US20110070940A1 - Competitive-collaborative community event - Google Patents

Competitive-collaborative community event Download PDF

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Publication number
US20110070940A1
US20110070940A1 US12/886,217 US88621710A US2011070940A1 US 20110070940 A1 US20110070940 A1 US 20110070940A1 US 88621710 A US88621710 A US 88621710A US 2011070940 A1 US2011070940 A1 US 2011070940A1
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Prior art keywords
gaming
team
player
game
event
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Abandoned
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US12/886,217
Inventor
Joel R. Jaffe
Alfred Thomas
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LNW Gaming Inc
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WMS Gaming Inc
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Priority to US12/886,217 priority Critical patent/US20110070940A1/en
Assigned to WMS GAMING, INC. reassignment WMS GAMING, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: JAFFE, JOEL R., THOMAS, ALFRED
Publication of US20110070940A1 publication Critical patent/US20110070940A1/en
Assigned to BANK OF AMERICA, N.A., AS COLLATERAL AGENT reassignment BANK OF AMERICA, N.A., AS COLLATERAL AGENT SECURITY AGREEMENT Assignors: SCIENTIFIC GAMES INTERNATIONAL, INC., WMS GAMING INC.
Assigned to BALLY GAMING, INC. reassignment BALLY GAMING, INC. MERGER (SEE DOCUMENT FOR DETAILS). Assignors: WMS GAMING INC.
Assigned to SG GAMING, INC. reassignment SG GAMING, INC. CHANGE OF NAME (SEE DOCUMENT FOR DETAILS). Assignors: BALLY GAMING, INC.
Assigned to SCIENTIFIC GAMES INTERNATIONAL, INC., WMS GAMING INC., DON BEST SPORTS CORPORATION, BALLY GAMING, INC. reassignment SCIENTIFIC GAMES INTERNATIONAL, INC. RELEASE BY SECURED PARTY (SEE DOCUMENT FOR DETAILS). Assignors: BANK OF AMERICA, N.A.
Abandoned legal-status Critical Current

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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
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3274Games involving multiple players wherein the players cooperate, e.g. team-play
    • 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
    • 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
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means

Definitions

  • the present invention relates generally to a gaming apparatus, and methods for playing wagering games, and more particularly, to wagering games having a competitive and collaborative community event.
  • Gaming terminals such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options.
  • wagering games involve engaging multiple players to enter a shared, or community, wagering game wherein multiple gaming machines are linked together to play a shared basic game or secondary event.
  • community games wherein multiple gaming machines are linked together to play a shared basic game or secondary event.
  • a gaming system includes a plurality of linked gaming terminals.
  • Each terminal includes a wager input device for receiving a wager to play a wagering game.
  • Each gaming terminal further includes at least one display displaying a portion of a continuous image.
  • Each gaming terminal further includes a controller coupled to the one or more displays and the wager input device. The controller is operative to cause at least one of the displays to display a community gaming event.
  • At least one display of each of the linked gaming terminals displays a portion of a continuous image. Two or more of the plurality of linked gaming terminals are associated with a first team and two or more of the plurality of linked gaming terminals are associated with a second team.
  • a method of conducting a community wagering game on a plurality of linked gaming terminals includes a game sequence in which a player input is detected and a wagering game outcome is determined in response to the detected input.
  • the wagering game includes a basic game and a secondary event.
  • the method includes using an interface device to detect the player input and transforming the detected player input to electronic data signals indicative of a wager to play the wagering game.
  • the method further includes using one or more processors to interpret the wager from the data signals and to cause the recording of a digital representation of the wager in one or more storage devices.
  • the method further includes using at least one of the processors to cause one or more display devices to display the basic game.
  • the method further includes using at least one of the processors to initiate the secondary event in response to a triggering event during the basic game.
  • the secondary event includes a continuous image displayed across at least one display of each of the linked gaming terminals. Two or more of the plurality of linked gaming terminals are associated with a first team and two or more of the plurality of linked gaming terminals are associated with a second team.
  • a method of conducting a community wagering game includes a plurality of linked gaming terminals and a game sequence in which two or more players of the plurality of gaming apparatus form a first team and two or more players of the plurality of gaming apparatus form a second team.
  • the players make wagers and wagering game outcomes are determined.
  • the method includes conducting the community wagering game using a plurality of gaming apparatus to receive inputs from the players and to generate wagering game outcomes that are communicated to the players.
  • Each gaming apparatus includes a user interface device configured to receive inputs from the player.
  • Each gaming apparatus further includes one or more display devices configured to display information or graphics to be viewed by the player.
  • Each gaming apparatus further includes one or more storage devices.
  • Each gaming apparatus further includes one or more processors configured to execute computer instructions relating to the wagering game.
  • the method further includes accepting, at the user interface device, a player input and transforming the player input into electronic data signals indicative of a wager to play the wagering game.
  • the method further includes using at least one of the gaming apparatus processors to interpret the wagers from the data signals and to, at least in part, cause the recording of a digital representation of the wagers in at least one of the gaming apparatus storage devices.
  • the method further includes using at least one of the gaming apparatus processors to cause at least one of the display devices to display a basic portion of the wagering game.
  • the method further includes using at least one of the gaming apparatus processors to cause at least one of the display devices to display a secondary event.
  • the secondary event is displayed as a continuous image. A portion of the continuous image is displayed on at least one display of each of the plurality of linked gaming apparatus. An award awarded to a first player of the first team during the secondary event is likewise awarded to a second player of the first team
  • computer readable storage media is encoded with instructions for directing a gaming system to perform the above methods.
  • a gaming system includes a plurality of linked gaming terminals.
  • Each terminal includes a wager input device for receiving a wager to play a wagering game, one or more displays, and a controller coupled to the one or more displays and the wager input device.
  • the controller is operative to cause at least one of the displays to display a community gaming event.
  • At least two of the linked gaming terminals are associated with a first team and at least two of the linked gaming terminals being associated with a second team.
  • a plurality of possible winning outcomes of a gaming terminal on the first team is affected by at least one event caused by at least one gaming terminal of the second team.
  • a gaming system comprises a plurality of linked gaming terminals.
  • Each terminal includes a wager input device for receiving a wager to play a first wagering game, one or more displays, and a controller coupled to the one or more displays and the wager input device.
  • the controller is operative to cause at least one of the displays to display a community gaming event.
  • At least two of the linked gaming terminals are associated with a first team and at least two of the linked gaming terminals being associated with a second team.
  • the gaming system further includes at least one additional gaming terminal including at least one display for displaying a second wagering game.
  • the second wagering game is different than the first wagering game.
  • the additional gaming terminal provides an option for placing a side wager on at least one of the plurality of linked gaming terminals.
  • FIG. 1 is a perspective view of a free-standing gaming terminal according to an embodiment of the present invention.
  • FIG. 2 is a schematic view of a gaming system according to an embodiment of the present invention.
  • FIG. 3 is an image of an exemplary basic-game screen of a wagering game displayed on a gaming terminal, according to an embodiment of the present invention.
  • FIG. 4 is a perspective view of a group of linked gaming terminals, according to one embodiment.
  • FIG. 5 is an image of a basic-game screen of a wagering game that may be displayed on a gaming terminal, according to an embodiment of the present invention.
  • FIG. 6 is an image of a bonus-game screen that may be displayed on a gaming terminal, according to one embodiment.
  • FIGS. 7-11 are images of bonus-game screens subsequent to the bonus-game screen of FIG. 6 , according to one embodiment.
  • FIG. 12 is an image of a bonus-game screen, according to another embodiment.
  • FIG. 13 is a perspective view of a group of linked gaming terminals, according to another embodiment.
  • FIGS. 14 a , 14 b are images of bonus-game screens, according to one embodiment.
  • FIGS. 15-21 are images of bonus-game screens subsequent to the bonus-game screens of FIG. 14 , according to one embodiment.
  • FIGS. 22 a,b are top views of a gaming table including a plurality of wagering game stations, according to one embodiment.
  • FIG. 23 is a flowchart for an algorithm that corresponds to instructions executed by a controller in accord with at least some aspects of the disclosed concepts.
  • the gaming terminal 10 may be any type of gaming terminal and may have varying structures and methods of operation.
  • the gaming terminal 10 is be an electromechanical gaming terminal configured to play mechanical slots
  • the gaming terminal is an electronic gaming terminal configured to play a video casino game, such as slots, keno, poker, blackjack, roulette, craps, etc.
  • the gaming terminal 10 is shown as a free-standing terminal of the upright type, the gaming terminal is readily amenable to implementation in a wide variety of other forms such as a free-standing terminal of the slant-top type, a portable or handheld device primarily used for gaming, such as is disclosed by way of example in PCT Patent Application No. PCT/US2007/000792 filed Jan. 26, 2007, titled ā€œHandheld Device for Wagering Games,ā€ which is incorporated herein by reference in its entirety, a mobile telecommunications device such as a mobile telephone or personal digital assistant (PDA), a counter-top or bar-top gaming terminal, or other personal electronic device, such as a portable television, MP3 player, entertainment device, etcetera.
  • PDA personal digital assistant
  • the gaming terminal 10 illustrated in FIG. 1 comprises a cabinet or housing 12 .
  • this embodiment of the gaming terminal 10 includes a primary display area 14 , a secondary display area 16 , and one or more audio speakers 18 .
  • the primary display area 14 and/or secondary display area 16 variously displays information associated with wagering games, non-wagering games, community games, progressives, advertisements, services, premium entertainment, text messaging, emails, alerts or announcements, broadcast information, subscription information, etc. appropriate to the particular mode(s) of operation of the gaming terminal.
  • a bill validator 20 includes a bill validator 20 , a coin acceptor 22 , one or more information readers 24 , one or more player-input devices 26 , and one or more player-accessible ports 28 (e.g., an audio output jack for headphones, a video headset jack, a wireless transmitter/receiver, etc.). While these typical components found in the gaming terminal 10 are described below, it should be understood that numerous other peripheral devices and other elements exist and are readily utilizable in any number of combinations to create various forms of a gaming terminal in accord with the present concepts.
  • the primary display area 14 include, in various aspects of the present concepts, a mechanical-reel display, a video display, or a combination thereof in which a transmissive video display is disposed in front of the mechanical-reel display to portray a video image in superposition over the mechanical-reel display. Further information concerning the latter construction is disclosed in U.S. Pat. No. 6,517,433 to Loose et al. entitled ā€œReel Spinning Slot Machine With Superimposed Video Image,ā€ which is incorporated herein by reference in its entirety.
  • the video display is, in various embodiments, a cathode ray tube (CRT), a high-resolution liquid crystal display (LCD), a plasma display, a light emitting diode (LED), a DLP projection display, an electroluminescent (EL) panel, or any other type of display suitable for use in the gaming terminal 10 , or other form factor, such as is shown by way of example in FIG. 1 .
  • the primary display area 14 includes, in relation to many aspects of wagering games conducted on the gaming terminal 10 , one or more paylines 30 (see FIG. 3 ) extending along a portion of the primary display area. In the illustrated embodiment of FIG.
  • the primary display area 14 comprises a plurality of mechanical reels 32 and a video display 34 , such as a transmissive display (or a reflected image arrangement in other embodiments), in front of the mechanical reels 32 .
  • a video display 34 such as a transmissive display (or a reflected image arrangement in other embodiments)
  • the mechanical reels 32 are optionally removed from the interior of the terminal and the video display 34 is advantageously of a non-transmissive type.
  • the video display 34 depicted in FIG. 1 is replaced with a conventional glass panel.
  • the video display 34 is disposed to overlay another video display, rather than a mechanical-reel display, such that the primary display area 14 includes layered or superimposed video displays.
  • the mechanical-reel display of the above-noted embodiments is replaced with another mechanical or physical member or members such as, but not limited to, a mechanical wheel (e.g., a roulette game), dice, a pachinko board, or a diorama presenting a three-dimensional model of a game environment.
  • Video images in the primary display area 14 and/or the secondary display area 16 are rendered in two-dimensional (e.g., using Flash MacromediaTM) or three-dimensional graphics (e.g., using RenderwareTM).
  • the video images are played back (e.g., from a recording stored on the gaming terminal 10 ), streamed (e.g., from a gaming network), or received as a TV signal (e.g., either broadcast or via cable) and such images can take different forms, such as animated images, computer-generated images, or ā€œreal-lifeā€ images, either prerecorded (e.g., in the case of marketing/promotional material) or as live footage.
  • the format of the video images can include any format including, but not limited to, an analog format, a standard digital format, or a high-definition (HD) digital format.
  • the player-input or user-input device(s) 26 include, by way of example, a plurality of buttons 36 on a button panel, as shown in FIG. 1 , a mouse, a joy stick, a switch, a microphone, and/or a touch screen 38 mounted over the primary display area 14 and/or the secondary display area 16 and having one or more soft touch keys 40 , as is also shown in FIG. 1 .
  • the player-input devices 26 comprise technologies that do not rely upon physical contact between the player and the gaming terminal, such as speech-recognition technology, gesture-sensing technology, eye-tracking technology, etc.
  • the player-input or user-input device(s) 26 thus accept(s) player input(s) and transforms the player input(s) to electronic data signals indicative of a player input or inputs corresponding to an enabled feature for such input(s) at a time of activation (e.g., pressing a ā€œMax Betā€ button or soft key to indicate a player's desire to place a maximum wager to play the wagering game).
  • the input(s), once transformed into electronic data signals, are output to a CPU or controller 42 (see FIG. 2 ) for processing.
  • the electronic data signals are selected from a group consisting essentially of an electrical current, an electrical voltage, an electrical charge, an optical signal, an optical element, a magnetic signal, and a magnetic element.
  • the information reader 24 (or information reader/writer) is preferably located on the front of the housing 12 and comprises, in at least some forms, a ticket reader, card reader, bar code scanner, wireless transceiver (e.g., RFID, Bluetooth, etc.), biometric reader, or computer-readable-storage-medium interface.
  • the information reader may comprise a physical and/or electronic writing element to permit writing to a ticket, a card, or computer-readable-storage-medium.
  • the information reader 24 permits information to be transmitted from a portable medium (e.g., ticket, voucher, coupon, casino card, smart card, debit card, credit card, etc.) to the information reader 24 to enable the gaming terminal 10 or associated external system to access an account associated with cashless gaming, to facilitate player tracking or game customization, to retrieve a saved-game state, to store a current-game state, to cause data transfer, and/or to facilitate access to casino services, such as is more fully disclosed, by way of example, in U.S. Patent Publication No. 2003/0045354 entitled ā€œPortable Data Unit for Communicating With Gaming Machine Over Wireless Link,ā€ which is incorporated herein by reference in its entirety.
  • the noted account associated with cashless gaming is, in some aspects of the present concepts, stored at an external system 46 (see FIG.
  • the various components of the gaming terminal 10 are controlled by one or more processors (e.g., CPU, distributed processors, etc.) 42 , also referred to herein generally as a controller (e.g., microcontroller, microprocessor, etc.).
  • the controller 42 can include any suitable processor(s), such as an IntelĀ® Pentium processor, IntelĀ® Core 2 Duo processor, AMD OpteronTM processor, or UltraSPARCĀ® processor.
  • the controller 42 includes a plurality of microprocessors including a master processor, a slave processor, and a secondary or parallel processor.
  • Controller 42 comprises any combination of hardware, software, and/or firmware disposed in and/or disposed outside of the gaming terminal 10 that is configured to communicate with and/or control the transfer of data between the gaming terminal 10 and a bus, another computer, processor, or device and/or a service and/or a network.
  • the controller 42 comprises one or more controllers or processors and such one or more controllers or processors need not be disposed proximal to one another and may be located in different devices and/or in different locations.
  • a first processor is disposed proximate a user interface device (e.g., a push button panel, a touch screen display, etc.) and a second processor is disposed remotely from the first processor, the first and second processors being electrically connected through a network.
  • the first processor is disposed in a first enclosure (e.g., a gaming machine) and a second processor is disposed in a second enclosure (e.g., a server) separate from the first enclosure, the first and second processors being communicatively connected through a network.
  • the controller 42 is operable to execute all of the various gaming methods and other processes disclosed herein.
  • the controller 42 executes one or more game programs comprising machine-executable instructions stored in local and/or remote computer-readable data storage media (e.g., memory 44 or other suitable storage device).
  • computer-readable data storage media, or ā€œcomputer-readable medium,ā€ as used herein refers to any media/medium that participates in providing instructions to controller 42 for execution.
  • the computer-readable medium comprises, in at least some exemplary forms, non-volatile media (e.g., optical disks, magnetic disks, etc.), volatile media (e.g., dynamic memory, RAM), and transmission media (e.g., coaxial cables, copper wire, fiber optics, radio frequency (RF) data communication, infrared (IR) data communication, etc).
  • RF radio frequency
  • IR infrared
  • Computer-readable media include, for example, a hard disk, magnetic tape (or other magnetic medium), a 2-D or 3-D optical disc (e.g., a CD-ROM, DVD, etc.), RAM, PROM, EPROM, FLASH-EPROM, any other memory chip or solid state digital data storage device, a carrier wave, or any other medium from which a computer can read.
  • a plurality of storage media or devices are provided, a first storage device being disposed proximate the user interface device and a second storage device being disposed remotely from the first storage device, wherein a network is connected intermediate the first one and second one of the storage devices.
  • Various forms of computer-readable media may be involved in carrying one or more sequences of one or more instructions to controller 42 for execution.
  • the instructions may initially be borne on a data storage device of a remote device (e.g., a remote computer, server, or system).
  • the remote device can load the instructions into its dynamic memory and send the instructions over a telephone line or other communication path using a modem or other communication device appropriate to the communication path.
  • a modem or other communication device local to the gaming machine 10 or to an external system 46 associated with the gaming machine can receive the data on the telephone line or conveyed through the communication path (e.g., via external systems interface 58 ) and output the data to a bus, which transmits the data to the system memory 44 associated with the processor 42 , from which system memory the processor retrieves and executes the instructions.
  • the controller 42 is able to send and receive data, via carrier signals, through the network(s), network link, and communication interface.
  • the data includes, in various examples, instructions, commands, program code, player data, and game data.
  • the controller 42 uses a local random number generator (RNG) to randomly generate a wagering game outcome from a plurality of possible outcomes.
  • RNG local random number generator
  • the outcome is centrally determined using either an RNG or pooling scheme at a remote controller included, for example, within the external system 46 .
  • the controller 42 is coupled to the system memory 44 .
  • the system memory 44 is shown to comprise a volatile memory (e.g., a random-access memory (RAM)) and a non-volatile memory (e.g., an EEPROM), but optionally includes multiple RAM and multiple program memories.
  • RAM random-access memory
  • EEPROM non-volatile memory
  • the controller 42 is also coupled to a money/credit detector 48 .
  • the money/credit detector 48 is configured to output a signal the controller 42 that money and/or credits have been input via one or more value-input devices, such as the bill validator 20 , coin acceptor 22 , or via other sources, such as a cashless gaming account, etc.
  • the value-input device(s) is integrated with the housing 12 of the gaming terminal 10 and is connected to the remainder of the components of the gaming terminal 10 , as appropriate, via a wired connection, such as I/O 56 , or wireless connection.
  • the money/credit detector 48 detects the input of valid funds into the gaming terminal 10 (e.g., via currency, electronic funds, ticket, card, etc.) via the value-input device(s) and outputs a signal to the controller 42 carrying data regarding the input value of the valid funds.
  • the controller 42 extracts the data from these signals from the money/credit detector 48 , analyzes the associated data, and transforms the data corresponding to the input value into an equivalent credit balance that is available to the player for subsequent wagers on the gaming terminal 10 , such transforming of the data being effected by software, hardware, and/or firmware configured to associate the input value to an equivalent credit value.
  • the input value is already in a credit value form, such as in a cashless gaming account having stored therein a credit value, the wager is simply deducted from the available credit balance.
  • the controller 42 is also connected to, and controls, the primary display area 14 , the player-input device(s) 26 , and a payoff mechanism 50 .
  • the payoff mechanism 50 is operable in response to instructions from the controller 42 to award a payoff to the player in response to certain winning outcomes that occur in the base game, the bonus game(s), or via an external game or event.
  • the payoff is provided in the form of money, credits, redeemable points, advancement within a game, access to special features within a game, services, another exchangeable media, or any combination thereof.
  • payoffs may be paid out in coins and/or currency bills
  • payoffs are alternatively associated with a coded ticket (from a ticket printer 52 ), a portable storage medium or device (e.g., a card magnetic strip), or are transferred to or transmitted to a designated player account.
  • the payoff amounts distributed by the payoff mechanism 50 are determined by one or more pay tables stored in the system memory 44 .
  • I/O circuit 56 Communications between the controller 42 and both the peripheral components of the gaming terminal 10 and the external system 46 occur through input/output (I/O) circuit 56 , which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. Although the I/O circuit 56 is shown as a single block, it should be appreciated that the I/O circuit 56 alternatively includes a number of different types of I/O circuits. Furthermore, in some embodiments, the components of the gaming terminal 10 can be interconnected according to any suitable interconnection architecture (e.g., directly connected, hypercube, etc.).
  • interconnection architecture e.g., directly connected, hypercube, etc.
  • the I/O circuit 56 is connected to an external system interface or communication device 58 , which is connected to the external system 46 .
  • the controller 42 communicates with the external system 46 via the external system interface 58 and a communication path (e.g., serial, parallel, IR, RC, 10bT, near field, etc.).
  • the external system 46 includes, in various aspects, a gaming network, other gaming terminals, a gaming server, a remote controller, communications hardware, or a variety of other interfaced systems or components, in any combination.
  • the external system 46 may comprise a player's portable electronic device (e.g., cellular phone, electronic wallet, etc.) and the external system interface 58 is configured to facilitate wireless communication and data transfer between the portable electronic device and the controller 42 , such as by a near field communication path operating via magnetic field induction or a frequency-hopping spread spectrum RF signals (e.g., Bluetooth, etc.).
  • a player's portable electronic device e.g., cellular phone, electronic wallet, etc.
  • the external system interface 58 is configured to facilitate wireless communication and data transfer between the portable electronic device and the controller 42 , such as by a near field communication path operating via magnetic field induction or a frequency-hopping spread spectrum RF signals (e.g., Bluetooth, etc.).
  • the gaming terminal 10 optionally communicates with external system 46 (in a wired or wireless manner) such that each terminal operates as a ā€œthin clientā€ having relatively less functionality, a ā€œthick clientā€ having relatively more functionality, or with any range of functionality therebetween (e.g., an ā€œintermediate clientā€).
  • a wagering game includes an RNG for generating a random number, game logic for determining the outcome based on the randomly generated number, and game assets (e.g., art, sound, etc.) for presenting the determined outcome to a player in an audio-visual manner.
  • the RNG, game logic, and game assets are contained within the gaming terminal 10 (ā€œthick clientā€ gaming terminal), the external systems 46 (ā€œthin clientā€ gaming terminal), or are distributed therebetween in any suitable manner (ā€œintermediate clientā€ gaming terminal).
  • FIG. 3 an image of a basic-game screen 60 adapted to be displayed on the primary display area 14 is illustrated, according to one embodiment of the present invention.
  • a player begins play of a basic wagering game by providing a wager.
  • a player can operate or interact with the wagering game using the one or more player-input devices 26 .
  • the controller 42 , the external system 46 , or both operate(s) to execute a wagering game program causing the primary display area 14 to display the wagering game that includes a plurality of visual elements.
  • the wagering game includes a game sequence in which a player makes a wager, such as through the money/credit detector 48 , touch screen 38 soft key, button panel, or the like, and a wagering game outcome is associated with the wager.
  • the wagering game outcome is then revealed to the player in due course following initiation of the wagering game.
  • the method comprises the acts of conducting the wagering game using a gaming apparatus, such as the gaming terminal 10 depicted in FIG. 1 , following receipt of an input from the player to initiate the wagering game.
  • the gaming terminal 10 then communicates the wagering game outcome to the player via one or more output devices (e.g., primary display 14 ) through the display of information such as, but not limited to, text, graphics, text and graphics, static images, moving images, etc., or any combination thereof.
  • the controller 42 which comprises one or more processors, transforms a physical player input, such as a player's pressing of a ā€œSpin Reelsā€ soft key 84 (see FIG. 3 ), into an electronic data signal indicative of an instruction relating to the wagering game (e.g., an electronic data signal bearing data on a wager amount).
  • the controller 42 is configured to processes the electronic data signal, to interpret the data signal (e.g., data signals corresponding to a wager input), and to cause further actions associated with the interpretation of the signal in accord with computer instructions relating to such further actions executed by the controller.
  • the controller 42 causes the recording of a digital representation of the wager in one or more storage devices (e.g., system memory 44 or a memory associated with an external system 46 ), the controller, in accord with associated computer instructions, causing the changing of a state of the data storage device from a first state to a second state.
  • This change in state is, for example, effected by changing a magnetization pattern on a magnetically coated surface of a magnetic storage device or changing a magnetic state of a ferromagnetic surface of a magneto-optical disc storage device, a change in state of transistors or capacitors in a volatile or a non-volatile semiconductor memory (e.g., DRAM), etc.).
  • the noted second state of the data storage device comprises storage in the storage device of data representing the electronic data signal from the controller (e.g., the wager in the present example).
  • the controller 42 further, in accord with the execution of the instructions relating to the wagering game, causes the primary display 14 or other display device and/or other output device (e.g., speakers, lights, communication device, etc.), to change from a first state to at least a second state, wherein the second state of the primary display comprises a visual representation of the physical player input (e.g., an acknowledgement to a player), information relating to the physical player input (e.g., an indication of the wager amount), a game sequence, an outcome of the game sequence, or any combination thereof, wherein the game sequence in accord with the present concepts comprises acts described herein.
  • the primary display 14 or other display device and/or other output device e.g., speakers, lights, communication device, etc.
  • the aforementioned executing of computer instructions relating to the wagering game is further conducted in accord with a random outcome (e.g., determined by the RNG) that is used by the controller 42 to determine the outcome of the game sequence, using a game logic for determining the outcome based on the randomly generated number.
  • a random outcome e.g., determined by the RNG
  • the controller 42 is configured to determine an outcome of the game sequence at least partially in response to the random parameter.
  • the basic-game screen 60 is displayed on the primary display area 14 or a portion thereof.
  • the basic-game screen 60 portrays a plurality of simulated movable reels 62 a - e .
  • the basic-game screen 60 portrays a plurality of mechanical reels or other video or mechanical presentation consistent with the game format and theme.
  • the basic-game screen 60 also advantageously displays one or more game-session meters and various buttons adapted to be actuated by a player.
  • the game-session meters include a ā€œcreditā€ meter 64 for displaying a number of credits available for play on the terminal; a ā€œlinesā€ meter 66 for displaying a number of paylines to be played by a player on the terminal; a ā€œline betā€ meter 68 for displaying a number of credits wagered (e.g., from 1 to 5 or more credits) for each of the number of paylines played; a ā€œtotal betā€ meter 70 for displaying a total number of credits wagered for the particular round of wagering; and a ā€œpaidā€ meter 72 for displaying an amount to be awarded based on the results of the particular round's wager.
  • a ā€œcreditā€ meter 64 for displaying a number of credits available for play on the terminal
  • a ā€œlinesā€ meter 66 for displaying a number of paylines to be played by a player on the terminal
  • a ā€œline betā€ meter 68 for displaying a number of credits wagered (e.g., from 1 to 5 or more credits)
  • the depicted user-selectable buttons include a ā€œcollectā€ button 74 to collect the credits remaining in the credits meter 64 ; a ā€œhelpā€ button 76 for viewing instructions on how to play the wagering game; a ā€œpay tableā€ button 78 for viewing a pay table associated with the basic wagering game; a ā€œselect linesā€ button 80 for changing the number of paylines (displayed in the lines meter 66 ) a player wishes to play; a ā€œbet per lineā€ button 82 for changing the amount of the wager which is displayed in the line-bet meter 68 ; a ā€œspin reelsā€ button 84 for moving the reels 62 a - e ; and a ā€œmax bet spinā€ button 86 for wagering a maximum number of credits and moving the reels 62 a - e of the basic wagering game. While the gaming terminal 10 allows for these types of player inputs, the present invention does not require them and can be used on gaming terminals having more, less, or different player inputs.
  • paylines 30 extend from one of the payline indicators 88 a - i on the left side of the basic-game screen 60 to a corresponding one of the payline indicators 88 a - i on the right side of the screen 60 .
  • a plurality of symbols 90 is displayed on the plurality of reels 62 a - e to indicate possible outcomes of the basic wagering game.
  • a winning combination occurs when the displayed symbols 90 correspond to one of the winning symbol combinations listed in a pay table stored in the memory 44 of the terminal 10 or in the external system 46 .
  • the symbols 90 may include any appropriate graphical representation or animation, and may further include a ā€œblankā€ symbol.
  • Line pays are evaluated left to right, right to left, top to bottom, bottom to top, or any combination thereof by evaluating the number, type, or order of symbols 90 appearing along an activated payline 30 .
  • Scatter pays are evaluated without regard to position or paylines and only require that such combination appears anywhere on the reels 62 a - e . While an embodiment with nine paylines is shown, a wagering game with no paylines, a single payline, or any plurality of paylines will also work with the present invention. Additionally, though an embodiment with five reels is shown in FIG. 3 , different embodiments of the gaming terminal 10 comprise a greater or lesser number of reels in accordance with the present invention.
  • Each individual gaming terminal 102 a,b 104 a,b in the group of gaming terminals 100 is a member of a team.
  • gaming terminals 102 a , 102 b form a first team 105 a (e.g., Team 1)
  • gaming terminals 104 a and 104 b form a second team 105 b (e.g., Team 2).
  • a player playing the gaming terminal 102 a will herein be referred to as Player 1A
  • a player playing the gaming terminal 102 b will be referred to as Player 1B.
  • a player playing the gaming terminal 104 a will be referred to herein as Player 2A
  • a player playing the gaming terminal 104 b will be referred to as Player 2B.
  • Each gaming terminal 102 a,b , 104 a,b of the illustrated embodiment includes a ā€œPirateā€ theme and displays a respective pirate ship 106 a - 106 d on the secondary display area 16 .
  • the secondary display areas 16 of the gaming terminals 102 a,b , 104 a,b function together as a single, continuous ā€œmetascreen,ā€ displaying a single, continuous image.
  • an image may be shown as moving across one of the secondary display areas 16 of one gaming terminal 102 a,b , 104 a,b into a secondary display area 16 of an adjacent gaming terminal 102 a,b , 104 a,b .
  • the players on Team 1 i.e., Player 1A and Player 1B
  • Team 2 i.e., Player 2A and Player 2B
  • FIG. 5 an image of a basic-game screen 110 adapted to be displayed on the primary display area 14 (or a portion thereof) of the gaming terminals 102 a,b , 104 a,b of FIG. 4 is illustrated, according to one embodiment.
  • the basic-game screen 110 portrays a plurality of simulated movable reels 112 a - e .
  • the basic-game screen 110 may portray a plurality of mechanical reels, a combination of movable and mechanical reels, or the like.
  • the basic-game screen 110 includes several game-session meters, as described with respect to FIG. 3 above. Additionally, the basic game screen 110 includes a time ā€œeligibilityā€ meter 114 .
  • the eligibility meter 114 displays the amount of time remaining during which the player of that gaming terminal 102 a,b , 104 a,b is eligible to participate in a bonus game.
  • the eligibility meter increases corresponding to and dependent upon the size of the primary wager, the rate of play of the primary wagering game, the outcomes or awards achieved by a player, the number of objects or symbols collected, or any combination thereof. For example, each time the player spins the reels 112 , an additional amount of time (e.g., 8 seconds) may be added to the eligibility meter.
  • an additional amount of time e.g. 8 seconds
  • the eligibility meter 114 counts down (decreases) until the player spins again. Thus, the player is encouraged to spin as often and as quickly as possible in order to increase the amount of time remaining in the eligibility meter 114 , thereby remaining eligible for the secondary event or bonus game.
  • the eligibility meter 114 may also include a plurality of multiplier levels such that the eligibility meter 114 displays both a running time meter clock (as in FIG. 5 ) and a current multiplier level 115 . Moreover, as time eligibility is increased, the multiplier levels may increase. Likewise, as time eligibility decreases, the multiplier levels may also decrease.
  • One example of such an eligibility meter is described in PCT Patent Publication WO 2006/121663 and U.S. Patent Application Publication No. 2006/0135243, both of which are assigned to WMS Gaming Inc. and are incorporated herein by reference in their entirety as if fully set forth herein.
  • FIG. 6 a secondary event or bonus game 111 is illustrated on the gaming terminal 102 a of FIG. 4 , according to one embodiment.
  • the basic-game reels 112 a - e displayed on the primary display 14 during the basic game 110 of FIG. 5 are replaced by a bonus set of reels 120 a - e , as shown in FIG. 6 .
  • the same set of basic-game reels 112 a - e or a modified version of the basic-game reels 112 a - e may be used during the bonus game 111 .
  • the bonus game 111 of FIG. 6 may be entered upon the occurrence of a special start-bonus game outcome (e.g., symbol trigger, mystery trigger, etc.) in or during the basic game 110 on any of the gaming terminals 102 a,b , 104 a,b .
  • a special start-bonus game outcome e.g., symbol trigger, mystery trigger, etc.
  • the bonus game 111 may be triggered by a time-based trigger.
  • the bonus game 111 may be automatically triggered after every 30 seconds of basic game play.
  • the player playing the gaming terminal 102 a,b , 104 a,b must be eligible (e.g., the player must have time remaining on the eligibility meter 114 of FIG. 5 ).
  • a ā€œvirtualā€ player may substitute for a player of one of the gaming terminals 102 a,b , 104 a,b that is ineligible to compete or is absent.
  • eligible players receive a predetermined amount of individual bonus spins on the bonus set of reels 120 a - e displayed on the primary displays 14 of their respective gaming terminals 102 a,b , 104 a,b .
  • Each of the players in the group of gaming terminals 100 receives the same amount of bonus spins, and the bonus set of reels 120 a - e spin simultaneously on all of the gaming terminals 102 a,b , 104 a,b in the group of gaming terminals 100 .
  • a treasure chest 124 is added to Player 1A's pirate ship 106 a . It is contemplated that other outcomes may additionally or alternatively cause a treasure chest 124 to be added to the player's pirate ship 106 a (e.g., a single WILD CHEST symbol 122 appearing anywhere on the bonus set of reels 120 a - e , a predetermined amount of scattered WILD CHEST symbols 122 appearing on the bonus set of reels 120 a - e , or the like). As shown in FIG. 6 , Player 1A achieved a total of four treasure chests 124 a - d during the bonus spins.
  • the bonus game 111 is terminated. In other embodiments, the bonus game 111 is terminated when one or more end-game outcome is achieved.
  • the treasure chests 124 achieved by each player during play of the bonus game 111 may be exchanged or converted into a credit award, which is then awarded to the respective player.
  • Each treasure chest 124 may be worth a fixed amount of credits.
  • the value of each treasure chest 124 increases as the amount of treasure chests 124 achieved increases (e.g., the value of the first treasure chest 124 achieved is less than the value of the second treasure chest 124 achieved, which is less than the value of the third treasure chest 124 achieved, etc.).
  • Each treasure chest 124 may also have a random value associated therewith.
  • a jackpot award of the embodiments described herein is a credit award represented as a monetary value (see FIG. 7 ).
  • Player 2A playing the gaming terminal 104 a has achieved five treasure chests 130 a - e .
  • the five treasure chests 130 a - e are then automatically traded in for one of the displayed jackpot awards 132 .
  • Which jackpot award 132 is awarded may be determined in any suitable way, including randomly, blind-selection by the player, or the like.
  • Player 2A and all of the players (i.e., Player 2B) on Player 2A's team i.e., Team 2 are awarded the selected jackpot award 132 a of $22.01. Because each of the players on Player 2A's team is awarded the same jackpot award achieved by Player 2A, a sense of community and collaboration is achieved among the players on the team (i.e., Team 2).
  • jackpot award 132 a is awarded, that award (e.g., $22.01) is removed from the displayed possible jackpot awards 132 and may no longer be awarded. If only one jackpot award 132 is displayed, and that award is awarded, that jackpot award 132 may continue to be displayed after being awarded and may be awarded again. In another embodiment, once all of the displayed jackpot awards 132 have been awarded and removed from the display, a new set of jackpot awards is displayed.
  • FIG. 8 shows the displays 14 , 16 of the gaming terminals 102 b and 104 a of FIG. 4 .
  • a ā€œCANNONā€ symbol 140 has been achieved by Player 1B on the bonus reel 120 c of the bonus game 111 on the second gaming terminal 102 b .
  • the appearance of the CANNON symbol 140 on one or more of the bonus reels 120 a - e triggers a ā€œPirate Battleā€ bonus game. It is contemplated that the Pirate Battle bonus game may be triggered in other ways including, but not limited to, randomly.
  • a cannonball 142 launches from the pirate ship 106 b at one of the pirate ships 106 c,d of the opposing team.
  • the cannonball 142 launches at Player 12A's pirate ship 106 c .
  • the determination of which opposing-team member's pirate ship 106 is hit by the cannonball 142 may be made randomly, sequentially, by the player, or in any other suitable way.
  • a player if a player achieves a predetermined symbol (e.g., an ā€œEVADEā€ symbol) on one or more of the reels of the bonus set of reels 120 a - e , the player's pirate ship 106 may avoid getting hit by a cannonball 142 launched from a player on an opposing team. It is contemplated that, in certain embodiments, EVADE symbols may only be achieved on less than all of the reels 120 a - e , e.g., the fourth reel 120 d and the fifth reel 120 e.
  • a predetermined symbol e.g., an ā€œEVADEā€ symbol
  • Hitting a pirate ship 106 with a predetermined number of cannonballs 142 causes the pirate ship 106 to sink.
  • the player who fired the final cannonball that caused the pirate ship 106 to sink then ā€œstealsā€ the treasure chests accumulated on the sunken ship.
  • FIGS. 9 a - d for example, the secondary display areas 16 of the four gaming terminals 102 a,b , 104 a,b are shown.
  • the secondary display areas 16 of the gaming terminals 102 a,b , 104 a,b which are positioned generally adjacent to one another, function as a single, larger ā€œmetascreenā€ 107 .
  • an object e.g., a cannonball 142
  • a cannonball 142 is displayed as moving from a secondary display area 16 of one gaming terminal 102 a,b , 104 a,b to the secondary display area 16 of another gaming terminal 102 a,b , 104 a,b.
  • FIG. 9 a shows Player 1B's pirate ship 106 b launching a cannonball 150 a at Player 2A's pirate ship 106 c .
  • FIG. 9 a also shows Player 2B's pirate ship 106 d launching a cannonball 150 b at Player 1A's pirate ship 106 a .
  • the cannonballs are displayed on the metascreen 107 as moving across one or more of the four secondary display areas 16 of the gaming terminals 102 a,b , 104 a,b . Thus, it appears as if they cannonballs 150 a,b are actually flying through the air from one pirate ship 106 to another along one continuous display.
  • Player 1A's pirate ship 106 a begins to sink, as shown in FIGS. 9 b - d.
  • Player 1A's pirate ship 106 a Prior to being sunk, Player 1A's pirate ship 106 a included two treasure chests 152 a,b (see FIG. 9 a ) achieved by Player 1A during the previous bonus spins. After Player 1A's pirate ship 106 a is sunk, Player 1A's treasure chests 152 a,b are shown as floating atop the water 154 (see FIG. 9 c ). The treasure chests 152 a,b are then ā€œstolenā€ by Player 2B, who fired the cannonball 150 b that ultimately caused Player 1A's pirate ship 106 a to sink. Thus, as shown in FIG. 9 d , the treasure chests 152 a,b are added to and displayed on Player 2B's pirate ship 106 d.
  • the pirate ships 106 a - d may be displayed as progressively looking more damaged after each time they are hit with a cannonball 142 .
  • Player 1B's pirate ship 106 b and Player 2B's pirate ship 106 d have not been hit by any cannonballs, so they are displayed as being undamaged.
  • Player 2A's pirate ship 106 c has been hit by at least one cannonball and is, thus, shown as being on fire. When it appears that two pirate ships 106 are sinking at the same time, random fire order determines which pirate ship 106 sinks first.
  • a player e.g., Player 1A of FIGS. 9 a - d
  • a sunken pirate ship e.g., pirate ship 106 a
  • FIG. 10 for example, after Player 1A's pirate ship 106 a has been sunk, Player 1A achieves four additional treasure chests 160 a - d during subsequent bonus spins.
  • the additional treasure chests 160 a - d are shown as floating on the water 162 .
  • the floating treasure chests 160 a - d may be traded for a jackpot award.
  • Player 1A may receive jackpot awards obtained by his or her teammates (e.g., Player 1B).
  • the floating treasure chests 160 a - d may or may not be exchanged or converted into an individual credit award when the bonus game 111 (see FIG. 6 ) is terminated.
  • a player's sunken ship may be resurrected as a rescue ship or a ā€œghost ship.ā€
  • a ghost ship may be achieved in a variety of ways. For example, after a predetermined number of bonus spins during the bonus game 111 , a team's sunken ships (if any) may be automatically resurrected into ghost ships. The ghost ships may then generally act like regular pirate ships. For example, a ghost ship may fire cannonballs sinking other pirate ships and may steal treasure chests of pirate ships that it sinks. The ghost ship may also re-enable the player's eligibility to obtain a jackpot award (see FIG. 7 ). Like ā€œregular,ā€ non-ghost pirate ships, ghost ships may also sink, e.g., by being hit with a predetermined amount of cannonballs.
  • Player 1A's sunken ship has been revived as a ā€œghost shipā€ 170 .
  • the treasure chests 160 a - d previously shown as floating on the water 162 (see FIG. 10 ) may then be displayed aboard the ghost ship 170 .
  • the ghost ship 170 also makes the player re-eligible to exchange its treasure chests 160 (e.g., five treasure chests) for a jackpot award, which would then be awarded to all of the players on Player 1A's team (e.g., Player 1B).
  • the bonus game continues until all of the pirate ships 106 of one of the teams have been sunk. Alternatively, the bonus game may continue until only a single pirate ship 106 remains floating (i.e., is not sunk). Thus, the amount of free spins is variable in these embodiments.
  • the winning team or player may be awarded, for example, an additional award, promotional coupon, or the like.
  • a ā€œvirtual playerā€ may substitute for an absent or ineligible player during the bonus game 111 on one of the gaming terminals 102 a,b , 104 a,b .
  • a virtual player may not participate in the bonus spins.
  • the virtual player's secondary display area 16 may display a pirate ship, treasure chests, and the like.
  • the secondary display area 16 of the virtual player appears much the same as (or the same as) that of the other ā€œnon-virtual,ā€ human players. Cannonballs may also be fired from and launched at the virtual player's pirate ship.
  • an instant ā€œLittle Eventā€ feature may be awarded when a player playing the basic game triggers a bonus while the bonus game 111 (see FIG. 6 ) is already running on the player's gaming terminal 102 a,b , 104 a,b .
  • a player may begin wagering on a gaming terminal 102 a,b , 104 a,b , in which a virtual player was substituting for an absent player in the Pirate Battle bonus game.
  • the player may be awarded a credit equivalent of a bonus award.
  • an instant award of ā€œ1000 creditsā€ may be randomly awarded to the player as a Little Event award in the basic game.
  • FIG. 12 a shows the result of a bonus spin in which three ā€œMAPā€ symbols 180 a - c were achieved by a player.
  • Each of the MAP symbols 180 a - c masks either a credit award or a number of additional bonus spins.
  • the player who achieved the three MAP symbols 180 a - c may select one of the MAP symbols 180 a - c , and the award associated with the selected MAP symbol 180 a - c is then awarded. If the player selects a MAP symbol masking a credit award, the corresponding credit award is awarded to the player only. If, however, the player selects a MAP symbol masking an award of additional bonus spins, such bonus spins are awarded to all of the players in the group of gaming terminals 100 .
  • the player of the illustrated embodiment selected the second map symbol 180 b , which masked a ā€œ3 MORE FREE SPINSā€ award 182 b .
  • the player, the player's teammate(s), and the players on the opposing team receive three additional bonus spins.
  • the player had selected one of the other MAP symbols 180 a,c which masked CREDITS awards, only the player would receive the associated credit amount.
  • the player's teammate(s) and/or the members of the opposing team would not receive the credit award.
  • all award values achieved during the bonus spins may be multiplied by a multiplier.
  • the multiplier may be a ā€œBig Eventā€ type multiplier, as described in U.S. Patent Application Publication No. 2009-0042641.
  • the multiplier may be displayed to the player during the basic game via the eligibility meter, as described above.
  • the multiplier may be based, for example, on the amount the player has wagered, the rate of play, combinations thereof, or the like. The multiplier generally does not come into play until the bonus game is triggered.
  • the metascreen 107 formed by the combination of secondary display areas 16 of the gaming terminals 102 a,b , 104 a,b displays two pirate ships 200 a , 200 b .
  • the first pirate ship 200 a is associated with Team 1 and is displayed on the secondary display areas 16 of the first and second gaming terminals 102 a,b .
  • the second pirate ship 200 b is associated with Team 2 and is displayed on the secondary display areas 16 of the third and fourth gaming terminals 104 a,b .
  • elements displayed on the metascreen 107 may move across the various secondary display areas, thereby making it appear that the secondary display areas are actually a single, large display area.
  • the Cannon Bonus may be triggered in any suitable way.
  • the Cannon Bonus is triggered by the appearance of three clumped ā€œWILD CANNONā€ symbols (not shown), three scattered WILD CANNON symbols, the appearance of other symbols, or the like.
  • the Cannon Bonus may also be triggered at random (ā€œmysteryā€) times or at predetermined times by the controller.
  • each of the first and second pirate ships 200 a , 200 b is displayed with various values 210 thereon (see FIGS. 14 a,b ). As shown in FIGS. 14 a,b , question mark ā€œ?ā€ symbols 212 are included among the values 210 .
  • FIG. 14 a shows the secondary display areas 16 of the first and second gaming terminals 102 a,b (Team 1)
  • FIG. 14 b shows the secondary display areas 16 of the third and fourth gaming terminals 104 a,b (Team 2).
  • the values 210 randomly ā€œexplodeā€ one by one until only value 210 remains.
  • the ā€œexplosionsā€ alternate in sequence between pirate ships 200 a,b until only one value 210 remains on each pirate ship 200 a,b .
  • the final remaining value on the first pirate ship 200 a is 100 credits.
  • That value of 100 credits is then awarded to each of the members (Players 1A and 1B) of Team 1.
  • the question mark symbol ā€œbangs upā€ to end on a credit value.
  • the question mark symbol is transformed into, e.g., a ā€œ0ā€ credit value, which incrementally increases until it randomly stops at a given credit value.
  • the team having the highest remaining value 210 enters a ā€œTreasure Bonusā€ game, while players of the non-winning team(s) resume their basic games.
  • the value 210 of the winning team (e.g., Team 1) is displayed on the pirate ship 200 a .
  • each of the gaming terminals 102 a , 102 b displays a map 220 a , 220 b .
  • Each of the maps 220 a , 220 b includes five player-selectable treasure chests 222 .
  • Each player may select one treasure chest 220 displayed on his or her respective gaming terminal 102 a , 102 b to ā€œdig up.ā€ Once a treasure chest is selected, a pirate 230 a , 230 b and a parrot 232 a , 232 b begin digging in a space corresponding with the treasure chest 220 a , 220 b selected by the player. Referring to FIG.
  • the first pirate 230 a of gaming terminal 102 a digs in a lower, left-hand area 234 corresponding with the position of the treasure chest 220 a selected by Player 1A, thereby uncovering an award value of 125 credits
  • the second pirate 230 b digs in an upper, right-hand area 236 corresponding with the position of the treasure chest 220 b selected by Player 1B, thereby uncovering a ā€œ2 ā‡ ā€ multiplier.
  • any award value and/or multiplier dug up by the players of the winning team is combined with the Cannon Bonus award (e.g., 100 credits, see FIG. 18 ), and the resulting award is awarded to each player on the winning team.
  • the Cannon Bonus award e.g. 100 credits, see FIG. 18
  • each player receives 100 credits (the Cannon Bonus award) plus 125 credits (obtained by Player 1A during the Treasure Bonus game).
  • the resulting credit amount (225 credits) is then multiplied by two (2 ā‡ multiplier obtained by Player 1B during the Treasure Bonus game).
  • Player 1A and Player 1B both receive a total of 450 credits.
  • the multipliers are combined and awarded to each of the players on the team. For example, if Player 1A ā€œdigs upā€ a 2 ā‡ multiplier, and Player 1B also digs up a 2 ā‡ multiplier, a 4 ā‡ multiplier would be applied to the Cannon Bonus award (e.g., 100 credits, see FIG. 18 ). Thus, Player 1A and Player 1B would both receive an award of 400 credits.
  • the pirate 230 digs up a treasure chest positioned in a randomly-determined location. The resulting award value is awarded to the virtual player's teammates(s).
  • a virtual team may participate in the Cannon Bonus game. However, if the virtual team receives the highest final remaining value 210 in the Cannon Bonus game, the Treasure Bonus game is not triggered.
  • the number or value of potential winning outcomes is affected.
  • the number of reels in the bonus set of reels 120 a - e is reduced.
  • one or more of the player's reels may be deactivated, thereby making the symbols positioned thereon unable to contribute to winning symbol combinations.
  • the ability to achieve high payouts may be affected by a previous event or events, e.g., an event caused by a player on an opposing team.
  • a player may lose his or her ability to achieve certain winning combinations based on another player's actions adversely affecting the player.
  • hitting or sinking a player's pirate ship 106 may cause the player's award multiplier (see multiplier 115 of FIG. 5 ) to decrease.
  • the player's award multiplier may be reduced each time the player's pirate ship 106 is hit, and the multiplier may be reduced to 1 ā‡ if and when the player's pirate ship 106 is sunk.
  • one or more reels of the players on a particular team are ā€œcommunalā€ reels.
  • the communal reel(s) of the team will always spin identically, i.e., display the same symbols, on the gaming terminals of all of the players on that team.
  • the remaining ā€œnon-communalā€ reels will display different symbols for the different team members.
  • the players of the first team 105 a will have one or more communal reels
  • the players of the second team 105 b will have a different number of communal reels (e.g., no communal reels).
  • players playing different wagering games may place side wagers on the outcome of the Pirate Battle bonus game (e.g., bonus game 111 of FIGS. 6-11 ) via, e.g., a portal mechanism.
  • a player playing a different, unrelated base wagering game and/or type of wagering game on a portal gaming terminal may be alerted when the gaming terminals 102 a,b , 104 a,b of the pirate-themed game enter the Pirate Battle bonus game, and the player may be given the opportunity to place a side wager on the outcome of the Pirate Battle bonus game.
  • the player playing an unrelated base wagering game may be alerted when his or her friend playing the pirate-themed game enters the Pirate Battle bonus game such that the player may place a side wager on his or her friend's pirate ship 106 .
  • the players placing side wagers (ā€œportal playersā€) may then be treated as members of the team on which they place their side wagers. In other words, when the team (or team member) on which the portal player placed his side wager is awarded an award, the portal player may likewise be awarded the same award.
  • Such side wagering provides an opportunity for players not participating in the Pirate Battle bonus game to experience a community, team aspect.
  • the portal gaming terminal at which a portal player has placed a side wager displays at least a portion of the Pirate Battle bonus game.
  • the displays may display the bonus set of reels 120 a - e of the Pirate Battle bonus game, the pirate ships 106 firing cannonballs 142 at one another (see FIGS. 9 a - 9 d ), or a combination thereof.
  • the portal gaming terminal only includes a single display, the Pirate Battle bonus game may temporarily interrupt and ā€œtake overā€ the portal gaming terminal such that only the Pirate Battle bonus game can be viewed.
  • the basic game of the portal gaming terminal may be put ā€œon holdā€ pending the conclusion of the Pirate Battle bonus game.
  • a screen-in-screen display may be used in which the Pirate Battle bonus game is displayed, for example, in a corner or other portion of the portal gaming terminal's display.
  • the Pirate Battle bonus game is not displayed on the portal gaming terminal. The player is merely alertedā€”visually, via audio, or a combination thereofā€”that the Pirate Battle bonus game was triggered and/or the results of the Pirate Battle bonus game.
  • the wagering games of the embodiments disclosed herein may be displayed on a gaming table 250 synchronized with a bank of games and portal games.
  • the table 250 is shown having four players playing base wagering games 252 a , 252 b , 252 c , 252 d thereon.
  • Each of the wagering games 252 a - d is displayed on adjacent primary and secondary displays 14 , 16 located at respective stations 254 a - d .
  • the first station 254 a displays a Time-Machine-themed base game
  • the second station 254 b and the fourth station 254 d display pirate-themed base games
  • the third station 254 c displays a fruit-based base game.
  • the center of the table 250 includes a center display 256 .
  • the primary displays 14 of the respective stations 254 a - d display the base game of each of the wagering games 252 a - d
  • the secondary displays 16 of the respective stations 254 a - d display the bonus games associated with each of the wagering games 252 a - d
  • the center display 256 displays the four pirate ships 106 a - d of the pirate-themed bonus game (shown displayed on the secondary displays 16 in FIG. 4 ).
  • FIG. 22 b shows the table 250 of FIG. 22 a after the Pirate Battle bonus game has been triggered.
  • the stations 254 b , 254 d at which the pirate-themed base game is being played display the bonus set of reels 120 a - e on the primary displays 14 and the respective player's pirate ships 106 on the secondary display 16 .
  • the stations at which games other than the pirate-themed base game are being played (ā€œportal stationsā€) 254 a , 254 c continue to display the respective base games on the primary displays 14 .
  • the secondary displays 16 of the portal stations 254 a , 254 c begin to display elements of the Pirate Battle bonus game.
  • the secondary displays 16 of the portal stations 254 a , 254 c may display the Pirate Battle bonus set of reels 120 a - e .
  • the secondary displays 16 of the portal stations 254 a , 254 c may also or alternatively display the pirate ship 106 on which the player playing the wagering game 252 a , 252 c of the portal station 254 a , 254 c placed a side wager.
  • the center display 256 displays the four pirate ships 106 a - d firing and being hit with cannonballs 142 , as described above with respect to FIGS. 9 a - d.
  • the gaming terminals and/or the gaming table described herein include a sensory immersion game including features that assist in making a player feel as if he or she is on a pirate ship, on the ocean, etc.
  • the gaming terminals 102 a,b , 104 a,b may include lighting on the outside of the gaming terminal (e.g., surrounding the primary display 14 and/or the secondary display 16 ) that changes based on occurrences of the wagering game. For example, the lighting may become darker or display darker colors when the Pirate Battle bonus game is triggered.
  • the gaming terminals 102 a,b , 104 a,b may also include 3D or surround sound speakers mounted on a chair of the gaming machines 102 a,b , 104 a,b , for example typically behind a player's head at the top of the chair.
  • Celebratory music or other sounds may be played back through the 3D or surround sound speakers of the chair upon occurrence of the triggering event, thereby making the player feel as if he or she is on the ocean, on a pirate ship under attack, etc.
  • surround sound gaming terminal chairs the reader is referred, for example, to the commonly-assigned U.S. Pat. No.
  • the sounds associated with the Pirate Battle bonus game may include a mix of audio from the base game of the portal gaming terminal and the Pirate Battle bonus game.
  • the Pirate Battle bonus game sounds may interrupt the base game sounds or may not be played at all on the portal gaming terminal.
  • the chair may include a motion feature.
  • the motion feature may be programmed such that the chair's movement is associated with occurrences of the wagering game. For example, the chair may vibrate when the pirate ship 106 of the gaming machine 102 a,b , 104 a,b is hit by a cannonball 142 during the Pirate Battle bonus game.
  • a motion system that may be used is the D-BOX Motion CodeTM (D-BOX Technologies, Inc., Canada).
  • FIG. 23 represents one algorithm that corresponds to the at least some instructions executed by the controller 34 and/or external systems 50 in FIG. 2 to perform the above described functions associated with the disclosed concepts.
  • a user interface device accepts a player input from at least one of a plurality of linked gaming terminals and transforms the player input to electronic data signals indicative of a wager to play the wagering game.
  • one or more processors interprets the wager from the data signals and causes the recording of a digital representation of the wager in a storage device.
  • at least one of the processors causes the display of a visual indication of the wager on a display device, wherein the visual indication includes a basic game image.
  • at least one of the processors initiates a secondary event, the secondary event including a continuous image displayed across at least one display of each of the linked gaming machines.
  • an outcome of the secondary event is determined.

Abstract

A gaming system includes a plurality of linked gaming terminals. Each terminal includes a wager input device for receiving a wager to play a wagering game. Each gaming terminal further includes at least one display displaying a portion of a continuous image. Each gaming terminal further includes a controller coupled to the one or more displays and the wager input device. The controller is operative to cause at least one of the displays to display a community gaming event. At least one display of each of the linked gaming terminals displays a portion of a continuous image. Two or more of the plurality of linked gaming terminals are associated with a first team and two or more of the plurality of linked gaming terminals are associated with a second team.

Description

    CROSS-REFERENCE TO RELATED APPLICATION
  • This application claims the benefit of U.S. Provisional Patent Application No. 61/261,218, filed Nov. 13, 2009, and U.S. Provisional Patent Application No. 61/244,186, filed Sep. 21, 2009, which are hereby incorporated by reference in their entireties.
  • COPYRIGHT
  • A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever.
  • FIELD OF THE INVENTION
  • The present invention relates generally to a gaming apparatus, and methods for playing wagering games, and more particularly, to wagering games having a competitive and collaborative community event.
  • BACKGROUND OF THE INVENTION
  • Gaming terminals, such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options.
  • Other wagering games involve engaging multiple players to enter a shared, or community, wagering game wherein multiple gaming machines are linked together to play a shared basic game or secondary event. As the interest and demand for these types of community games increases, there is also a continuing need to develop new features for these games that enhance the gaming experience.
  • SUMMARY OF THE INVENTION
  • According to one aspect of the present invention, a gaming system includes a plurality of linked gaming terminals. Each terminal includes a wager input device for receiving a wager to play a wagering game. Each gaming terminal further includes at least one display displaying a portion of a continuous image. Each gaming terminal further includes a controller coupled to the one or more displays and the wager input device. The controller is operative to cause at least one of the displays to display a community gaming event. At least one display of each of the linked gaming terminals displays a portion of a continuous image. Two or more of the plurality of linked gaming terminals are associated with a first team and two or more of the plurality of linked gaming terminals are associated with a second team.
  • According to another aspect of the invention, a method of conducting a community wagering game on a plurality of linked gaming terminals is disclosed. The wagering game includes a game sequence in which a player input is detected and a wagering game outcome is determined in response to the detected input. The wagering game includes a basic game and a secondary event. The method includes using an interface device to detect the player input and transforming the detected player input to electronic data signals indicative of a wager to play the wagering game. The method further includes using one or more processors to interpret the wager from the data signals and to cause the recording of a digital representation of the wager in one or more storage devices. The method further includes using at least one of the processors to cause one or more display devices to display the basic game. The method further includes using at least one of the processors to initiate the secondary event in response to a triggering event during the basic game. The secondary event includes a continuous image displayed across at least one display of each of the linked gaming terminals. Two or more of the plurality of linked gaming terminals are associated with a first team and two or more of the plurality of linked gaming terminals are associated with a second team.
  • According to another aspect of the present invention, a method of conducting a community wagering game is disclosed. The community wagering game includes a plurality of linked gaming terminals and a game sequence in which two or more players of the plurality of gaming apparatus form a first team and two or more players of the plurality of gaming apparatus form a second team. The players make wagers and wagering game outcomes are determined. The method includes conducting the community wagering game using a plurality of gaming apparatus to receive inputs from the players and to generate wagering game outcomes that are communicated to the players. Each gaming apparatus includes a user interface device configured to receive inputs from the player. Each gaming apparatus further includes one or more display devices configured to display information or graphics to be viewed by the player. Each gaming apparatus further includes one or more storage devices. Each gaming apparatus further includes one or more processors configured to execute computer instructions relating to the wagering game. The method further includes accepting, at the user interface device, a player input and transforming the player input into electronic data signals indicative of a wager to play the wagering game. The method further includes using at least one of the gaming apparatus processors to interpret the wagers from the data signals and to, at least in part, cause the recording of a digital representation of the wagers in at least one of the gaming apparatus storage devices. The method further includes using at least one of the gaming apparatus processors to cause at least one of the display devices to display a basic portion of the wagering game. The method further includes using at least one of the gaming apparatus processors to cause at least one of the display devices to display a secondary event. The secondary event is displayed as a continuous image. A portion of the continuous image is displayed on at least one display of each of the plurality of linked gaming apparatus. An award awarded to a first player of the first team during the secondary event is likewise awarded to a second player of the first team.
  • According to yet another aspect of the invention, computer readable storage media is encoded with instructions for directing a gaming system to perform the above methods.
  • According to another aspect of the invention, a gaming system includes a plurality of linked gaming terminals. Each terminal includes a wager input device for receiving a wager to play a wagering game, one or more displays, and a controller coupled to the one or more displays and the wager input device. The controller is operative to cause at least one of the displays to display a community gaming event. At least two of the linked gaming terminals are associated with a first team and at least two of the linked gaming terminals being associated with a second team. A plurality of possible winning outcomes of a gaming terminal on the first team is affected by at least one event caused by at least one gaming terminal of the second team.
  • According to yet another aspect of the present invention, a gaming system comprises a plurality of linked gaming terminals. Each terminal includes a wager input device for receiving a wager to play a first wagering game, one or more displays, and a controller coupled to the one or more displays and the wager input device. The controller is operative to cause at least one of the displays to display a community gaming event. At least two of the linked gaming terminals are associated with a first team and at least two of the linked gaming terminals being associated with a second team. The gaming system further includes at least one additional gaming terminal including at least one display for displaying a second wagering game. The second wagering game is different than the first wagering game. The additional gaming terminal provides an option for placing a side wager on at least one of the plurality of linked gaming terminals.
  • Additional aspects of the invention will be apparent to those of ordinary skill in the art in view of the detailed description of various embodiments, which is made with reference to the drawings, a brief description of which is provided below.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a perspective view of a free-standing gaming terminal according to an embodiment of the present invention.
  • FIG. 2 is a schematic view of a gaming system according to an embodiment of the present invention.
  • FIG. 3 is an image of an exemplary basic-game screen of a wagering game displayed on a gaming terminal, according to an embodiment of the present invention.
  • FIG. 4 is a perspective view of a group of linked gaming terminals, according to one embodiment.
  • FIG. 5 is an image of a basic-game screen of a wagering game that may be displayed on a gaming terminal, according to an embodiment of the present invention.
  • FIG. 6 is an image of a bonus-game screen that may be displayed on a gaming terminal, according to one embodiment.
  • FIGS. 7-11 are images of bonus-game screens subsequent to the bonus-game screen of FIG. 6, according to one embodiment.
  • FIG. 12 is an image of a bonus-game screen, according to another embodiment.
  • FIG. 13 is a perspective view of a group of linked gaming terminals, according to another embodiment.
  • FIGS. 14 a, 14 b are images of bonus-game screens, according to one embodiment.
  • FIGS. 15-21 are images of bonus-game screens subsequent to the bonus-game screens of FIG. 14, according to one embodiment.
  • FIGS. 22 a,b are top views of a gaming table including a plurality of wagering game stations, according to one embodiment.
  • FIG. 23 is a flowchart for an algorithm that corresponds to instructions executed by a controller in accord with at least some aspects of the disclosed concepts.
  • While the invention is susceptible to various modifications and alternative forms, specific embodiments have been shown by way of example in the drawings and will be described in detail herein. It should be understood, however, that the invention is not intended to be limited to the particular forms disclosed. Rather, the invention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the invention as defined by the appended claims.
  • DETAILED DESCRIPTION
  • While this invention is susceptible of embodiment in many different forms, there is shown in the drawings and will herein be described in detail preferred embodiments of the invention with the understanding that the present disclosure is to be considered as an exemplification of the principles of the invention and is not intended to limit the broad aspect of the invention to the embodiments illustrated.
  • Referring to FIG. 1, there is shown a gaming terminal 10 similar to those used in gaming establishments, such as casinos. With regard to the present invention, the gaming terminal 10 may be any type of gaming terminal and may have varying structures and methods of operation. For example, in some aspects, the gaming terminal 10 is be an electromechanical gaming terminal configured to play mechanical slots, whereas in other aspects, the gaming terminal is an electronic gaming terminal configured to play a video casino game, such as slots, keno, poker, blackjack, roulette, craps, etc. It should be understood that although the gaming terminal 10 is shown as a free-standing terminal of the upright type, the gaming terminal is readily amenable to implementation in a wide variety of other forms such as a free-standing terminal of the slant-top type, a portable or handheld device primarily used for gaming, such as is disclosed by way of example in PCT Patent Application No. PCT/US2007/000792 filed Jan. 26, 2007, titled ā€œHandheld Device for Wagering Games,ā€ which is incorporated herein by reference in its entirety, a mobile telecommunications device such as a mobile telephone or personal digital assistant (PDA), a counter-top or bar-top gaming terminal, or other personal electronic device, such as a portable television, MP3 player, entertainment device, etcetera.
  • The gaming terminal 10 illustrated in FIG. 1 comprises a cabinet or housing 12. For output devices, this embodiment of the gaming terminal 10 includes a primary display area 14, a secondary display area 16, and one or more audio speakers 18. The primary display area 14 and/or secondary display area 16 variously displays information associated with wagering games, non-wagering games, community games, progressives, advertisements, services, premium entertainment, text messaging, emails, alerts or announcements, broadcast information, subscription information, etc. appropriate to the particular mode(s) of operation of the gaming terminal. For input devices, the gaming terminal 10 illustrated in FIG. 1 includes a bill validator 20, a coin acceptor 22, one or more information readers 24, one or more player-input devices 26, and one or more player-accessible ports 28 (e.g., an audio output jack for headphones, a video headset jack, a wireless transmitter/receiver, etc.). While these typical components found in the gaming terminal 10 are described below, it should be understood that numerous other peripheral devices and other elements exist and are readily utilizable in any number of combinations to create various forms of a gaming terminal in accord with the present concepts.
  • The primary display area 14 include, in various aspects of the present concepts, a mechanical-reel display, a video display, or a combination thereof in which a transmissive video display is disposed in front of the mechanical-reel display to portray a video image in superposition over the mechanical-reel display. Further information concerning the latter construction is disclosed in U.S. Pat. No. 6,517,433 to Loose et al. entitled ā€œReel Spinning Slot Machine With Superimposed Video Image,ā€ which is incorporated herein by reference in its entirety. The video display is, in various embodiments, a cathode ray tube (CRT), a high-resolution liquid crystal display (LCD), a plasma display, a light emitting diode (LED), a DLP projection display, an electroluminescent (EL) panel, or any other type of display suitable for use in the gaming terminal 10, or other form factor, such as is shown by way of example in FIG. 1. The primary display area 14 includes, in relation to many aspects of wagering games conducted on the gaming terminal 10, one or more paylines 30 (see FIG. 3) extending along a portion of the primary display area. In the illustrated embodiment of FIG. 1, the primary display area 14 comprises a plurality of mechanical reels 32 and a video display 34, such as a transmissive display (or a reflected image arrangement in other embodiments), in front of the mechanical reels 32. If the wagering game conducted via the gaming terminal 10 relies upon the video display 34 only and not the mechanical reels 32, the mechanical reels 32 are optionally removed from the interior of the terminal and the video display 34 is advantageously of a non-transmissive type. Similarly, if the wagering game conducted via the gaming terminal 10 relies only upon the mechanical reels 32, but not the video display 34, the video display 34 depicted in FIG. 1 is replaced with a conventional glass panel. Further, in still other embodiments, the video display 34 is disposed to overlay another video display, rather than a mechanical-reel display, such that the primary display area 14 includes layered or superimposed video displays. In yet other embodiments, the mechanical-reel display of the above-noted embodiments is replaced with another mechanical or physical member or members such as, but not limited to, a mechanical wheel (e.g., a roulette game), dice, a pachinko board, or a diorama presenting a three-dimensional model of a game environment.
  • Video images in the primary display area 14 and/or the secondary display area 16 are rendered in two-dimensional (e.g., using Flash Macromediaā„¢) or three-dimensional graphics (e.g., using Renderwareā„¢). In various aspects, the video images are played back (e.g., from a recording stored on the gaming terminal 10), streamed (e.g., from a gaming network), or received as a TV signal (e.g., either broadcast or via cable) and such images can take different forms, such as animated images, computer-generated images, or ā€œreal-lifeā€ images, either prerecorded (e.g., in the case of marketing/promotional material) or as live footage. The format of the video images can include any format including, but not limited to, an analog format, a standard digital format, or a high-definition (HD) digital format.
  • The player-input or user-input device(s) 26 include, by way of example, a plurality of buttons 36 on a button panel, as shown in FIG. 1, a mouse, a joy stick, a switch, a microphone, and/or a touch screen 38 mounted over the primary display area 14 and/or the secondary display area 16 and having one or more soft touch keys 40, as is also shown in FIG. 1. In still other aspects, the player-input devices 26 comprise technologies that do not rely upon physical contact between the player and the gaming terminal, such as speech-recognition technology, gesture-sensing technology, eye-tracking technology, etc. The player-input or user-input device(s) 26 thus accept(s) player input(s) and transforms the player input(s) to electronic data signals indicative of a player input or inputs corresponding to an enabled feature for such input(s) at a time of activation (e.g., pressing a ā€œMax Betā€ button or soft key to indicate a player's desire to place a maximum wager to play the wagering game). The input(s), once transformed into electronic data signals, are output to a CPU or controller 42 (see FIG. 2) for processing. The electronic data signals are selected from a group consisting essentially of an electrical current, an electrical voltage, an electrical charge, an optical signal, an optical element, a magnetic signal, and a magnetic element.
  • The information reader 24 (or information reader/writer) is preferably located on the front of the housing 12 and comprises, in at least some forms, a ticket reader, card reader, bar code scanner, wireless transceiver (e.g., RFID, Bluetooth, etc.), biometric reader, or computer-readable-storage-medium interface. As noted, the information reader may comprise a physical and/or electronic writing element to permit writing to a ticket, a card, or computer-readable-storage-medium. The information reader 24 permits information to be transmitted from a portable medium (e.g., ticket, voucher, coupon, casino card, smart card, debit card, credit card, etc.) to the information reader 24 to enable the gaming terminal 10 or associated external system to access an account associated with cashless gaming, to facilitate player tracking or game customization, to retrieve a saved-game state, to store a current-game state, to cause data transfer, and/or to facilitate access to casino services, such as is more fully disclosed, by way of example, in U.S. Patent Publication No. 2003/0045354 entitled ā€œPortable Data Unit for Communicating With Gaming Machine Over Wireless Link,ā€ which is incorporated herein by reference in its entirety. The noted account associated with cashless gaming is, in some aspects of the present concepts, stored at an external system 46 (see FIG. 2) as more fully disclosed in U.S. Pat. No. 6,280,328 to Holch et al. entitled ā€œCashless Computerized Video Game System and Method,ā€ which is incorporated herein by reference in its entirety, or is alternatively stored directly on the portable storage medium. Various security protocols or features can be used to enhance security of the portable storage medium. For example, in some aspects, the individual carrying the portable storage medium is required to enter a secondary independent authenticator (e.g., password, PIN number, biometric, etc.) to access the account stored on the portable storage medium.
  • Turning now to FIG. 2, the various components of the gaming terminal 10 are controlled by one or more processors (e.g., CPU, distributed processors, etc.) 42, also referred to herein generally as a controller (e.g., microcontroller, microprocessor, etc.). The controller 42 can include any suitable processor(s), such as an IntelĀ® Pentium processor, IntelĀ® Core 2 Duo processor, AMD Opteronā„¢ processor, or UltraSPARCĀ® processor. By way of example, the controller 42 includes a plurality of microprocessors including a master processor, a slave processor, and a secondary or parallel processor. Controller 42, as used herein, comprises any combination of hardware, software, and/or firmware disposed in and/or disposed outside of the gaming terminal 10 that is configured to communicate with and/or control the transfer of data between the gaming terminal 10 and a bus, another computer, processor, or device and/or a service and/or a network. The controller 42 comprises one or more controllers or processors and such one or more controllers or processors need not be disposed proximal to one another and may be located in different devices and/or in different locations. For example, a first processor is disposed proximate a user interface device (e.g., a push button panel, a touch screen display, etc.) and a second processor is disposed remotely from the first processor, the first and second processors being electrically connected through a network. As another example, the first processor is disposed in a first enclosure (e.g., a gaming machine) and a second processor is disposed in a second enclosure (e.g., a server) separate from the first enclosure, the first and second processors being communicatively connected through a network. The controller 42 is operable to execute all of the various gaming methods and other processes disclosed herein.
  • To provide gaming functions, the controller 42 executes one or more game programs comprising machine-executable instructions stored in local and/or remote computer-readable data storage media (e.g., memory 44 or other suitable storage device). The term computer-readable data storage media, or ā€œcomputer-readable medium,ā€ as used herein refers to any media/medium that participates in providing instructions to controller 42 for execution. The computer-readable medium comprises, in at least some exemplary forms, non-volatile media (e.g., optical disks, magnetic disks, etc.), volatile media (e.g., dynamic memory, RAM), and transmission media (e.g., coaxial cables, copper wire, fiber optics, radio frequency (RF) data communication, infrared (IR) data communication, etc). Common forms of computer-readable media include, for example, a hard disk, magnetic tape (or other magnetic medium), a 2-D or 3-D optical disc (e.g., a CD-ROM, DVD, etc.), RAM, PROM, EPROM, FLASH-EPROM, any other memory chip or solid state digital data storage device, a carrier wave, or any other medium from which a computer can read. By way of example, a plurality of storage media or devices are provided, a first storage device being disposed proximate the user interface device and a second storage device being disposed remotely from the first storage device, wherein a network is connected intermediate the first one and second one of the storage devices.
  • Various forms of computer-readable media may be involved in carrying one or more sequences of one or more instructions to controller 42 for execution. By way of example, the instructions may initially be borne on a data storage device of a remote device (e.g., a remote computer, server, or system). The remote device can load the instructions into its dynamic memory and send the instructions over a telephone line or other communication path using a modem or other communication device appropriate to the communication path. A modem or other communication device local to the gaming machine 10 or to an external system 46 associated with the gaming machine can receive the data on the telephone line or conveyed through the communication path (e.g., via external systems interface 58) and output the data to a bus, which transmits the data to the system memory 44 associated with the processor 42, from which system memory the processor retrieves and executes the instructions.
  • Thus, the controller 42 is able to send and receive data, via carrier signals, through the network(s), network link, and communication interface. The data includes, in various examples, instructions, commands, program code, player data, and game data. As to the game data, in at least some aspects of the present concepts, the controller 42 uses a local random number generator (RNG) to randomly generate a wagering game outcome from a plurality of possible outcomes. Alternatively, the outcome is centrally determined using either an RNG or pooling scheme at a remote controller included, for example, within the external system 46.
  • As shown in the example of FIG. 2, the controller 42 is coupled to the system memory 44. The system memory 44 is shown to comprise a volatile memory (e.g., a random-access memory (RAM)) and a non-volatile memory (e.g., an EEPROM), but optionally includes multiple RAM and multiple program memories.
  • As shown in the example of FIG. 2, the controller 42 is also coupled to a money/credit detector 48. The money/credit detector 48 is configured to output a signal the controller 42 that money and/or credits have been input via one or more value-input devices, such as the bill validator 20, coin acceptor 22, or via other sources, such as a cashless gaming account, etc. The value-input device(s) is integrated with the housing 12 of the gaming terminal 10 and is connected to the remainder of the components of the gaming terminal 10, as appropriate, via a wired connection, such as I/O 56, or wireless connection. The money/credit detector 48 detects the input of valid funds into the gaming terminal 10 (e.g., via currency, electronic funds, ticket, card, etc.) via the value-input device(s) and outputs a signal to the controller 42 carrying data regarding the input value of the valid funds. The controller 42 extracts the data from these signals from the money/credit detector 48, analyzes the associated data, and transforms the data corresponding to the input value into an equivalent credit balance that is available to the player for subsequent wagers on the gaming terminal 10, such transforming of the data being effected by software, hardware, and/or firmware configured to associate the input value to an equivalent credit value. Where the input value is already in a credit value form, such as in a cashless gaming account having stored therein a credit value, the wager is simply deducted from the available credit balance.
  • As seen in FIG. 2, the controller 42 is also connected to, and controls, the primary display area 14, the player-input device(s) 26, and a payoff mechanism 50. The payoff mechanism 50 is operable in response to instructions from the controller 42 to award a payoff to the player in response to certain winning outcomes that occur in the base game, the bonus game(s), or via an external game or event. The payoff is provided in the form of money, credits, redeemable points, advancement within a game, access to special features within a game, services, another exchangeable media, or any combination thereof. Although payoffs may be paid out in coins and/or currency bills, payoffs are alternatively associated with a coded ticket (from a ticket printer 52), a portable storage medium or device (e.g., a card magnetic strip), or are transferred to or transmitted to a designated player account. The payoff amounts distributed by the payoff mechanism 50 are determined by one or more pay tables stored in the system memory 44.
  • Communications between the controller 42 and both the peripheral components of the gaming terminal 10 and the external system 46 occur through input/output (I/O) circuit 56, which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. Although the I/O circuit 56 is shown as a single block, it should be appreciated that the I/O circuit 56 alternatively includes a number of different types of I/O circuits. Furthermore, in some embodiments, the components of the gaming terminal 10 can be interconnected according to any suitable interconnection architecture (e.g., directly connected, hypercube, etc.).
  • The I/O circuit 56 is connected to an external system interface or communication device 58, which is connected to the external system 46. The controller 42 communicates with the external system 46 via the external system interface 58 and a communication path (e.g., serial, parallel, IR, RC, 10bT, near field, etc.). The external system 46 includes, in various aspects, a gaming network, other gaming terminals, a gaming server, a remote controller, communications hardware, or a variety of other interfaced systems or components, in any combination. In yet other aspects, the external system 46 may comprise a player's portable electronic device (e.g., cellular phone, electronic wallet, etc.) and the external system interface 58 is configured to facilitate wireless communication and data transfer between the portable electronic device and the controller 42, such as by a near field communication path operating via magnetic field induction or a frequency-hopping spread spectrum RF signals (e.g., Bluetooth, etc.).
  • The gaming terminal 10 optionally communicates with external system 46 (in a wired or wireless manner) such that each terminal operates as a ā€œthin clientā€ having relatively less functionality, a ā€œthick clientā€ having relatively more functionality, or with any range of functionality therebetween (e.g., an ā€œintermediate clientā€). In general, a wagering game includes an RNG for generating a random number, game logic for determining the outcome based on the randomly generated number, and game assets (e.g., art, sound, etc.) for presenting the determined outcome to a player in an audio-visual manner. The RNG, game logic, and game assets are contained within the gaming terminal 10 (ā€œthick clientā€ gaming terminal), the external systems 46 (ā€œthin clientā€ gaming terminal), or are distributed therebetween in any suitable manner (ā€œintermediate clientā€ gaming terminal).
  • Referring now to FIG. 3, an image of a basic-game screen 60 adapted to be displayed on the primary display area 14 is illustrated, according to one embodiment of the present invention. A player begins play of a basic wagering game by providing a wager. A player can operate or interact with the wagering game using the one or more player-input devices 26. The controller 42, the external system 46, or both, in alternative embodiments, operate(s) to execute a wagering game program causing the primary display area 14 to display the wagering game that includes a plurality of visual elements.
  • In accord with various methods of conducting a wagering game on a gaming system in accord with the present concepts, the wagering game includes a game sequence in which a player makes a wager, such as through the money/credit detector 48, touch screen 38 soft key, button panel, or the like, and a wagering game outcome is associated with the wager. The wagering game outcome is then revealed to the player in due course following initiation of the wagering game. The method comprises the acts of conducting the wagering game using a gaming apparatus, such as the gaming terminal 10 depicted in FIG. 1, following receipt of an input from the player to initiate the wagering game. The gaming terminal 10 then communicates the wagering game outcome to the player via one or more output devices (e.g., primary display 14) through the display of information such as, but not limited to, text, graphics, text and graphics, static images, moving images, etc., or any combination thereof. In accord with the method of conducting the wagering game, the controller 42, which comprises one or more processors, transforms a physical player input, such as a player's pressing of a ā€œSpin Reelsā€ soft key 84 (see FIG. 3), into an electronic data signal indicative of an instruction relating to the wagering game (e.g., an electronic data signal bearing data on a wager amount).
  • In the aforementioned method, for each data signal, the controller 42 is configured to processes the electronic data signal, to interpret the data signal (e.g., data signals corresponding to a wager input), and to cause further actions associated with the interpretation of the signal in accord with computer instructions relating to such further actions executed by the controller. As one example, the controller 42 causes the recording of a digital representation of the wager in one or more storage devices (e.g., system memory 44 or a memory associated with an external system 46), the controller, in accord with associated computer instructions, causing the changing of a state of the data storage device from a first state to a second state. This change in state is, for example, effected by changing a magnetization pattern on a magnetically coated surface of a magnetic storage device or changing a magnetic state of a ferromagnetic surface of a magneto-optical disc storage device, a change in state of transistors or capacitors in a volatile or a non-volatile semiconductor memory (e.g., DRAM), etc.). The noted second state of the data storage device comprises storage in the storage device of data representing the electronic data signal from the controller (e.g., the wager in the present example). As another example, the controller 42 further, in accord with the execution of the instructions relating to the wagering game, causes the primary display 14 or other display device and/or other output device (e.g., speakers, lights, communication device, etc.), to change from a first state to at least a second state, wherein the second state of the primary display comprises a visual representation of the physical player input (e.g., an acknowledgement to a player), information relating to the physical player input (e.g., an indication of the wager amount), a game sequence, an outcome of the game sequence, or any combination thereof, wherein the game sequence in accord with the present concepts comprises acts described herein. The aforementioned executing of computer instructions relating to the wagering game is further conducted in accord with a random outcome (e.g., determined by the RNG) that is used by the controller 42 to determine the outcome of the game sequence, using a game logic for determining the outcome based on the randomly generated number. In at least some aspects, the controller 42 is configured to determine an outcome of the game sequence at least partially in response to the random parameter.
  • The basic-game screen 60 is displayed on the primary display area 14 or a portion thereof. In FIG. 3, the basic-game screen 60 portrays a plurality of simulated movable reels 62 a-e. Alternatively or additionally, the basic-game screen 60 portrays a plurality of mechanical reels or other video or mechanical presentation consistent with the game format and theme. The basic-game screen 60 also advantageously displays one or more game-session meters and various buttons adapted to be actuated by a player.
  • In the illustrated embodiment of FIG. 3, the game-session meters include a ā€œcreditā€ meter 64 for displaying a number of credits available for play on the terminal; a ā€œlinesā€ meter 66 for displaying a number of paylines to be played by a player on the terminal; a ā€œline betā€ meter 68 for displaying a number of credits wagered (e.g., from 1 to 5 or more credits) for each of the number of paylines played; a ā€œtotal betā€ meter 70 for displaying a total number of credits wagered for the particular round of wagering; and a ā€œpaidā€ meter 72 for displaying an amount to be awarded based on the results of the particular round's wager. The depicted user-selectable buttons include a ā€œcollectā€ button 74 to collect the credits remaining in the credits meter 64; a ā€œhelpā€ button 76 for viewing instructions on how to play the wagering game; a ā€œpay tableā€ button 78 for viewing a pay table associated with the basic wagering game; a ā€œselect linesā€ button 80 for changing the number of paylines (displayed in the lines meter 66) a player wishes to play; a ā€œbet per lineā€ button 82 for changing the amount of the wager which is displayed in the line-bet meter 68; a ā€œspin reelsā€ button 84 for moving the reels 62 a-e; and a ā€œmax bet spinā€ button 86 for wagering a maximum number of credits and moving the reels 62 a-e of the basic wagering game. While the gaming terminal 10 allows for these types of player inputs, the present invention does not require them and can be used on gaming terminals having more, less, or different player inputs.
  • As shown in the example of FIG. 3, paylines 30 extend from one of the payline indicators 88 a-i on the left side of the basic-game screen 60 to a corresponding one of the payline indicators 88 a-i on the right side of the screen 60. A plurality of symbols 90 is displayed on the plurality of reels 62 a-e to indicate possible outcomes of the basic wagering game. A winning combination occurs when the displayed symbols 90 correspond to one of the winning symbol combinations listed in a pay table stored in the memory 44 of the terminal 10 or in the external system 46. The symbols 90 may include any appropriate graphical representation or animation, and may further include a ā€œblankā€ symbol.
  • Symbol combinations are evaluated in accord with various schemes such as, but not limited to, ā€œline paysā€ or ā€œscatter pays.ā€ Line pays are evaluated left to right, right to left, top to bottom, bottom to top, or any combination thereof by evaluating the number, type, or order of symbols 90 appearing along an activated payline 30. Scatter pays are evaluated without regard to position or paylines and only require that such combination appears anywhere on the reels 62 a-e. While an embodiment with nine paylines is shown, a wagering game with no paylines, a single payline, or any plurality of paylines will also work with the present invention. Additionally, though an embodiment with five reels is shown in FIG. 3, different embodiments of the gaming terminal 10 comprise a greater or lesser number of reels in accordance with the present invention.
  • Referring now to FIG. 4, a group of gaming terminals 100 is shown according to one embodiment. Each individual gaming terminal 102 a,b 104 a,b in the group of gaming terminals 100 is a member of a team. In the embodiment of FIG. 4, for example, gaming terminals 102 a, 102 b form a first team 105 a (e.g., Team 1), and gaming terminals 104 a and 104 b form a second team 105 b (e.g., Team 2). A player playing the gaming terminal 102 a will herein be referred to as Player 1A, and a player playing the gaming terminal 102 b will be referred to as Player 1B. Similarly, a player playing the gaming terminal 104 a will be referred to herein as Player 2A, and a player playing the gaming terminal 104 b will be referred to as Player 2B.
  • Each gaming terminal 102 a,b, 104 a,b of the illustrated embodiment includes a ā€œPirateā€ theme and displays a respective pirate ship 106 a-106 d on the secondary display area 16. As will be described in detail below, the secondary display areas 16 of the gaming terminals 102 a,b, 104 a,b function together as a single, continuous ā€œmetascreen,ā€ displaying a single, continuous image. Thus, for example, an image may be shown as moving across one of the secondary display areas 16 of one gaming terminal 102 a,b, 104 a,b into a secondary display area 16 of an adjacent gaming terminal 102 a,b, 104 a,b. Furthermore, during play of the gaming terminals 102 a,b, 104 a,b of FIG. 4, the players on Team 1 (i.e., Player 1A and Player 1B) collaborate with one another and compete against the players on Team 2 (i.e., Player 2A and Player 2B).
  • Turning now to FIG. 5, an image of a basic-game screen 110 adapted to be displayed on the primary display area 14 (or a portion thereof) of the gaming terminals 102 a,b, 104 a,b of FIG. 4 is illustrated, according to one embodiment. In FIG. 5, the basic-game screen 110 portrays a plurality of simulated movable reels 112 a-e. Alternatively or additionally, the basic-game screen 110 may portray a plurality of mechanical reels, a combination of movable and mechanical reels, or the like.
  • In the illustrated embodiment, the basic-game screen 110 includes several game-session meters, as described with respect to FIG. 3 above. Additionally, the basic game screen 110 includes a time ā€œeligibilityā€ meter 114. The eligibility meter 114 displays the amount of time remaining during which the player of that gaming terminal 102 a,b, 104 a,b is eligible to participate in a bonus game. The eligibility meter increases corresponding to and dependent upon the size of the primary wager, the rate of play of the primary wagering game, the outcomes or awards achieved by a player, the number of objects or symbols collected, or any combination thereof. For example, each time the player spins the reels 112, an additional amount of time (e.g., 8 seconds) may be added to the eligibility meter. The eligibility meter 114 counts down (decreases) until the player spins again. Thus, the player is encouraged to spin as often and as quickly as possible in order to increase the amount of time remaining in the eligibility meter 114, thereby remaining eligible for the secondary event or bonus game. The eligibility meter 114 may also include a plurality of multiplier levels such that the eligibility meter 114 displays both a running time meter clock (as in FIG. 5) and a current multiplier level 115. Moreover, as time eligibility is increased, the multiplier levels may increase. Likewise, as time eligibility decreases, the multiplier levels may also decrease. One example of such an eligibility meter is described in PCT Patent Publication WO 2006/121663 and U.S. Patent Application Publication No. 2006/0135243, both of which are assigned to WMS Gaming Inc. and are incorporated herein by reference in their entirety as if fully set forth herein.
  • Turning now to FIG. 6, a secondary event or bonus game 111 is illustrated on the gaming terminal 102 a of FIG. 4, according to one embodiment. The basic-game reels 112 a-e displayed on the primary display 14 during the basic game 110 of FIG. 5 are replaced by a bonus set of reels 120 a-e, as shown in FIG. 6. In other embodiments, the same set of basic-game reels 112 a-e or a modified version of the basic-game reels 112 a-e (e.g., the basic-game reels 112 a-e with substitute symbols or additional symbols) may be used during the bonus game 111.
  • The bonus game 111 of FIG. 6 may be entered upon the occurrence of a special start-bonus game outcome (e.g., symbol trigger, mystery trigger, etc.) in or during the basic game 110 on any of the gaming terminals 102 a,b, 104 a,b. Alternatively or additionally, the bonus game 111 may be triggered by a time-based trigger. For example, the bonus game 111 may be automatically triggered after every 30 seconds of basic game play.
  • In order to participate in the bonus game 111, the player playing the gaming terminal 102 a,b, 104 a,b must be eligible (e.g., the player must have time remaining on the eligibility meter 114 of FIG. 5). As will be described in more detail below, a ā€œvirtualā€ player may substitute for a player of one of the gaming terminals 102 a,b, 104 a,b that is ineligible to compete or is absent.
  • During the bonus game 111, eligible players receive a predetermined amount of individual bonus spins on the bonus set of reels 120 a-e displayed on the primary displays 14 of their respective gaming terminals 102 a,b, 104 a,b. Each of the players in the group of gaming terminals 100 receives the same amount of bonus spins, and the bonus set of reels 120 a-e spin simultaneously on all of the gaming terminals 102 a,b, 104 a,b in the group of gaming terminals 100.
  • As illustrated in the embodiment of FIG. 6, when Player 1A achieves three adjacent or ā€œclumpedā€ ā€œWILD CHESTā€ symbols 122 a-c during a bonus spin, a treasure chest 124 is added to Player 1A's pirate ship 106 a. It is contemplated that other outcomes may additionally or alternatively cause a treasure chest 124 to be added to the player's pirate ship 106 a (e.g., a single WILD CHEST symbol 122 appearing anywhere on the bonus set of reels 120 a-e, a predetermined amount of scattered WILD CHEST symbols 122 appearing on the bonus set of reels 120 a-e, or the like). As shown in FIG. 6, Player 1A achieved a total of four treasure chests 124 a-d during the bonus spins.
  • After the predetermined number of free spins is concluded, the bonus game 111 is terminated. In other embodiments, the bonus game 111 is terminated when one or more end-game outcome is achieved. At the end of the bonus game 111, the treasure chests 124 achieved by each player during play of the bonus game 111 may be exchanged or converted into a credit award, which is then awarded to the respective player. Each treasure chest 124 may be worth a fixed amount of credits. In another embodiment, the value of each treasure chest 124 increases as the amount of treasure chests 124 achieved increases (e.g., the value of the first treasure chest 124 achieved is less than the value of the second treasure chest 124 achieved, which is less than the value of the third treasure chest 124 achieved, etc.). Each treasure chest 124 may also have a random value associated therewith.
  • If, during the bonus game 111, a player (e.g., Player 1A) achieves a predetermined number of treasure chests 124, the treasure chests 124 may be automatically exchanged for a random jackpot award that is awarded to each of the players (e.g., Player 1A and Player 1B) on his or her team (e.g., Team 1). A jackpot award of the embodiments described herein is a credit award represented as a monetary value (see FIG. 7).
  • In the embodiment of FIG. 7, Player 2A playing the gaming terminal 104 a (see FIG. 4) has achieved five treasure chests 130 a-e. The five treasure chests 130 a-e are then automatically traded in for one of the displayed jackpot awards 132. Which jackpot award 132 is awarded may be determined in any suitable way, including randomly, blind-selection by the player, or the like. Player 2A and all of the players (i.e., Player 2B) on Player 2A's team (i.e., Team 2) are awarded the selected jackpot award 132 a of $22.01. Because each of the players on Player 2A's team is awarded the same jackpot award achieved by Player 2A, a sense of community and collaboration is achieved among the players on the team (i.e., Team 2).
  • In one embodiment, once a jackpot award 132 a is awarded, that award (e.g., $22.01) is removed from the displayed possible jackpot awards 132 and may no longer be awarded. If only one jackpot award 132 is displayed, and that award is awarded, that jackpot award 132 may continue to be displayed after being awarded and may be awarded again. In another embodiment, once all of the displayed jackpot awards 132 have been awarded and removed from the display, a new set of jackpot awards is displayed.
  • An additional or alternative bonus game embodiment is shown in FIG. 8. FIG. 8 shows the displays 14, 16 of the gaming terminals 102 b and 104 a of FIG. 4. As illustrated, a ā€œCANNONā€ symbol 140 has been achieved by Player 1B on the bonus reel 120 c of the bonus game 111 on the second gaming terminal 102 b. The appearance of the CANNON symbol 140 on one or more of the bonus reels 120 a-e triggers a ā€œPirate Battleā€ bonus game. It is contemplated that the Pirate Battle bonus game may be triggered in other ways including, but not limited to, randomly. During the Pirate Battle bonus game, a cannonball 142 launches from the pirate ship 106 b at one of the pirate ships 106 c,d of the opposing team. Here, the cannonball 142 launches at Player 12A's pirate ship 106 c. The determination of which opposing-team member's pirate ship 106 is hit by the cannonball 142 may be made randomly, sequentially, by the player, or in any other suitable way. According to one embodiment, if a player achieves a predetermined symbol (e.g., an ā€œEVADEā€ symbol) on one or more of the reels of the bonus set of reels 120 a-e, the player's pirate ship 106 may avoid getting hit by a cannonball 142 launched from a player on an opposing team. It is contemplated that, in certain embodiments, EVADE symbols may only be achieved on less than all of the reels 120 a-e, e.g., the fourth reel 120 d and the fifth reel 120 e.
  • Hitting a pirate ship 106 with a predetermined number of cannonballs 142 causes the pirate ship 106 to sink. The player who fired the final cannonball that caused the pirate ship 106 to sink then ā€œstealsā€ the treasure chests accumulated on the sunken ship. Referring to FIGS. 9 a-d, for example, the secondary display areas 16 of the four gaming terminals 102 a,b, 104 a,b are shown. As discussed above, the secondary display areas 16 of the gaming terminals 102 a,b, 104 a,b, which are positioned generally adjacent to one another, function as a single, larger ā€œmetascreenā€ 107. Thus, an object (e.g., a cannonball 142) is displayed as moving from a secondary display area 16 of one gaming terminal 102 a,b, 104 a,b to the secondary display area 16 of another gaming terminal 102 a,b, 104 a,b.
  • FIG. 9 a shows Player 1B's pirate ship 106 b launching a cannonball 150 a at Player 2A's pirate ship 106 c. FIG. 9 a also shows Player 2B's pirate ship 106 d launching a cannonball 150 b at Player 1A's pirate ship 106 a. The cannonballs are displayed on the metascreen 107 as moving across one or more of the four secondary display areas 16 of the gaming terminals 102 a,b, 104 a,b. Thus, it appears as if they cannonballs 150 a,b are actually flying through the air from one pirate ship 106 to another along one continuous display. Because the cannonball 150 b launched by Player 2B's pirate ship 106 d was the fourth cannonball to hit Player 1A's pirate ship 106 a, Player 1A's pirate ship 106 a begins to sink, as shown in FIGS. 9 b-d.
  • Prior to being sunk, Player 1A's pirate ship 106 a included two treasure chests 152 a,b (see FIG. 9 a) achieved by Player 1A during the previous bonus spins. After Player 1A's pirate ship 106 a is sunk, Player 1A's treasure chests 152 a,b are shown as floating atop the water 154 (see FIG. 9 c). The treasure chests 152 a,b are then ā€œstolenā€ by Player 2B, who fired the cannonball 150 b that ultimately caused Player 1A's pirate ship 106 a to sink. Thus, as shown in FIG. 9 d, the treasure chests 152 a,b are added to and displayed on Player 2B's pirate ship 106 d.
  • As shown in the embodiment of FIGS. 9 a-d, the pirate ships 106 a-d may be displayed as progressively looking more damaged after each time they are hit with a cannonball 142. For example, Player 1B's pirate ship 106 b and Player 2B's pirate ship 106 d have not been hit by any cannonballs, so they are displayed as being undamaged. Player 2A's pirate ship 106 c has been hit by at least one cannonball and is, thus, shown as being on fire. When it appears that two pirate ships 106 are sinking at the same time, random fire order determines which pirate ship 106 sinks first.
  • According to one embodiment, a player (e.g., Player 1A of FIGS. 9 a-d) having a sunken pirate ship (e.g., pirate ship 106 a) may not fire cannonballs at opponents (e.g., Team 2) but may still collect treasure chests during the individual bonus spins (see FIG. 6). As shown in FIG. 10, for example, after Player 1A's pirate ship 106 a has been sunk, Player 1A achieves four additional treasure chests 160 a-d during subsequent bonus spins. The additional treasure chests 160 a-d are shown as floating on the water 162. The floating treasure chests 160 a-d may be traded for a jackpot award. Furthermore, Player 1A may receive jackpot awards obtained by his or her teammates (e.g., Player 1B). However, the floating treasure chests 160 a-d may or may not be exchanged or converted into an individual credit award when the bonus game 111 (see FIG. 6) is terminated.
  • According to one embodiment, a player's sunken ship may be resurrected as a rescue ship or a ā€œghost ship.ā€ A ghost ship may be achieved in a variety of ways. For example, after a predetermined number of bonus spins during the bonus game 111, a team's sunken ships (if any) may be automatically resurrected into ghost ships. The ghost ships may then generally act like regular pirate ships. For example, a ghost ship may fire cannonballs sinking other pirate ships and may steal treasure chests of pirate ships that it sinks. The ghost ship may also re-enable the player's eligibility to obtain a jackpot award (see FIG. 7). Like ā€œregular,ā€ non-ghost pirate ships, ghost ships may also sink, e.g., by being hit with a predetermined amount of cannonballs.
  • As shown in FIG. 11, for example, Player 1A's sunken ship has been revived as a ā€œghost shipā€ 170. The treasure chests 160 a-d previously shown as floating on the water 162 (see FIG. 10) may then be displayed aboard the ghost ship 170. The ghost ship 170 also makes the player re-eligible to exchange its treasure chests 160 (e.g., five treasure chests) for a jackpot award, which would then be awarded to all of the players on Player 1A's team (e.g., Player 1B).
  • According to one embodiment, the bonus game continues until all of the pirate ships 106 of one of the teams have been sunk. Alternatively, the bonus game may continue until only a single pirate ship 106 remains floating (i.e., is not sunk). Thus, the amount of free spins is variable in these embodiments. The winning team or player may be awarded, for example, an additional award, promotional coupon, or the like.
  • As discussed above, a ā€œvirtual playerā€ may substitute for an absent or ineligible player during the bonus game 111 on one of the gaming terminals 102 a,b, 104 a,b. Referring back to FIG. 6, a virtual player may not participate in the bonus spins. However, the virtual player's secondary display area 16 may display a pirate ship, treasure chests, and the like. In other words, the secondary display area 16 of the virtual player appears much the same as (or the same as) that of the other ā€œnon-virtual,ā€ human players. Cannonballs may also be fired from and launched at the virtual player's pirate ship.
  • In another embodiment, an instant ā€œLittle Eventā€ feature may be awarded when a player playing the basic game triggers a bonus while the bonus game 111 (see FIG. 6) is already running on the player's gaming terminal 102 a,b, 104 a,b. For example, a player may begin wagering on a gaming terminal 102 a,b, 104 a,b, in which a virtual player was substituting for an absent player in the Pirate Battle bonus game. Instead of achieving a bonus award, the player may be awarded a credit equivalent of a bonus award. Thus, in one example, an instant award of ā€œ1000 creditsā€ may be randomly awarded to the player as a Little Event award in the basic game.
  • FIG. 12 a shows the result of a bonus spin in which three ā€œMAPā€ symbols 180 a-c were achieved by a player. Each of the MAP symbols 180 a-c masks either a credit award or a number of additional bonus spins. The player who achieved the three MAP symbols 180 a-c may select one of the MAP symbols 180 a-c, and the award associated with the selected MAP symbol 180 a-c is then awarded. If the player selects a MAP symbol masking a credit award, the corresponding credit award is awarded to the player only. If, however, the player selects a MAP symbol masking an award of additional bonus spins, such bonus spins are awarded to all of the players in the group of gaming terminals 100.
  • As shown in FIG. 12 b, the player of the illustrated embodiment selected the second map symbol 180 b, which masked a ā€œ3 MORE FREE SPINSā€ award 182 b. Thus, the player, the player's teammate(s), and the players on the opposing team receive three additional bonus spins. If, on the other hand, the player had selected one of the other MAP symbols 180 a,c, which masked CREDITS awards, only the player would receive the associated credit amount. The player's teammate(s) and/or the members of the opposing team would not receive the credit award.
  • In one embodiment, all award values achieved during the bonus spins may be multiplied by a multiplier. The multiplier may be a ā€œBig Eventā€ type multiplier, as described in U.S. Patent Application Publication No. 2009-0042641. For example, the multiplier may be displayed to the player during the basic game via the eligibility meter, as described above. The multiplier may be based, for example, on the amount the player has wagered, the rate of play, combinations thereof, or the like. The multiplier generally does not come into play until the bonus game is triggered.
  • Another type of bonus eventā€”a ā€œCannon Bonusā€ā€”is shown on the gaming terminals 102 a,b, 104 a,b in FIG. 13. In this embodiment, the metascreen 107 formed by the combination of secondary display areas 16 of the gaming terminals 102 a,b, 104 a,b displays two pirate ships 200 a, 200 b. The first pirate ship 200 a is associated with Team 1 and is displayed on the secondary display areas 16 of the first and second gaming terminals 102 a,b. The second pirate ship 200 b is associated with Team 2 and is displayed on the secondary display areas 16 of the third and fourth gaming terminals 104 a,b. As described above, elements displayed on the metascreen 107 may move across the various secondary display areas, thereby making it appear that the secondary display areas are actually a single, large display area.
  • The Cannon Bonus may be triggered in any suitable way. In one non-limiting example, the Cannon Bonus is triggered by the appearance of three clumped ā€œWILD CANNONā€ symbols (not shown), three scattered WILD CANNON symbols, the appearance of other symbols, or the like. The Cannon Bonus may also be triggered at random (ā€œmysteryā€) times or at predetermined times by the controller.
  • After the Cannon Bonus is triggered, each of the first and second pirate ships 200 a, 200 b is displayed with various values 210 thereon (see FIGS. 14 a,b). As shown in FIGS. 14 a,b, question mark ā€œ?ā€ symbols 212 are included among the values 210. FIG. 14 a shows the secondary display areas 16 of the first and second gaming terminals 102 a,b (Team 1), and FIG. 14 b shows the secondary display areas 16 of the third and fourth gaming terminals 104 a,b (Team 2).
  • As shown in FIG. 15, the values 210 randomly ā€œexplodeā€ one by one until only value 210 remains. In one embodiment, the ā€œexplosionsā€ alternate in sequence between pirate ships 200 a,b until only one value 210 remains on each pirate ship 200 a,b. Referring to FIG. 16, the final remaining value on the first pirate ship 200 a is 100 credits.
  • That value of 100 credits is then awarded to each of the members (Players 1A and 1B) of Team 1.
  • If the final remaining value 210 is a question mark symbol (see FIG. 17), the question mark symbol ā€œbangs upā€ to end on a credit value. In other words, the question mark symbol is transformed into, e.g., a ā€œ0ā€ credit value, which incrementally increases until it randomly stops at a given credit value. As shown in FIG. 18, the team having the highest remaining value 210 enters a ā€œTreasure Bonusā€ game, while players of the non-winning team(s) resume their basic games.
  • As shown in FIG. 19, during the Treasure Bonus game, the value 210 of the winning team (e.g., Team 1) is displayed on the pirate ship 200 a. As shown, each of the gaming terminals 102 a, 102 b displays a map 220 a, 220 b. Each of the maps 220 a, 220 b includes five player-selectable treasure chests 222. Each player may select one treasure chest 220 displayed on his or her respective gaming terminal 102 a, 102 b to ā€œdig up.ā€ Once a treasure chest is selected, a pirate 230 a, 230 b and a parrot 232 a, 232 b begin digging in a space corresponding with the treasure chest 220 a, 220 b selected by the player. Referring to FIG. 20, for example, the first pirate 230 a of gaming terminal 102 a digs in a lower, left-hand area 234 corresponding with the position of the treasure chest 220 a selected by Player 1A, thereby uncovering an award value of 125 credits Likewise, the second pirate 230 b digs in an upper, right-hand area 236 corresponding with the position of the treasure chest 220 b selected by Player 1B, thereby uncovering a ā€œ2Ɨā€ multiplier.
  • As shown in FIG. 21, any award value and/or multiplier dug up by the players of the winning team is combined with the Cannon Bonus award (e.g., 100 credits, see FIG. 18), and the resulting award is awarded to each player on the winning team. Thus, in the illustrated embodiment, each player receives 100 credits (the Cannon Bonus award) plus 125 credits (obtained by Player 1A during the Treasure Bonus game). The resulting credit amount (225 credits) is then multiplied by two (2Ɨ multiplier obtained by Player 1B during the Treasure Bonus game). Thus, Player 1A and Player 1B both receive a total of 450 credits.
  • If more than one multiplier is obtained by the players during the Treasure Bonus game, the multipliers are combined and awarded to each of the players on the team. For example, if Player 1A ā€œdigs upā€ a 2Ɨ multiplier, and Player 1B also digs up a 2Ɨ multiplier, a 4Ɨ multiplier would be applied to the Cannon Bonus award (e.g., 100 credits, see FIG. 18). Thus, Player 1A and Player 1B would both receive an award of 400 credits.
  • If the team participating in the Treasure Bonus game includes a virtual player, the pirate 230 (see FIG. 20) digs up a treasure chest positioned in a randomly-determined location. The resulting award value is awarded to the virtual player's teammates(s).
  • If all of the players of a particular team are ineligible for the bonus, a virtual team may participate in the Cannon Bonus game. However, if the virtual team receives the highest final remaining value 210 in the Cannon Bonus game, the Treasure Bonus game is not triggered.
  • According to another embodiment, when a player's pirate ship 106 is hit with a cannonball 142 or sunk during the bonus game 111 (see FIGS. 9A-9D), the number or value of potential winning outcomes is affected. In one example, when the player's pirate ship 106 is hit or sunk, the number of reels in the bonus set of reels 120 a-e is reduced. For example, one or more of the player's reels may be deactivated, thereby making the symbols positioned thereon unable to contribute to winning symbol combinations. Thus, the ability to achieve high payouts (e.g., by achieving more matching symbols on more activated pay lines) may be affected by a previous event or events, e.g., an event caused by a player on an opposing team. Furthermore, a player may lose his or her ability to achieve certain winning combinations based on another player's actions adversely affecting the player.
  • Additionally or alternatively, hitting or sinking a player's pirate ship 106 may cause the player's award multiplier (see multiplier 115 of FIG. 5) to decrease. For example, the player's award multiplier may be reduced each time the player's pirate ship 106 is hit, and the multiplier may be reduced to 1Ɨ if and when the player's pirate ship 106 is sunk.
  • According to one embodiment, one or more reels of the players on a particular team are ā€œcommunalā€ reels. In other words, the communal reel(s) of the team will always spin identically, i.e., display the same symbols, on the gaming terminals of all of the players on that team. The remaining ā€œnon-communalā€ reels will display different symbols for the different team members. Referring to the embodiments discussed herein, for example, it is also contemplated that the players of the first team 105 a will have one or more communal reels, and the players of the second team 105 b will have a different number of communal reels (e.g., no communal reels).
  • According to another embodiment, players playing different wagering games (e.g., other than the pirate-themed game discussed herein) may place side wagers on the outcome of the Pirate Battle bonus game (e.g., bonus game 111 of FIGS. 6-11) via, e.g., a portal mechanism. Thus, according to one example, a player playing a different, unrelated base wagering game and/or type of wagering game on a portal gaming terminal may be alerted when the gaming terminals 102 a,b, 104 a,b of the pirate-themed game enter the Pirate Battle bonus game, and the player may be given the opportunity to place a side wager on the outcome of the Pirate Battle bonus game. Furthermore, the player playing an unrelated base wagering game may be alerted when his or her friend playing the pirate-themed game enters the Pirate Battle bonus game such that the player may place a side wager on his or her friend's pirate ship 106. The players placing side wagers (ā€œportal playersā€) may then be treated as members of the team on which they place their side wagers. In other words, when the team (or team member) on which the portal player placed his side wager is awarded an award, the portal player may likewise be awarded the same award. Such side wagering provides an opportunity for players not participating in the Pirate Battle bonus game to experience a community, team aspect.
  • In one embodiment, when a Pirate Battle bonus game is triggered, the portal gaming terminal at which a portal player has placed a side wager displays at least a portion of the Pirate Battle bonus game. For example, at least a portion of at least one of the displays (the primary display, the secondary display, or a portion thereof) may display the bonus set of reels 120 a-e of the Pirate Battle bonus game, the pirate ships 106 firing cannonballs 142 at one another (see FIGS. 9 a-9 d), or a combination thereof. If the portal gaming terminal only includes a single display, the Pirate Battle bonus game may temporarily interrupt and ā€œtake overā€ the portal gaming terminal such that only the Pirate Battle bonus game can be viewed. The basic game of the portal gaming terminal may be put ā€œon holdā€ pending the conclusion of the Pirate Battle bonus game. In another embodiment, a screen-in-screen display may be used in which the Pirate Battle bonus game is displayed, for example, in a corner or other portion of the portal gaming terminal's display. In yet another embodiment, the Pirate Battle bonus game is not displayed on the portal gaming terminal. The player is merely alertedā€”visually, via audio, or a combination thereofā€”that the Pirate Battle bonus game was triggered and/or the results of the Pirate Battle bonus game.
  • According to yet another embodiment illustrated in FIGS. 22 a,b, the wagering games of the embodiments disclosed herein may be displayed on a gaming table 250 synchronized with a bank of games and portal games. Referring to FIG. 22 a, the table 250 is shown having four players playing base wagering games 252 a, 252 b, 252 c, 252 d thereon. Each of the wagering games 252 a-d is displayed on adjacent primary and secondary displays 14, 16 located at respective stations 254 a-d. The first station 254 a displays a Time-Machine-themed base game, the second station 254 b and the fourth station 254 d display pirate-themed base games, and the third station 254 c displays a fruit-based base game. The center of the table 250 includes a center display 256.
  • As shown in FIG. 22 a, prior to the Pirate Battle bonus game being triggered, the primary displays 14 of the respective stations 254 a-d display the base game of each of the wagering games 252 a-d, and the secondary displays 16 of the respective stations 254 a-d display the bonus games associated with each of the wagering games 252 a-d. In the embodiment of FIG. 22 a, the center display 256 displays the four pirate ships 106 a-d of the pirate-themed bonus game (shown displayed on the secondary displays 16 in FIG. 4).
  • FIG. 22 b shows the table 250 of FIG. 22 a after the Pirate Battle bonus game has been triggered. As shown in FIG. 22 b, the stations 254 b, 254 d at which the pirate-themed base game is being played display the bonus set of reels 120 a-e on the primary displays 14 and the respective player's pirate ships 106 on the secondary display 16. In the illustrated embodiment, the stations at which games other than the pirate-themed base game are being played (ā€œportal stationsā€) 254 a, 254 c continue to display the respective base games on the primary displays 14. Once the Pirate Battle bonus game has been triggered, the secondary displays 16 of the portal stations 254 a, 254 c begin to display elements of the Pirate Battle bonus game. For example, as shown in FIG. 22 b, the secondary displays 16 of the portal stations 254 a, 254 c may display the Pirate Battle bonus set of reels 120 a-e. The secondary displays 16 of the portal stations 254 a, 254 c may also or alternatively display the pirate ship 106 on which the player playing the wagering game 252 a, 252 c of the portal station 254 a, 254 c placed a side wager. The center display 256 displays the four pirate ships 106 a-d firing and being hit with cannonballs 142, as described above with respect to FIGS. 9 a-d.
  • According to one embodiment, the gaming terminals and/or the gaming table described herein include a sensory immersion game including features that assist in making a player feel as if he or she is on a pirate ship, on the ocean, etc. For example, the gaming terminals 102 a,b, 104 a,b may include lighting on the outside of the gaming terminal (e.g., surrounding the primary display 14 and/or the secondary display 16) that changes based on occurrences of the wagering game. For example, the lighting may become darker or display darker colors when the Pirate Battle bonus game is triggered.
  • The gaming terminals 102 a,b, 104 a,b may also include 3D or surround sound speakers mounted on a chair of the gaming machines 102 a,b, 104 a,b, for example typically behind a player's head at the top of the chair. Celebratory music or other sounds may be played back through the 3D or surround sound speakers of the chair upon occurrence of the triggering event, thereby making the player feel as if he or she is on the ocean, on a pirate ship under attack, etc. For more information regarding such surround sound gaming terminal chairs, the reader is referred, for example, to the commonly-assigned U.S. Pat. No. 7,367,886 entitled ā€œGaming System With Surround Soundā€ and issued May 6, 2008, which is incorporated herein by reference in its entirety. If a portal gaming terminal does not include such a chair, the sounds associated with the Pirate Battle bonus game may include a mix of audio from the base game of the portal gaming terminal and the Pirate Battle bonus game. Alternatively, the Pirate Battle bonus game sounds may interrupt the base game sounds or may not be played at all on the portal gaming terminal.
  • Additionally or alternatively, the chair may include a motion feature. The motion feature may be programmed such that the chair's movement is associated with occurrences of the wagering game. For example, the chair may vibrate when the pirate ship 106 of the gaming machine 102 a,b, 104 a,b is hit by a cannonball 142 during the Pirate Battle bonus game. One non-limiting example of a motion system that may be used is the D-BOX Motion Codeā„¢ (D-BOX Technologies, Inc., Canada).
  • FIG. 23, described by way of example above, represents one algorithm that corresponds to the at least some instructions executed by the controller 34 and/or external systems 50 in FIG. 2 to perform the above described functions associated with the disclosed concepts. At step 300, a user interface device accepts a player input from at least one of a plurality of linked gaming terminals and transforms the player input to electronic data signals indicative of a wager to play the wagering game. At step 302, one or more processors interprets the wager from the data signals and causes the recording of a digital representation of the wager in a storage device. At step 304, at least one of the processors causes the display of a visual indication of the wager on a display device, wherein the visual indication includes a basic game image. At step 306, at least one of the processors initiates a secondary event, the secondary event including a continuous image displayed across at least one display of each of the linked gaming machines. At step 308, an outcome of the secondary event is determined.
  • Each of these embodiments and obvious variations thereof is contemplated as falling within the spirit and scope of the claimed invention, which is set forth in the following claims.

Claims (21)

1. A gaming system comprising:
a plurality of linked gaming terminals, each terminal including
a wager input device for receiving a wager to play a wagering game,
one or more displays displaying a portion of a continuous image, and
a controller coupled to the one or more displays and the wager input device, the controller operative to cause at least one of the displays to display a community gaming event,
wherein at least one display of each of the linked gaming terminals displays a portion of a continuous image, and
wherein two or more of the plurality of linked gaming terminals are associated with a first team and two or more of the plurality of linked gaming terminals are associated with a second team.
2. The gaming system of claim 1, wherein the first team competes against the second team.
3. The gaming system of claim 1, wherein the one or more displays are operative to display a basic game and a secondary event.
4. The gaming system of claim 3, wherein the secondary event is randomly triggered on the plurality of linked gaming terminals at predetermined time intervals.
5. The gaming system of claim 4, wherein a player associated with one of the plurality of linked gaming terminals eligible for the secondary event at the time the secondary event is triggered participates in the secondary event.
6. The gaming system of claim 5, wherein a virtual player substitutes for a player associated with one of the plurality of linked gaming terminals ineligible for the secondary event at the time the secondary event is triggered.
7. The gaming system of claim 3, wherein the secondary event includes collecting one or more collectable elements in response to a predetermined event.
8. The gaming system of claim 7, wherein, in response a gaming terminal associated with the first team obtaining a predetermined number of collectable elements, the collectable elements are exchanged for an award, the award being awarded on all of the gaming terminals associated with the first team.
9. A method of conducting a community wagering game on a plurality of linked gaming terminals, the wagering game including a game sequence in which a player input is detected and a wagering game outcome is determined in response to the detected input, the wagering game including a basic game and a secondary event, the method comprising the acts of:
using an interface device to detect the player input and transforming the detected player input to electronic data signals indicative of a wager to play the wagering game;
using one or more processors to interpret the wager from the data signals and to cause the recording of a digital representation of the wager in one or more storage devices;
using at least one of the processors to cause one or more display devices to display the basic game; and
using at least one of the processors to initiate the secondary event in response to a triggering event during the basic game, the secondary event including a continuous image displayed across at least one display of each of the linked gaming terminals,
wherein two or more of the plurality of linked gaming terminals are associated with a first team and two or more of the plurality of linked gaming terminals are associated with a second team.
10. The method of conducting a wagering game of claim 9, wherein the first team competes against the second team.
11. The method of conducting a wagering game of claim 9, wherein the secondary event is randomly triggered on the plurality of linked gaming terminals at predetermined time intervals.
12. The method of conducting a wagering game of claim 11, wherein a player associated with one of the plurality of linked gaming terminals eligible for the secondary event at the time the secondary event is triggered participates in the secondary event.
13. The method of conducting a wagering game of claim 9, further comprising collecting one or more collectable elements in response to a predetermined event during the secondary event.
14. The gaming system of claim 13, wherein, in response a gaming terminal associated with the first team obtaining a predetermined number of collectable elements, exchanging the collectable elements for an award, the award being awarded on all of the gaming terminal associated with the first team.
15. A gaming system comprising:
a plurality of linked gaming terminals, each terminal including
a wager input device for receiving a wager to play a wagering game,
one or more displays, and
a controller coupled to the one or more displays and the wager input device, the controller operative to cause at least one of the displays to display a community gaming event, at least two of the linked gaming terminals being associated with a first team and at least two of the linked gaming terminals being associated with a second team,
wherein a plurality of possible winning outcomes of a gaming terminal on the first team is affected by at least one event caused by at least one gaming terminal of the second team.
16. The gaming system of claim 15, wherein each of the plurality of linked gaming terminals further comprises at least one sensory immersion mechanism.
17. The gaming system of claim 15 further comprising a gaming table including at least one of the plurality of linked gaming terminals, the one or more displays being positioned on a top surface of the gaming table.
18. The gaming system of claim 15, wherein a plurality of reels is displayed on the one or more displays,
19. The gaming system of claim 18, wherein the number of activated reels of a gaming terminal of the first team is reduced based on the event caused by at least one gaming terminal of the second team.
20. The gaming system of claim 18, wherein the plurality of reels include a plurality of symbols, one or more of the plurality of reels of the gaming terminals of at least one of the first team and the second team displaying the same symbols.
21. The gaming system of claim 15, wherein an award multiplier is reduced based on the event caused by at least one gaming terminal of the second team.
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