming machine 1 10 comprises a housing or casing 112 and includes input devices, including a value input device 118 and a player input device 124.
  • the handheld gaming machine 110 includes, but is not limited to, a primary display 114, a secondary display 1 16, one or more speakers 1 17, one or more player-accessible ports 1 19 (e.g., an audio output jack for headphones, a video headset jack, etc.), and other conventional I/O devices and ports, which may or may not be player- accessible.
  • the handheld gaming machine 1 10 comprises a secondary display 1 16 that is rotatable relative to the primary display 1 14.
  • the optional secondary display 116 may be fixed, movable, and/or detachable/attachable relative to the primary display 1 14.
  • Either the primary display 1 14 and/or secondary display 1 16 may be configured to display any aspect of a non-wagering game, wagering game, secondary games, bonus games, progressive wagering games, group games, shared-experience games or events, game events, game outcomes, scrolling information, text messaging, emails, alerts or announcements, broadcast information, subscription information, and handheld gaming machine status.
  • the player-accessible value input device 118 may comprise, for example, a slot located on the front, side, or top of the casing 112 configured to receive credit from a stored- value card (e.g., casino card, smart card, debit card, credit card, etc.) inserted by a player.
  • a stored- value card e.g., casino card, smart card, debit card, credit card, etc.
  • the player-accessible value input device 1 18 may comprise a sensor (e.g., an RF sensor) configured to sense a signal (e.g., an RF signal) output by a transmitter (e.g., an RF transmitter) carried by a player.
  • the player-accessible value input device 1 18 may also or alternatively include a ticket reader, or barcode scanner, for reading information stored on a credit ticket, a card, or other tangible portable credit or funds storage device.
  • the credit ticket or card may also authorize access to a central account, which can transfer money to the handheld gaming machine 110.
  • Still other player-accessible value input devices 1 18 may require the use of touch keys 130 on the touch-screen display (e.g., primary display 114 and/or secondary display 1 16) or player input devices 124.
  • player identification information e.g., primary display 114 and/or secondary display 1 16
  • secondary authorization information e.g., a password, PIN number, stored value card number, predefined key sequences, etc.
  • the handheld gaming machine 110 may be configured to permit a player to only access an account the player has specifically set up for the handheld gaming machine 1 10.
  • Other conventional security features may also be utilized to, for example, prevent unauthorized access to a player's account, to minimize an impact of any unauthorized access to a player's account, or to prevent unauthorized access to any personal information or funds temporarily stored on the handheld gaming machine 110.
  • the player-accessible value input device 1 18 may itself comprise or utilize a biometric player information reader which permits the player to access available funds on a player's account, either alone or in combination with another of the aforementioned player- accessible value input devices 118.
  • the player-accessible value input device 118 comprises a biometric player information reader
  • transactions such as an input of value to the handheld device, a transfer of value from one player account or source to an account associated with the handheld gaming machine 1 10, or the execution of another transaction, for example, could all be authorized by a biometric reading, which could comprise a plurality of biometric readings, from the biometric device.
  • a transaction may be optionally enabled only by a two-step process in which a secondary source confirms the identity indicated by a primary source.
  • a player-accessible value input device 118 comprising a biometric player information reader may require a confirmatory entry from another biometric player information reader 152, or from another source, such as a credit card, debit card, player ID card, fob key, PIN number, password, hotel room key, etc.
  • a transaction may be enabled by, for example, a combination of the personal identification input (e.g., biometric input) with a secret PIN number, or a combination of a biometric input with a fob input, or a combination of a fob input with a PIN number, or a combination of a credit card input with a biometric input.
  • the personal identification input e.g., biometric input
  • a secret PIN number e.g., biometric input
  • a biometric input with a fob input e.g., a secret PIN number
  • a biometric input e.g., biometric input
  • fob input e.g., a combination of a fob input with a PIN number
  • a credit card input e.g., debit card
  • biometric input device 1 18 may be provided remotely from the handheld gaming machine 110.
  • the player input device 124 comprises a plurality of push buttons on a button panel for operating the handheld gaming machine 110.
  • the player input device 124 may comprise a touch screen 128 mounted to a primary display 1 14 and/or secondary display 1 16.
  • the touch screen 128 is matched to a display screen having one or more selectable touch keys 130 selectable by a user's touching of the associated area of the screen using a finger or a tool, such as a stylus pointer.
  • a player enables a desired function either by touching the touch screen 128 at an appropriate touch key 130 or by pressing an appropriate push button 126 on the button panel.
  • the touch keys 130 may be used to implement the same functions as push buttons 126.
  • the push buttons may provide inputs for one aspect of the operating the game, while the touch keys 130 may allow for input needed for another aspect of the game.
  • the various components of the handheld gaming machine 1 10 may be connected directly to, or contained within, the casing 1 12, as seen in FIG. Ib, or may be located outboard of the casing 1 12 and connected to the casing 1 12 via a variety of hardwired (tethered) or wireless connection methods.
  • the handheld gaming machine 1 10 may comprise a single unit or a plurality of interconnected parts (e.g., wireless connections) which may be arranged to suit a player's preferences.
  • the operation of the basic wagering game on the handheld gaming machine 1 10 is displayed to the player on the primary display 114.
  • the primary display 114 can also display the bonus game associated with the basic wagering game.
  • the primary display 1 14 preferably takes the form of a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the handheld gaming machine 1 10.
  • the size of the primary display 114 may vary from, for example, about a 2-3" display to a 15" or 17" display. In at least some aspects, the primary display 1 14 is a 7"- 10" display. As the weight of and/or power requirements of such displays decreases with improvements in technology, it is envisaged that the size of the primary display may be increased.
  • coatings or removable films or sheets may be applied to the display to provide desired characteristics (e.g., anti-scratch, anti-glare, bacterially-resistant and anti-microbial films, etc.).
  • the primary display 114 and/or secondary display 116 may have a 16:9 aspect ratio or other aspect ratio (e.g., 4:3).
  • the primary display 1 14 and/or secondary display 116 may also each have different resolutions, different color schemes, and different aspect ratios.
  • the basic game may comprise a plurality of symbols arranged in an array, and includes at least one payline 132 that indicates one or more outcomes of the basic game. Such outcomes are randomly selected in response to the wagering input by the player. At least one of the plurality of randomly selected outcomes may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
  • the player-accessible value input device 1 18 of the handheld gaming machine 1 10 may double as a player information reader 152 that allows for identification of a player by reading a card with information indicating the player's identity (e.g., reading a player's credit card, player ID card, smart card, etc.).
  • the player information reader 152 may alternatively or also comprise a bar code scanner, RFID transceiver or computer readable storage medium interface.
  • the player information reader 152 shown by way of example in FIG. Ib, comprises a biometric sensing device.
  • a central processing unit (CPU) 34 also referred to herein as a controller or processor (such as a microcontroller or microprocessor).
  • the controller 34 executes one or more game programs stored in a computer readable storage medium, in the form of memory 36.
  • the controller 34 performs the random selection (using a random number generator (RNG)) of an outcome from the plurality of possible outcomes of the wagering game.
  • RNG random number generator
  • the random event may be determined at a remote controller.
  • the remote controller may use either an RNG or pooling scheme for its central determination of a game outcome.
  • the controller 34 may include one or more microprocessors, including but not limited to a master processor, a slave processor, and a secondary or parallel processor.
  • the controller 34 is also coupled to the system memory 36 and a money/credit detector 38.
  • the system memory 36 may comprise a volatile memory (e.g., a random-access memory (RAM)) and a non-volatile memory (e.g., an EEPROM).
  • RAM random-access memory
  • EEPROM non-volatile memory
  • the system memory 36 may include multiple RAM and multiple program memories.
  • the money /credit detector 38 signals the processor that money and/or credits have been input via the value input device 18.
  • these components are located within the housing 12 of the gaming machine 10. However, as explained above, these components may be located outboard of the housing 12 and connected to the remainder of the components of the gaming machine 10 via a variety of different wired or wireless connection methods.
  • the controller 34 is also connected to, and controls, the primary display 14, the player input device 24, and a payoff mechanism 40.
  • the payoff mechanism 40 is operable in response to instructions from the controller 34 to award a payoff to the player in response to certain winning outcomes that might occur in the basic game or the bonus game(s).
  • the payoff may be provided in the form of points, bills, tickets, coupons, cards, etc.
  • the payoff mechanism 40 includes both a ticket printer 42 and a coin outlet 44.
  • any of a variety of payoff mechanisms 40 well known in the art may be implemented, including cards, coins, tickets, smartcards, cash, etc.
  • the payoff amounts distributed by the payoff mechanism 40 are determined by one or more pay tables stored in the system memory 36.
  • Communications between the controller 34 and both the peripheral components of the gaming machine 10 and external systems 50 occur through input/output (I/O) circuits 46, 48. More specifically, the controller 34 controls and receives inputs from the peripheral components of the gaming machine 10 through the input/output circuits 46. Further, the controller 34 communicates with the external systems 50 via the I/O circuits 48 and a communication path (e.g., serial, parallel, IR, RC, 1ObT, etc.).
  • the external systems 50 may include a gaming network, other gaming machines, a gaming server, communications hardware, or a variety of other interfaced systems or components.
  • the I/O circuits 46, 48 may be shown as a single block, it should be appreciated that each of the I/O circuits 46, 48 may include a number of different types of I/O circuits.
  • Controller 34 comprises any combination of hardware, software, and/or firmware that may be disposed or resident inside and/or outside of the gaming machine 10 that may communicate with and/or control the transfer of data between the gaming machine 10 and a bus, another computer, processor, or device and/or a service and/or a network.
  • the controller 34 may comprise one or more controllers or processors.
  • the controller 34 in the gaming machine 10 is depicted as comprising a CPU, but the controller 34 may alternatively comprise a CPU in combination with other components, such as the I/O circuits 46, 48 and the system memory 36.
  • the controller 34 may reside partially or entirely inside or outside of the machine 10.
  • the control system for a handheld gaming machine 110 may be similar to the control system for the free standing gaming machine 10 except that the functionality of the respective on-board controllers may vary.
  • the gaming machines 10,1 10 may communicate with external systems 50 (in a wired or wireless manner) such that each machine operates as a "thin client,” having relatively less functionality, a "thick client,” having relatively more functionality, or through any range of functionality therebetween (e.g., a "rich client").
  • the gaming machine may operate primarily as a display device to display the results of gaming outcomes processed externally, for example, on a server as part of the external systems 50.
  • the server executes game code and determines game outcomes (e.g., with a random number generator), while the controller 34 on board the gaming machine processes display information to be displayed on the display(s) of the machine.
  • the server determines game outcomes, while the controller 34 on board the gaming machine executes game code and processes display information to be displayed on the display(s) of the machines.
  • the controller 34 on board the gaming machine 1 10 executes game code, determines game outcomes, and processes display information to be displayed on the display(s) of the machine. Numerous alternative configurations are possible such that the aforementioned and other functions may be performed onboard or external to the gaming machine as may be necessary for particular applications.
  • the gaming machines 10,1 10 may take on a wide variety of forms such as a free standing machine, a portable or handheld device primarily used for gaming, a mobile telecommunications device such as a mobile telephone or personal daily assistant (PDA), a counter top or bar top gaming machine, or other personal electronic device such as a portable television, MP3 player, entertainment device, etc.
  • a mobile telecommunications device such as a mobile telephone or personal daily assistant (PDA)
  • PDA personal daily assistant
  • counter top or bar top gaming machine or other personal electronic device such as a portable television, MP3 player, entertainment device, etc.
  • WLAN wireless local area network
  • WPAN wireless personal area networks
  • WMAN wireless metropolitan area network
  • WWAN wireless wide area network
  • IEEE Institute of Electrical and Electronics Engineers 802.11 family of WLAN standards, IEEE 802.1 Ii, IEEE 802.1 Ir (under development), IEEE 802.1 Iw (under development), IEEE 802.15.1 (Bluetooth), IEEE 802.12.3, etc.
  • a WLAN in accord with at least some aspects of the present concepts comprises a robust security network (RSN), a wireless security network that allows the creation of robust security network associations (RSNA) using one or more cryptographic techniques, which provides one system to avoid security vulnerabilities associated with IEEE 802.11 (the Wired Equivalent Privacy (WEP) protocol).
  • RSN robust security network
  • RSNA robust security network associations
  • WEP Wired Equivalent Privacy
  • Constituent components of the RSN may comprise, for example, stations (STA) (e.g., wireless endpoint devices such as laptops, wireless handheld devices, cellular phones, handheld gaming machine 1 10, etc.), access points (AP) (e.g., a network device or devices that allow(s) an STA to communicate wirelessly and to connect to a(nother) network, such as a communication device associated with I/O circuit(s) 48), and authentication servers (AS) (e.g., an external system 50), which provide authentication services to STAs.
  • STA stations
  • AP access points
  • AS authentication servers
  • Information regarding security features for wireless networks may be found, for example, in the National Institute of Standards and Technology (NIST), Technology Administration U.S.
  • Exemplary embodiments of the wagering game described herein include the free standing gaming machine 10 and the handheld gaming machine 110. Certain embodiments can also include large-scale gaming systems that may further include gaming terminals or various combinations of gaming machines and gaming terminals.
  • the primary display 14 includes an electronic (e.g., simulated) hopper 60 containing symbols 62.
  • the symbols 62 can include electronic (e.g., simulated) balls numbered 1 through 40 (e.g., element 62a), smiley-face symbols (e.g., element 62b) and frowning-face symbols (e.g., element 62c).
  • the smiley-face symbol 62b can be associated with a positive event for a player such as a wild symbol or a bonus symbol.
  • the frowning-face symbol 62c can be associated with a negative event for a player such as the termination of a game (e.g., a game- termination symbol) or simply the loss of not receiving a numbered ball that can be matched to increase the players odds of winning.
  • a negative event for a player such as the termination of a game (e.g., a game- termination symbol) or simply the loss of not receiving a numbered ball that can be matched to increase the players odds of winning.
  • buttons 80-90 can be permanent buttons or touch screen buttons.
  • the buttons 80-90 are not required for the gaming machine 10 and more or less functionality from buttons may be incorporated.
  • a player selects how many of the electronic game cards 70a-f to play by activating the games button 90 until the player reaches the number of electronic game cards 70a-g she or he desires to play. The player then chooses how much to wager on all of the selected electronic game cards 70a-g by activating either the max-bet button 84 or the bet-one button 82.
  • the max-bet button 84 places the maximum wager (in this embodiment, 10 credits) on each game card 70a-g being played.
  • the bet-one button 82 allows the player to choose a wager less than the maximum up to the allowable maximum bet.
  • the player selects a predetermined quantity of a plurality of numbers (for example, seven, in the illustrated embodiment) for each of the electronic game cards 70a-g using an electronic number board (not shown) or by selecting numbers directly on each card 70a-g.
  • a predetermined quantity of a plurality of numbers for example, seven, in the illustrated embodiment
  • the player selected the numbers 1, 3, 12, 23, 29, 37, and 40 for electronic game card 70a.
  • the player selected the numbers 4, 8, 1 1 , 21 , 26, 31 , and 35 for electronic game card 70b.
  • the same numbers may be chosen for each of the electronic game cards 70a-g. In other embodiments, the player may choose different numbers for each of the game cards 70a-g.
  • the player could let the gaming machine 10 randomly choose the numbers by selecting the quick-pick button 80. Once the player has chosen the numbers and placed the wager, the player can select the play button 90. Alternatively, the player can choose to make a wager, have the numbers chosen, and select to play all of the electronic game cards 70a-f by pressing the quick-pick-max-play button 88. Whether the numbers are selected by the player or randomly selected by the gaming machine 10 based on the player's selection of the quick-pick button 80 or the quick-pick-max-play button 88, the chosen numbers can be indicated on an electronic number board or on the electronic game cards 70a- g with circles, X's or other identifiers showing the selected numbers. In some embodiments, the numbers can be highlighted on the electronic game cards 70a-g.
  • the player's objective is to match the selected number on the cards 70a-g with numbers from the hopper 60.
  • up to ten electronic symbols 62 are randomly selected from the electronic hopper 60. If ten are chosen, the player's chances for a match are increased.
  • five electronic symbols 62 were randomly selected including four electronic balls 62a (numbered 8, 21, 11 , and 4) along with frowning-face symbol 62c. While a maximum of ten electronic symbols 62 could have been selected, only five symbols 62 were selected in this particular game because the selection of frowning-face symbol 62c terminated further selection of electronic symbols 62.
  • Frowning- face symbol 62c in this embodiment is a game-termination symbol.
  • the randomly selected electronic symbols 62 from the hopper 60 can be displayed in an electronic chute 64 attached to the hopper 60 and/or on the electronic game card 70a-g.
  • no number match, or hit, occurred in Game #1 and Game #7 that is, electronic game cards 70a and 7Og.
  • the only winning card for which an award was received by the player was for Game Wl, in electronic game card 70b.
  • the primary display 14 of a wagering game is shown in more detail.
  • the basic game is also a keno game.
  • the primary display 14 includes two electronic number boards 160a, 160b, containing the numbers 1-40.
  • Traditional keno games include 80 numbers, making the odds of winning more difficult.
  • a plurality of electronic game cards 170a-f and a bonus electronic game card 17Og are shown to the right of the electronic number boards 160a, 160b.
  • the player selects a plurality of numbers (up to seven) from the electronic number boards 160a, 160b.
  • the same numbers are chosen for each of the electronic game cards 170a-g (including the bonus game played on the bonus-electronic-game card 17Og, if being played, as described below).
  • the player may choose different numbers for each of the selected game cards 170a-g.
  • the player could let the gaming machine 10 randomly choose the numbers by selecting a number of buttons or combination of button as described for FIG. 3. Whether the numbers are directly selected by the player or by the gaming machine 10, the chosen numbers are indicated on the electronic number boards 160a, 160b with circles 166 around or using some other identifier. In some embodiments, the numbers may also be highlighted on the electronic game cards 170a-g.
  • up to twelve electronic symbols 180 including numbered balls 182, frowning-face symbols 184, and/or smiley-face symbols 186 can be chosen for each of the electronic game cards 170a-g.
  • the first six electronic game cards 170a-f are regular electronic game cards.
  • the seventh electronic game card 17Og is a bonus card that the player may play for free under the circumstances described below. Unlike in previous keno games, games can be played simultaneously.
  • the gaming machine 10 utilizes multiple hoppers, one for each electronic game card 170a-g.
  • the multiple "electronic hoppers" are created by a controller 34 (e.g., the CPU) of the gaming machine 10 in that the CPU 34 randomly selects the symbols 180 for each electronic game card 170a-g without representations of the hoppers being shown to the player.
  • the multiple "electronic hoppers" allow for the symbols 180 for each electronic game card 170a-g to be selected at the same time.
  • representations of the multiple hoppers may be displayed on the primary display 14. Because traditional keno games utilize only a single hopper, the play is often very slow, with only one number being chosen at a time. In this exemplary embodiment, up to twelve symbols 180 for a given electronic game card 170a-g can be selected simultaneously or nearly simultaneously.
  • the number of symbols selected for an electronic game card 170a-g may be limited to a predetermined maximum quantity of symbols that may be selected. The more symbols 180 selected the greater a player's chances of receiving a payout in a game.
  • the symbols 180 are sequentially chosen from an associated electronic hopper. The rate of selection may be constant or may be varied. For example, in some embodiments, the gaming machine 10 may add suspense to the game by choosing the first few symbols 180 rather quickly, but then slowing down the selection of the next few symbols 180. Alternatively, the period of time between each selection may get longer for each selection.
  • the period of time between the second selection and the third selection may be 1 Vz times as long as the time between the first and second selection, while the time between the third and fourth selection may be twice as long as the time between the first and second selection, etc.
  • the player may feel added suspense as he or she waits to see the last few balls that determine whether he or she won (or how much they won).
  • FIG. 4 shows the selected symbols 180 for each electronic game card 170a-g on that electronic game card 170a-g. If any of the randomly selected numbered balls 182 match a chosen number selected from the electronic number board 160a, 160b that number can be circled on that electronic game card 170a-g, indicating a hit (i.e., a "match"). Also, an "x" can be indicated on the electronic game card 170a-g for a chosen number that did not have match with a randomly selected numbered ball 182. After all of the symbols 180 have been selected, the total number of credits won for all of the electronic game cards 170a-g is displayed. The number of credits correlates to a pay table 190, illustrated on the left side of the primary display 14.
  • a game-termination symbol such as the frowning-face symbol 184 can be randomly selected from the hopper.
  • the selection of a frowning-face symbol 184 can cause the termination of any further selection of symbols 180 for a given electronic game card 170a-g.
  • the selection of frowning-face symbol 184 can also lead to other outcomes, such as the conversion of the frowning-face symbol 184 into a bonus symbol, a multiplier symbol or a wild symbol.
  • the conversion can be shown by the replacement of the frowning-face symbol 184 with a smiley-face symbol 186.
  • the first selected symbol is a frowning-face symbol 184.
  • the selection of a frowning-face symbol 184 before the selection of a predetermined minimum number of symbols 180 allows further selection of symbols 180.
  • at least four symbols 180 is the predetermined minimum quantity of symbols 180 that need to be selected for any given electronic game card 170a-g. If a game-termination symbol, such as a frowning-face symbol 184, is selected before the minimum quantity of symbols is selected, then the game-termination symbol can become a wild symbol (e.g., smiley-face symbol 186) as illustrated on electronic game card 170b and 17Oe. The wild symbol results in an automatic "match" with a number on the electronic board 160a, 160b that does not match one of the randomly selected symbols. Once the minimum quantity of symbols is selected, the subsequent selection of a game-termination symbol terminates the further selection of symbols 180 for a given electronic game card 170a-g.
  • a predetermined quantity of game-termination symbols can be established (for example, one or more than one) before random symbol selection is terminated and the game is ended.
  • a frowning-face symbol 184 was first selected followed by numbered balls 182 including 1, 5, 24, and 31 followed by another frowning- face symbol 184.
  • the first frowning-face symbol causes the player to lose a possible match to a numbered ball and does not terminate the game, since it was selected prior to the minimum selection of four symbols.
  • the second frowning-face symbol 184 terminated the selection of additional symbols 180.
  • the only match with the selected number 166 from the electronic number board was the number 24.
  • two numbered balls 182 were first selected followed by a frowning-face symbol that became a smiley-face symbol 186 since it was selected before the minimum selection of four symbols. Three additional numbered balls 182 were then selected until a game-termination frowning- face symbol 184 was selected to terminate further random selection from the hopper.
  • Three numbers matched, or hit, for this game card 170b resulting in a one credit payout.
  • a smiley-face symbol 184 can result in the award of a free game on the seventh, or bonus, electronic game card 17Og.
  • the free game is played on the seventh electronic game card 17Og in the next round or independently of future game rounds at a time chosen by the player.
  • the free game may provide a set payout, regardless of what the player wagers on the other electronic game cards.
  • the free game may provide a payout corresponding to the amount wagered on the electronic game card that included the smiley-face symbol 186.
  • the payout of the free game may correspond to the amount being wagered on other electronic game cards 170a-f.
  • symbols can be something other than numbers. For example, symbols could include letters, pictures, diagrams, shapes, characters, or anything to uniquely identify a particular symbol.
  • a mechanical hopper can be used.
  • a mechanical hopper can be used to randomly drop selected symbols into a chute.
  • the mechanical hopper may be set up at a casino or at a remote location.
  • a video feed to a gaming terminal (or separate display) or a group of gaming terminals (or separate displays) can be used so that the player(s) that are remotely located can view the mechanical hopper.
  • a single hopper can be used to randomly select symbols for a game played a multiple terminals.
  • multiple hoppers can be used.
  • the hopper may be displayed on a separate display, such as a large "signage" display.

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Slot Machines And Peripheral Devices (AREA)

Abstract

L'invention concerne un système de jeu pour jouer à un jeu de pari de type Keno. Le système comprend la réalisation d'un jeu de pari de type Keno au niveau d'une borne de jeu. Le jeu de pari de type Keno a au moins une carte de jeu devant être jouée par un joueur, et une pluralité de symboles à sélectionner pendant le jeu de pari de type Keno. La pluralité de symboles comprend au moins un symbole d'interruption de jeu, et une pluralité d'autres symboles. Au moins une partie de la pluralité de symboles est affichée sur un affichage sur la borne de jeu. Un premier ensemble de symboles est sélectionné parmi la pluralité d'autres symboles qui sont associés à la au moins une carte de jeu. Un second ensemble de symboles est sélectionné de manière aléatoire parmi la pluralité de symboles. La sélection aléatoire du second ensemble de symboles est interrompue lors d'une sélection aléatoire d'une quantité prédéterminée de symboles d'interruption de jeu. Après l'interruption, le joueur reçoit une récompense de victoire en réponse à au moins un des symboles du second ensemble correspondant à un symbole du premier ensemble.
PCT/US2008/009728 2007-08-16 2008-08-14 Jeu de pari basé sur le keno ayant une fonction d'interruption du jeu WO2009023249A1 (fr)

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US12/671,704 US20110237322A1 (en) 2007-08-16 2008-08-14 Keno-based wagering game having a game-termination feature

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US95618607P 2007-08-16 2007-08-16
US60/956,186 2007-08-16

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US20200134979A1 (en) * 2018-10-29 2020-04-30 Michael Fields Eight card keno
US20200134966A1 (en) * 2018-10-30 2020-04-30 Michael Fields Super times pay keno

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