WO2008098295A1 - Jackpot logging trigger game - Google Patents

Jackpot logging trigger game Download PDF

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Publication number
WO2008098295A1
WO2008098295A1 PCT/AU2008/000186 AU2008000186W WO2008098295A1 WO 2008098295 A1 WO2008098295 A1 WO 2008098295A1 AU 2008000186 W AU2008000186 W AU 2008000186W WO 2008098295 A1 WO2008098295 A1 WO 2008098295A1
Authority
WO
WIPO (PCT)
Prior art keywords
credits
jackpot game
game
jackpot
player
Prior art date
Application number
PCT/AU2008/000186
Other languages
French (fr)
Inventor
Chi We Chim
Rick Tinschert
Gary Simon Good
George Peter Katz
Original Assignee
Nextgen Gaming Pty Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from AU2007900723A external-priority patent/AU2007900723A0/en
Application filed by Nextgen Gaming Pty Ltd filed Critical Nextgen Gaming Pty Ltd
Publication of WO2008098295A1 publication Critical patent/WO2008098295A1/en

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3237Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
    • 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
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3258Cumulative reward schemes, e.g. jackpots

Definitions

  • the present invention relates generally to gaming systems and, in particular, to a jackpot game played in association with the playing of base or feature games played in a gaming system.
  • Games played both on land-based gaming machines and online, are extremely popular. Every year substantial amounts of money are gambled on such games.
  • technological advances in the delivery of content for games means that players of such games are becoming increasingly discerning as to the presentation of the games.
  • Players expect to be excited by new features and by more appealing presentations of traditional features in games.
  • Players also wish to participate in games that offer greater opportunities for winning.
  • double-up feature typically involves a player choosing between different symbols (e.g., red and black symbols) upon winning a particular game. If the player's choice matches that of the gaming system, then the number of credits won by the player for the game is doubled.
  • symbols e.g., red and black symbols
  • Jackpot prizes have also traditionally been used in order to keep existing players interested in the games and in order to attract new players to the games.
  • Jackpot prizes may also be referred to as bonus prizes.
  • Jackpot prizes may amount to a particular number of credits (e.g., one thousand credits) or a progressive jackpot prize (i.e., a jackpot prize comprising a plurality of credits, where the amount of credits is incremented).
  • Jackpot prizes are typically paid for a particular combination of symbols in a base game or a feature game being played on the gaming system.
  • jackpot prizes are often viewed with scepticism by players who see them as un-winnable.
  • the linking of land-based and online gaming machines via a network has allowed jackpot prizes to be paid based on information received from the gaming machines connected to the network.
  • jackpotTM one known prior art gaming system arrangement known as "CashcadeTM” monitors turnover (i.e., the amount of credits bet) on all of the gaming machines connected to a particular network and increments a jackpot prize based on that turnover.
  • Cashcade M then typically pays the jackpot prize when the amount of the jackpot prize reaches a predetermined amount.
  • jackpot prizes are often viewed with scepticism by players.
  • a random number is generated by the gaming system for use as a "key" to winning a jackpot prize.
  • Each gaming machine of such a gaming system generates another random number and if the random number generated by a particular gaming machine matches the generated key, then the jackpot prize is payed to that gaming machine. However, the generation of the key and the generation of the random number by the particular gaming machine are hidden to the player of the gaming machine.
  • a random number within a predetermined "range" is generated by a gaming machine for a particular base game.
  • the range represents an expected turnover (i.e., a particular number of credits) required for a jackpot prize to be paid. If the random number generated by the gaming machine is below the value of the bet on that particular base game, then the jackpot prize is paid.
  • the jackpot prize that is won is determined by a feature game. However, again, the generation of the random number is hidden to the player of the gaming machine.
  • receiving input from a number of players over time every bet made contributes to the jackpot prize and also affords opportunity to win. However, that opportunity may increase as the jackpot prize approaches a predetermined threshold.
  • a group of land-based machines in a venue configured to play the same base game may be network connected and contribute to a single jackpot game, for example having a nominal threshold payout value of, say, $5000.
  • the jackpot accumulates, for example at a rate of $1 for every $100 bet. Whilst the jackpot may be won at any time and for any value, gaming operators often bias the game to provide for a reasonable value of jackpot winning, whilst seeking to maintain a reasonable frequency of winning. As such, the jackpot may be won after one week and at a value of $1200, or after 6 weeks at a value of $10,000. Nevertheless, over time, an average jackpot value of $5000 will occur. Often the value accumulating jackpot is displayed in association with the contributing machines and this may be used by players to increase their frequency of play as the nominal jackpot amount approaches (or passes). Summary
  • a jackpot game executable within a gaming system comprising: an input configured to receive information regarding bets placed by a plurality of individual players of source games associated with the system; - A -
  • a record comprising identification information of each individual player and a corresponding accumulating value of credits in the jackpot game, the credits being determined from the bets placed the individual player; a threshold arrangement to compare a total number of said credits in the jackpot game with a predetermined value to thereby initiate a draw of said jackpot game when the total number at least equals the predetermined number; and a determination module, responsive to the initiation of the draw, to ascribe at least one jackpot prize to at least one of the individual players in a randomized fashion biased according to the accumulated number of credits for each individual player in comparison to the total number of credits.
  • the input is configured to receive said information at least one of network connected land-based gaming machines and on-line machines upon which games are played.
  • the source games are selected from the group consisting of a single base game, a single feature game, multiple base games, and multiple feature games.
  • the input comprises a monitor configured to identify a value of a bet placed in a game by an individual player and to convert the bet value into a credit value associated with the jackpot game, the credit value being added to the record to thereby accumulate the value of credits for the individual player.
  • the monitor normalizes the bet value to a base monetary value forming a base credit value.
  • the monitor converts the bet value from a currency in which the source game was played to an equivalent credit value in the jackpot game.
  • an apparatus for operating a jackpot game comprising: bet receiving means for receiving information regarding bets placed by a plurality of individual players of source games associated with the system; logging means for logging the information to form a record comprising identification information of each individual player and a corresponding accumulating value of credits in the jackpot game, the credits being determined from the bets placed the individual player; comparison means for comparing a total number of said credits in the jackpot game with a number to thereby initiate a draw of said jackpot game when the total number at least equals the number; and win determining means for determining, in response to the initiation of the draw, the winning of at least one jackpot prize to at least one of the individual players in a randomized fashion biased according to the accumulated number of credits for each individual player in comparison to the total number of credits.
  • a computer readable medium having a computer program recorded thereon making a gaming system execute a jackpot game, said program comprising: code for receiving information regarding bets placed by a plurality of individual players of source games associated with the system; code for logging the information to form a record comprising identification information of each individual player and a corresponding accumulating value of credits in the jackpot game, the credits being determined from the bets placed the individual player; code for comparing a total number of said credits in the jackpot game with a number to thereby initiate a draw of said jackpot game when the total number at least equals the number; and code for determining, in response to the initiation of the draw, the winning of at least one jackpot prize to at least one of the individual players in a randomized fashion biased according to the accumulated number of credits for each individual player in comparison to the total number of credits.
  • Other aspects of the invention are also disclosed.
  • Fig. IA is a schematic block diagram of a gaming system upon which the arrangements described can be practiced;
  • Fig. IB is a schematic block diagram of another gaming system upon which the arrangements described can be practiced;
  • Fig. 2 is a schematic block diagram of a gaming apparatus used in the gaming systems of Figs. IA and IB;
  • Fig. 3 is a representation of the software architecture of the gaming systems of Figs.
  • Fig. 4 shows a flow diagram representing a method of performing a particular game in the gaming systems of Figs. IA and IB;
  • Fig. 5 shows a display screen presentation of a base game being implemented on the gaming systems of Figs. IA and IB;
  • Fig. 6 shows another display screen presentation of a base game being implemented on the gaming systems of Figs. IA and IB;
  • Fig. 7 is a schematic representation of a jackpot server and method of determining a jackpot prize according to the present disclosure. Detailed Description including Best Mode
  • Fig. IA shows a gaming system IOOA including a gaming machine 101 A for use by a player in playing a game.
  • the gaming machine 101 A comprises an enclosure 20 IA having display means in the form of a video display device 214A for displaying to the player one or more graphics screens (e.g., 105) for the game being played on the gaming machine 101 A.
  • the enclosure 20 IA also has an input device in the form of a keypad 202 A comprising one or more buttons for use by the player in controlling one or more aspects of the game.
  • Credit input means in the form of a coin input device 106 A and a note input device 107A, are also included in the enclosure 20 IA, to allow the player to input credit in order to play the game.
  • a coin tray 108A is also typically incorporated in the enclosure 201A in order to allow cash payouts to be payed to the player.
  • the gaming machine 101 A is connected to a communications network 222A, known as a Local Area Network (LAN), via a connection 223A.
  • a communications network 222A known as a Local Area Network (LAN)
  • LAN Local Area Network
  • the LAN 222A is coupled to a wide-area network (WAN) 220A, such as the Internet or a private WAN, via a connection 224A.
  • WAN wide-area network
  • the gaming machine 101 A may also be coupled directly to the WAN 220A via a connection 22 IA.
  • the network 222A comprises one or more further gaming machines 102 A and 103 A connected thereto.
  • the further gaming machines are generally similar to the gaming machine 101 A but may be configured to implement the same or different games.
  • the further gaming machines may also be connected to the network 220A.
  • a server computer 104 A used for monitoring the gaming machine 101 A, is also connected to the network 222 A.
  • the server 104 A may be used for monitoring the amount of money wagered (or bet) on the gaming machine 101 A over a period of time, the amount of money payed out on the gaming machine 101 A over a period of time and any fault conditions on the gamine machine 101 A.
  • the server 104A may also be configured to disable or enable the gaming machine 101 A.
  • the gaming machine 101 A will be described in more detail below with reference to Fig. 2.
  • Fig. IB shows another gaming system 10OB.
  • the gaming system IOOB comprises a stand-alone "personal" computer 101B for use by a player for playing a game.
  • the personal computer 101B may be an IBM-PC or compatible, a Sun Sparcstation, an Apple MacTM, or one of a like computer system evolved therefrom including desktop, laptop, notebook or handheld variations thereof.
  • the computer 101B comprises an enclosure 20 IB and a display means in the form of a video display device 214B for displaying screens, such as the screen 105 of the game being played.
  • the computer 10 IB also comprises an input device in the form of a keyboard 202B comprising one or more buttons for use by the player in playing the game.
  • the input means for the computer 10 IB also comprises a mouse pointer device 203 B.
  • the computer 101B may be connected to a local area network (LAN) 222B, via a connection 223B.
  • the LAN 222B may couple to a wide area network (WAN) 220B, such as the Internet or a private WAN, via a connection 224B.
  • the computer 101B is also shown coupled directly to the WAN 220B, via a connection 22 IB.
  • the WAN 220B typically comprises one or more further computers 102B and 103B, similar to the computer 10 IB, connected thereto, and which may be used by other persons for game playing. Further such computers may also be connected to the LAN 222A.
  • a remote server 104B is also connected to the WAN 220B.
  • the server 104B of the system IOOB may be used to control the execution of one or more games being played on the gaming system IOOB.
  • the server 104B may download one or more graphic objects to the computer 101B for the game being played by the corresponding player, together with a display list for displaying the downloaded graphic objects for one or more screens (e.g., 105) of the game being played on the computer 101B.
  • the server 104B then controls the game by downloading further display lists to the computer 101B as the game is being played by the player and being executed by the computer 101 B.
  • the player inputs credit in order to play the game by creating an account with a provider of the game, who may or may not be the administrator of the server 104B.
  • the player may provide their credit card and contact details to the game provider via the computer 101B and the network 220B.
  • the player's account is debited and credited according to how the player bets and wins, respectively.
  • the computer 10 IB will now be described in more detail below with reference to Fig. 2.
  • the gaming machine 101 A and the computer 101B have similar computer hardware architecture. Accordingly, unless referred to specifically, the gaming machine 101 A and the computer 101B will be hereinafter generically referred to as the "gaming device" 100.
  • components of the gaming machine 101 A and the computer 101B such as the enclosures 20 IA and 20 IB, and the displays 214A and 214B, respectively, will be hereinafter generically referred to as the enclosure 201 and the display 214, respectively, of the gaming device 100, unless such components are referred to specifically.
  • the gaming systems IOOA and IOOB will be hereinafter generically referred to as the gaming system 100.
  • the game played on either of the gaming systems IOOA or IOOB may be implemented as software, such as one or more application programs being executable by the gaming system 100.
  • the game may be effected by instructions in the software that are carried out by the gaming system 100.
  • the instructions may be formed as one or more code modules, each for performing one or more particular tasks.
  • the software may also be divided into separate parts, in which a one or more parts and the corresponding code modules performs the game and one or more other parts and the corresponding code modules manage a user interface between the first part and the player of the game.
  • the user interface may be formed by one or more screens such as the screen 105.
  • the software may be stored in a computer readable medium, including the storage devices described below, for example.
  • the software may be loaded into the gaming system 100 from the computer readable medium, and may then be executed by the gaming system 100.
  • a computer readable medium having such software or computer program recorded on it is a computer program product.
  • the use of the computer program product in the gaming system 100 preferably effects an advantageous apparatus for implementing the game described herein.
  • the gaming device 101 comprises an input device 202.
  • the input device 202 is formed by the keypad 202A when the gaming device 101 is the gaming machine 101 A or by the keyboard 202B when the gaming device 101 is the computer 10 IB.
  • the computer 101B also comprises the mouse pointer device 203.
  • the gaming device 101 also comprises output devices including the display device 214 and loudspeakers 217.
  • the display device 214 may be a touch screen.
  • the gaming apparatus 100 also comprises the coin input device 106A and the note input device 107A, as well as a coin output device 218, as seen in Fig. 2.
  • An external Modulator-Demodulator (Modem) transceiver device 216 may be used by the gaming device 101 for communicating to and from the communications network 220 via the connection 221.
  • the modem 216 may be a traditional "dial-up" modem.
  • the modem 216 may be a broadband modem.
  • a wireless modem may also be used for wireless connection to the network 220.
  • the gaming device 101 typically comprises at least one processor unit 205 for controlling at least partial execution of the game on the gaming system 100.
  • the processor unit 205 may be formed by a micro-controller, micro-processor, programmable logic device or the like.
  • the gaming device 101 also comprises a memory unit 206, for example, formed from semiconductor random access memory (RAM) and read only memory (ROM). A number of input/output (I/O) interfaces including an audio-video interface 207 that couples to the video display 214 and loudspeakers 217, are typically also included.
  • the gaming device 101 also comprises an I/O interface 213 for the input device 202, and when the gaming device 100 is the gaming machine 101 A, the coin input device 106A and the note input device 107 A, as seen in Fig. 2.
  • the interface 213 is also used for the mouse 203 when the gaming device 101 is the computer 101B.
  • the gaming device 101 may also comprise or be connected to an interface 208 used for the external modem 216.
  • the interface 208 may be used for a coin output device 218, when the gaming device 101 is the gaming machines 101 A.
  • the modem 216 may be incorporated within the gaming device 101, for example within the interface 208.
  • the gaming device 101 also has a local network interface 211 which, via the connection 223, permits coupling of the gaming device 101 to the LAN 222.
  • the LAN 222 couples to the wide network 220 via the connection 224 and would typically include a so-called "firewall" device or similar functionality.
  • the interface 211 may be formed by an Ethernet circuit card, a wireless Bluetooth or an IEEE 802.11 wireless arrangement.
  • the interfaces 208 and 213 may afford both serial and parallel connectivity, the former typically being implemented according to the Universal Serial Bus (USB) standards and having corresponding USB connectors (not illustrated).
  • Storage devices 209 are provided and typically include a hard disk drive (HDD) 210. Other devices such as a floppy disk drive and a magnetic tape drive (not illustrated) may also be used.
  • An optical disk drive 212 is typically provided to act as a non- volatile source of data. Portable memory devices, such optical disks (eg: CD-ROM, DVD), USB-RAM, and floppy disks for example may then be used as appropriate sources of data to the gaming system 100.
  • the gaming device 101 may also comprise one or more hard meters 215, which are required by some regulatory authorities. These hard meters 215 determine a cumulative number of credits input by a player of the gaming device 101 and output by the gaming device 101 throughout the life of the gaming device 101. The meters 215 are typically set to "zero" when the gaming device 101 is first configured.
  • the components 205 to 213 of the gaming device 101 typically communicate via an interconnected bus 204 and in a manner which results in a conventional mode of operation of the gaming device 101 known to those in the relevant art.
  • Fig. 3 is a representation of the software architecture 300 of the gaming system 100.
  • the software architecture 300 comprises a base game application program 301, which controls the game being played on the gaming system 100. This game will be hereinafter referred to as the "base game”.
  • Another of the application programs of the software architecture 300 is a random number generator 303, as known to those in the relevant art, which determine the outcomes of the base game being played on the gaming system 100.
  • a display controller application program 305 is included to implement one or more of the screens (e.g., 105) to be rendered or otherwise represented upon the display 214 for the base game and any other games, such as features games 313 being played on the gaming device 101.
  • the software architecture 300 may also comprise an input device monitor application program 307 for monitoring signals from the input device 202 (and possibly the mouse 203) of the gaming device 101.
  • the input device monitor application program 307 monitors the manipulation of the input device 202 or the mouse 203 by the player of the base game in order to provide controlling commands to the base game application program 301 and any other games being played on the gaming device 101.
  • a credit control application program 309 is also included in the software architecture 300 for crediting or deducting any winning or losing amount from the credits of a player depending on the outcomes of the base game and any other game being played by the player. This winning or losing amount is determined by a win calculator application program 311 using a pay table. This pay table may be stored on the hard disk drive 210, for example.
  • each credit may be worth one cent (ljzf), five cents (50) or one dollar ($1) depending on the gaming machine.
  • the amount of money that each credit is worth may be referred to as the "denomination”.
  • the denomination will determine the amount that can be bet on each the game, as will be described below.
  • the input device 202 A of the gaming machine 101 A may include buttons for use in increasing the amount that can be bet on each game.
  • the input device 202A may include a "2x" button (not shown) for doubling the denomination, a "5x” button (not shown) for multiplying the denomination by five and/or a "10x” button (not shown) for multiplying the denomination by ten.
  • a denomination e.g., one cent (l ⁇ ), five cents (5 ⁇ ), one dollar ($1) etc
  • the player may use the mouse 203B to select a denomination by selecting a denomination symbol displayed in a screen of the base game on the display 214B. Again, this selected denomination will determine the amount that can be bet on each game, as will be described below.
  • the software architecture 300 of the gaming system 100 may also include a feature game application program 313 implementing a feature game of the base game.
  • a feature game may include the double-up feature described above.
  • the application programs 301 to 313 discussed above are resident on the hard disk drive 210 and are read and controlled in their execution by the processor 205, and in the following description, this will be assumed to be the case.
  • the application programs 301 to 313 may be resident on a hard disk drive of the server 104B and be controlled in their execution by a processor of that server 104B, with the processor of the server 104B being configured to download one or more graphic objects for the game to the computer 101B together with one or more display lists for displaying the downloaded graphic objects as one or more screens (e.g., 105) of the base game and any other game being played on the gaming system 100B.
  • the application programs 301 to 313 may be resident on a hard disk drive of the server 104B and be controlled in their execution by a processor of that server 104B, with the processor of the server 104B being configured to download one or more graphic objects for the game to the computer 101B together with one or more display lists for displaying the downloaded graphic objects as one or more screens (e.g., 105) of the base game and any other game being played on the gaming system 100B.
  • Intermediate storage of the application programs 301 to 313 and any data fetched from the networks 220 and 222 may be accomplished using the semiconductor memory 206, possibly in concert with the hard disk drive 210.
  • the application programs may be supplied to a game provider (e.g., an operator of the gaming machine 101 or administrator of the server 104B) encoded on one or more CD-ROMs and be read via the corresponding drive 212, or alternatively may be read by the user from the networks 220 or 222.
  • the software may also be loaded into the gaming system 100 from other computer readable media.
  • Computer readable media refers to any storage medium that participates in providing instructions and/or data to the gaming system 100 for execution and/or processing.
  • Examples of such media include floppy disks, magnetic tape, CD-ROM, a hard disk drive, a ROM or integrated circuit, a magneto-optical disk, or a computer readable card such as a PCMCIA card and the like, whether or not such devices are internal or external of the enclosure 101.
  • Examples of computer readable transmission media that may also participate in the provision of instructions and/or data include radio or infra-red transmission channels as well as a network connection to another computer or networked device, and the Internet or Intranets including e-mail transmissions and information recorded on Websites and the like.
  • the base game is a spinning reel game, with each spin of the reels being referred to hereinafter as a 'game'.
  • a screen 500 of the base game as represented on the display device 214 by the display control application program 305, is shown in Fig. 5.
  • the screen 500 comprises five vertical reel strips 501 to 505, with each of the reel strips 501 to 505 displaying a series of three symbols (e.g., 506, 507 and 508), such that the symbols in the same position of each of the reel strips 501 to 505 form a horizontal row (e.g., 517).
  • the reel strip 501 comprises a star symbol 506 in a first position, a cross 507 in a second position and a square symbol 508 in a third position of the reel strip 501, with the star symbol 506 being the first symbol in the horizontal row of symbols 517.
  • the screen 500 of the base game has a "three (3) symbol (or row) by five (5) reel strip" layout (i.e., a 3 x 5 reel strip layout).
  • Other reel strip layouts may be also be used, such as a "five (5) symbols (or row) by five (5) reel strip” layout.
  • the method 400 may be implemented as one or more modules of the application programs 301 to 311 described above.
  • the method 400 begins at step 401, where an initial screen of the base game is displayed, which, in the present example, is the screen 500 of Fig. 5.
  • the screen 500 is typically displayed by the display controller application program 305 in conjunction with the base game application program 301.
  • the base game has a plurality of paylines, as known to those in the relevant art, on each of which the player of the base game may place a bet. These paylines are typically indicated by payline indicator columns 509 and 510, as seen in Fig. 5.
  • the base game described herein has five paylines which are typically indicated by the numbers one (1) to five (5) in the columns 509 and 510. Each of these five paylines is represented by phantom lines (e.g., 511) in Fig. 5.
  • the paylines in Fig. 5 are three horizontal paylines (#1, #2, #3) and two diagonal paylines (#4, #5). Accordingly, the base game will pay an amount of credits for a particular combination of symbols, such as three crosses (e.g., 512) on the payline 511.
  • the screen 500 also comprises a 'BET' meter 514.
  • the base game is a one cent (l ⁇ ) denomination game as indicated by 'l ⁇ Game' sign and '$1 Buys 100 Credits' sign in the bottom right-hand corner of the screen 500. Accordingly, in the base game described herein, each credit is worth one cent (l ⁇ ).
  • the BET meter 514 indicates that the player has bet on all five paylines for a particular game (or spin of the reel strips 501 to 505) by displaying the number five '5' (as indicated by the arrow 519), as seen in Fig. 5.
  • the BET meter 514 also indicates that the total amount of the bet for the particular game is five cents ($0.05) (i.e., one cent ($0.01) for each payline).
  • the player may indicate the number of paylines that they wish to bet on for the particular game, at step 401 using the input device 202.
  • the player may also select to bet a plurality of credits on each payline. For example, for the one cent (If) denomination base game, the player may select to bet two credits (i.e., two cents ($0.02)) on each payline. Such a selection effectively transforms the base game into a two cent (2 ⁇ ) denomination game.
  • the player may select a denomination (e.g., one cent ( ⁇ ), five cents (5 ⁇ ) or one dollar ($1)). This selected denomination will determine the amount of money bet on each payline of the particular game and, therefore, the amount of money bet on each game.
  • the screen 105 also comprises a 'CREDIT' meter 516 indicating a total amount of credits for the player including the amount of credits originally input (or available on the player's account) by the player and the amount of credits won by the player during a particular playing session.
  • the credit control application program 309 updates the BET meter 514 and the CREDIT meter 516 to reflect the amount of the bet.
  • the method 400 continues at the next step 403 with the spinning of the reel strips 501 to 505.
  • the spinning of the reel strips 501 to 505 is initiated by the player inputting a command using the input device 202 which is monitored by the input device monitor application program 307.
  • the spinning of the reel strips 501 to 505 is controlled by the base game application program 301 being executed by the processor 205 and is representative of the processing or actual performance of the game.
  • a stopping position of each reel strip 501 to 505 is determined.
  • the stopping position of each reel strip 501 to 505 is typically determined by the base game application program 301 depending on an output of the random number generator application program 303.
  • a result screen 600 as seen in Fig. 6, of the base game is displayed on the screen 214.
  • the position of the symbols in the reel strips 501 to 505 of the screen 600 are based on the stopping position of each of the reel strips 501 to 505 as determined at step 403.
  • the screen 600 is typically displayed by the display controller application program 305.
  • the method 400 concludes at the next step 406, where an amount of credits payed for any combinations of symbols in the screen 600 is determined. This amount is typically determined by the win calculator application program 311 based on the pay table described above.
  • the screen 600 includes a 'WIN' meter 615 that indicates the amount of credits and a corresponding monetary amount that the player has won from the particular game.
  • one hundred credits ($1.00) are payed for the combination of three stars 607, 612 and 613 on the payline 511, as indicated by the WIN meter 615. Also at step 406, the CREDIT meter 516 is updated to reflect the amount won by the player on the game.
  • credits may also be payed to the player for the combination of the three stars 607, 612 and 613 together with star 608 in the row 617 and the star 609 in the row 619.
  • further credits may be payed out for the smiley faces (e.g., 606) in the reel strips 501, 502 and 503, for example.
  • the base game would require further pay lines.
  • the present disclosure is directed to a jackpot game operating across a number of gaming machines, and having a jackpot trigger that logs individual bets which are entered into a draw, and relied upon when a jackpot prize is won.
  • the machines implement at least one of the same base game or the same feature game.
  • the jackpot game may also be played across machines that operate quite disparate games, provided account is taken of any difference in base denomination between each game. All such games may be considered source games for the jackpot game.
  • the multiple machines may be multiple land-based machines (eg. Fig. IA) in a single location or multiple locations, or multiple "Internet" machines (eg. Fig. IB), or combinations thereof, provided each machine is able to coupled to a server computer, hereafter called the jackpot server computer.
  • the jackpot server computer may be implemented as the server computer 104 A for a purely land-based implementation, or the server computer 104B for an "Internet" implementation, or the server computer 104B for an implementation representing a combination of Figs. IA and IB, where the wide area networks 220A and 220B comprise the same network (eg. the Internet).
  • a dedicated server computer may alternatively be used.
  • the receptacle 196 typically includes a reader/writer device for the particular type of card being used.
  • the card 195 may be a magnetic swipe card or a chip card which includes identification details of the player and which may also a credit repository for funds or credit that may be used to play games upon the machine 101 A and to receive winning credits from the playing of games. This is essentially to a portable version of the player account associated with the system of Fig. IB.
  • Fig. 2 shows the card receptacle 196 coupled to the I/O interface 108.
  • the incorporation of the card receptacle 196 and the use of player cards 195 may obviate the need for coin input device 106A, the note input device 107A and the coin output device 218.
  • Fig. 7 shows a schematic representation of a jackpot server 700 which is preferably implemented connected through a connection to the computer network 220A/220B of Figs. IA and IB.
  • the server 700 is typically a computer akin to that shown in Fig. 2 where the functional arrangements shown in Fig. 7 are implemented as software executable within the computer.
  • An input 702 from the network 220 receives details of individual bets or wagers made by players on machines connected to the server 700.
  • a wager monitor 704 is configured to translate each bet into a base credit amount thereby permitting games and machines utilising different denominations and betting amounts to provide normalised input to the jackpot server 700. For example, with a $0.10 base as indicated, the jackpot server 700 of Fig.
  • the wager monitor 704 establishes a table 706.
  • the table 706 provides a record of individual player identification, for example obtained via the player cards 195 of Fig. 14 or via player ID account information in the arrangement of Fig. IB, and which is associated with a certain number of credits played by that player. Also shown in the table 706, but not crucial to any implementation, is the percentage of the total number of credits that have been played in the jackpot game that are attributable to any one player.
  • a jackpot threshold 708 is predetermined as multiple of the base credit amount and which has an equivalent monetary value.
  • the jackpot threshold is 1,000,000 credits, being the equivalent of $100,000.
  • the total number of credits applicable to the particular jackpot game operated by the server 700 is logged and accumulated over time to give a value A.
  • the time period for any jackpot game will vary according to the rate bets are placed in participating machines or games.
  • each individual player identified in the table 706 may contribute to their own accumulating tally of credit points over one or more gaming sessions, perhaps over the course of a day, week, month or year.
  • the current total number of credits is 999,999.
  • the jackpot prize is to be awarded upon placement of the next bet.
  • a comparison module 710 compares the actual number of credits bet (A) with the jackpot threshold (B). When the number of credits bet equals or exceeds the credit jackpot threshold, the comparison unit 710 outputs a signal 712 to initiate a jackpot draw. At the time the signal 712 is indicated, each of the players identified in the table 706 is entered into the jackpot prize draw and the number of logged credits associated with each individual player then dictates the chance that player has of winning a particular prize. As seen in this (very limited) example, player ID#321 has contributed 45.2% of the credits in the jackpot game and thus will have a very high chance of winning a prize, whereas player ID#987 has only contributed 1.2% and thus will have a much lower chance of winning a prize, but a chance nevertheless.
  • a determination module 718 utilises the data from the table 706 and, in response to the signal 712, ascribes various prizes to particular players in a fashion biased according to the chance. This is done in a randomised fashion biased according to the number of credits for each individual player in comparison to the total number of credits. Such may be likened to tickets in a raffle or lottery.
  • a prize module 720 outputs the prize detailed information to each of the particular players. The output 722 from the prize module 720 may be any one of the network connections shown in Figs. IA or IB. As seen in this particular example, the jackpot threshold of 1,000,000 credits is equivalent to the total amount bet of $100,000 and a total prize pool of $1,300 is paid via the prize module 720.
  • the return to player ratio in this jackpot game is 1.3%.
  • a prize winning player is an "Internet" account player
  • the prize may be automatically credited to that player's account, regardless of whether the player is active at the time the jackpot is drawn.
  • crediting may be made to the player's card if currently gaming, or on the next occasion the player inserts their card 195 into a gaming machine.
  • the jackpot value may be monitored by the server 700 using the accumulated number of credits (in this case 999,999) and comparing that value with the jackpot threshold equivalent to provide a display 714 which might be output via an output 716 (equivalent to the internet connection) to provide a display on machines playing the jackpot game of the proximity of the jackpot payout.
  • the server 700 uses the accumulated number of credits (in this case 999,999) and comparing that value with the jackpot threshold equivalent to provide a display 714 which might be output via an output 716 (equivalent to the internet connection) to provide a display on machines playing the jackpot game of the proximity of the jackpot payout.
  • the configuration of the jackpot server 700 is desirably implemented through an application program executing on a computer system in a fashion similar to those described above.
  • the wager monitor 704 may be further configured to translate base amounts across various international currencies permitting the jackpot server 700 to play a jackpot game over an exceptionally wide (eg. worldwide) network.
  • the server 700 may operate on US$ as a base and all source currencies are converted into US$ at an exchange rate to give a base US$ credit value.
  • the quantum of jackpot may be varied depending upon the extent of the network upon which a game is played.
  • the number of prizes awarded and the relative value and variety of prizes may be varied according to particular desirable characteristics.
  • Some casinos in this regard may be in a geographical location in which players may only be able to afford smaller betting amounts whereas other casinos may have machines having substantially higher betting amounts. The arrangements described permit all players to operate within the jackpot game upon an equitable playing field.
  • each credit bet by the player produces effectively a registered automatic entry in the jackpot game.
  • the player is eligible to win.
  • the jackpot value is fixed (ie. doesn't increment), the chances of a particular player winning increase with each bet.
  • a player can win a prize in the jackpot game when logged off or otherwise not gaming. This is because when the jackpot value is reached, all players who contributed to that jackpot have a stake in winning the jackpot.
  • the jackpot win is placed in a pool where 3 players win Grand, Major, Minor jackpot. The pool may be split 50%, 35% and 15% respectively.
  • the value of the jackpot may be varied in a fashion similar to traditional arrangements (ie. with a variable value generally centred about a predetermined target jackpot value), however with each bet being monitored so as to maintain relatively equal chance for all players who have contributed to the variable jackpot value.
  • Jackpot Games 1, 2 and 3 can be a traditional jackpot that increments and is then won using a normal mystery or symbol driven jackpot as described in the Background portion.
  • Jackpot Games 4, 5 and 6 can be run using the jackpot logging arrangements according to the present disclosure. The games may be run simultaneously over a range of machines and/or games to afford players a variety of jackpot chances and prizes.
  • each jackpot game is a hybrid of a traditional jackpot and herein described logging system. That is, along with getting an entry to a jackpot, a percentage of the bet is also incremented to the jackpot. For example, for a $10M accumulating jackpot prize game, if the player is betting $100 and 1 entry is awarded, $1 is also sent to the $10 Million jackpot prize pool, such that when the $10M value is reached, the jackpot prize may be elevated to be worth $20M.
  • the jackpot gaming system described above in preferred implementations has a number of advantages over existing systems. Firstly, the system may be implemented with any number of machines or players and may be configured for any level of gaming turnover. Because each bet creates chance, it is fair to all players.
  • the system may be implemented with any denomination, particularly those able to be normalised, and may operate across a variety of base games, feature games, and platforms. There is no insurance overhead to the casino running the jackpots as the payout such is based purely on the quantum of monies bet.
  • the described delivery system presents clear information to all players regarding the state of the jackpot. Further, there is no dead time after a jackpot is won since the immediately following bet contributes to a chance in the next jackpot.
  • a graphic displayable in the upper right hand corner of the screen 105 For example, a simple graphic may be used such as a man kicking a ball through some goals. Once the ball passes through, the graphic can display the name of the (3) winners. Alternatively, the graphic may be a winning icon that is shown and then spun around to reveal, once spinning is complete, the name of the winner. Alternatively, the graphic may be a reel with the possible winning names in it, and the name spun up wins the jackpot.
  • a desirable implementation uses a jackpot return to player ratio of 6%. Given bets totalling $4M USD per month to use for jackpot purposes implementations can reward:
  • the mathematical model and triggering system used in the determination module 718 is sufficiently flexible to change depending on actual turnover figures.
  • the word “comprising” means “including principally but not necessarily solely” or “having” or “including”, and not “consisting only of. Variations of the word “comprising”, such as “comprise” and “comprises” have correspondingly varied meanings .

Abstract

A jackpot game executable within a gaming system (100) is disclosed. The game comprises an input configured to receive information regarding bets placed by a plurality of individual players of source games associated with the system (100). The game comrprises a record comprising identification information of each individual player and a corresponding accumulating value of credits in the jackpot game. The credits are determined from the bets placed the individual player. The game also comprises a threshold arrangement to compare a total number of the credits in the jackpot game with a predetermined number to thereby initiate a draw of the jackpot game when the total number at least equals the predetermined number. The game also comprise a determination module (718), responsive to the initiation of the draw, to ascribe at least one jackpot prize to at least one of the individual players in a randomized fashion biased according to the accumulated number of credits for each individual player in comparison to the total number of credits.

Description

JACKPOT LOGGING TRIGGER GAME Field of the Invention
The present invention relates generally to gaming systems and, in particular, to a jackpot game played in association with the playing of base or feature games played in a gaming system.
Background
Games played both on land-based gaming machines and online, are extremely popular. Every year substantial amounts of money are gambled on such games. However, technological advances in the delivery of content for games means that players of such games are becoming increasingly discerning as to the presentation of the games. Players expect to be excited by new features and by more appealing presentations of traditional features in games. Players also wish to participate in games that offer greater opportunities for winning.
As a result, developers of games for gaming systems are forced to develop new and innovative features, including "feature games" for base games being played on the gaming systems, in order to keep existing players interested in the games and in order to attract new players to the games.
One known feature, which is very popular with gaming system players, is known as a
"double-up" feature. The double-up feature typically involves a player choosing between different symbols (e.g., red and black symbols) upon winning a particular game. If the player's choice matches that of the gaming system, then the number of credits won by the player for the game is doubled.
Jackpot prizes have also traditionally been used in order to keep existing players interested in the games and in order to attract new players to the games. Jackpot prizes may also be referred to as bonus prizes. Jackpot prizes may amount to a particular number of credits (e.g., one thousand credits) or a progressive jackpot prize (i.e., a jackpot prize comprising a plurality of credits, where the amount of credits is incremented). Jackpot prizes are typically paid for a particular combination of symbols in a base game or a feature game being played on the gaming system. However, such jackpot prizes are often viewed with scepticism by players who see them as un-winnable.
The linking of land-based and online gaming machines via a network has allowed jackpot prizes to be paid based on information received from the gaming machines connected to the network. For example, one known prior art gaming system arrangement known as "Cashcade™" monitors turnover (i.e., the amount of credits bet) on all of the gaming machines connected to a particular network and increments a jackpot prize based on that turnover. Cashcade M then typically pays the jackpot prize when the amount of the jackpot prize reaches a predetermined amount. However, again, such jackpot prizes are often viewed with scepticism by players. In another known gaming system arrangement, a random number is generated by the gaming system for use as a "key" to winning a jackpot prize. Each gaming machine of such a gaming system generates another random number and if the random number generated by a particular gaming machine matches the generated key, then the jackpot prize is payed to that gaming machine. However, the generation of the key and the generation of the random number by the particular gaming machine are hidden to the player of the gaming machine.
In still another known gaming system arrangement, a random number, within a predetermined "range", is generated by a gaming machine for a particular base game. The range represents an expected turnover (i.e., a particular number of credits) required for a jackpot prize to be paid. If the random number generated by the gaming machine is below the value of the bet on that particular base game, then the jackpot prize is paid. In this known system, the jackpot prize that is won is determined by a feature game. However, again, the generation of the random number is hidden to the player of the gaming machine. In a traditional jackpot game, receiving input from a number of players over time, every bet made contributes to the jackpot prize and also affords opportunity to win. However, that opportunity may increase as the jackpot prize approaches a predetermined threshold. For example, a group of land-based machines in a venue configured to play the same base game may be network connected and contribute to a single jackpot game, for example having a nominal threshold payout value of, say, $5000. As bets are made during the playing of games on machines in the group, the jackpot accumulates, for example at a rate of $1 for every $100 bet. Whilst the jackpot may be won at any time and for any value, gaming operators often bias the game to provide for a reasonable value of jackpot winning, whilst seeking to maintain a reasonable frequency of winning. As such, the jackpot may be won after one week and at a value of $1200, or after 6 weeks at a value of $10,000. Nevertheless, over time, an average jackpot value of $5000 will occur. Often the value accumulating jackpot is displayed in association with the contributing machines and this may be used by players to increase their frequency of play as the nominal jackpot amount approaches (or passes). Summary
In accordance with one aspect of the present disclosure, there is provided a jackpot game executable within a gaming system, said game comprising: an input configured to receive information regarding bets placed by a plurality of individual players of source games associated with the system; - A -
a record comprising identification information of each individual player and a corresponding accumulating value of credits in the jackpot game, the credits being determined from the bets placed the individual player; a threshold arrangement to compare a total number of said credits in the jackpot game with a predetermined value to thereby initiate a draw of said jackpot game when the total number at least equals the predetermined number; and a determination module, responsive to the initiation of the draw, to ascribe at least one jackpot prize to at least one of the individual players in a randomized fashion biased according to the accumulated number of credits for each individual player in comparison to the total number of credits.
Desirably the input is configured to receive said information at least one of network connected land-based gaming machines and on-line machines upon which games are played. Typically the source games are selected from the group consisting of a single base game, a single feature game, multiple base games, and multiple feature games. Preferably the input comprises a monitor configured to identify a value of a bet placed in a game by an individual player and to convert the bet value into a credit value associated with the jackpot game, the credit value being added to the record to thereby accumulate the value of credits for the individual player. Desirably the monitor normalizes the bet value to a base monetary value forming a base credit value. Typically the monitor converts the bet value from a currency in which the source game was played to an equivalent credit value in the jackpot game.
According to still another aspect of the present disclosure there is provided an apparatus for operating a jackpot game, said apparatus comprising: bet receiving means for receiving information regarding bets placed by a plurality of individual players of source games associated with the system; logging means for logging the information to form a record comprising identification information of each individual player and a corresponding accumulating value of credits in the jackpot game, the credits being determined from the bets placed the individual player; comparison means for comparing a total number of said credits in the jackpot game with a number to thereby initiate a draw of said jackpot game when the total number at least equals the number; and win determining means for determining, in response to the initiation of the draw, the winning of at least one jackpot prize to at least one of the individual players in a randomized fashion biased according to the accumulated number of credits for each individual player in comparison to the total number of credits.
According to still another aspect of the present disclosure there is provided a computer readable medium having a computer program recorded thereon making a gaming system execute a jackpot game, said program comprising: code for receiving information regarding bets placed by a plurality of individual players of source games associated with the system; code for logging the information to form a record comprising identification information of each individual player and a corresponding accumulating value of credits in the jackpot game, the credits being determined from the bets placed the individual player; code for comparing a total number of said credits in the jackpot game with a number to thereby initiate a draw of said jackpot game when the total number at least equals the number; and code for determining, in response to the initiation of the draw, the winning of at least one jackpot prize to at least one of the individual players in a randomized fashion biased according to the accumulated number of credits for each individual player in comparison to the total number of credits. Other aspects of the invention are also disclosed.
Brief Description of the Drawings
Some aspects of the prior art and one or more embodiments of the present invention will now be described with reference to the drawings and appendices, in which:
Fig. IA is a schematic block diagram of a gaming system upon which the arrangements described can be practiced;
Fig. IB is a schematic block diagram of another gaming system upon which the arrangements described can be practiced;
Fig. 2 is a schematic block diagram of a gaming apparatus used in the gaming systems of Figs. IA and IB; Fig. 3 is a representation of the software architecture of the gaming systems of Figs.
IA and IB;
Fig. 4 shows a flow diagram representing a method of performing a particular game in the gaming systems of Figs. IA and IB;
Fig. 5 shows a display screen presentation of a base game being implemented on the gaming systems of Figs. IA and IB;
Fig. 6 shows another display screen presentation of a base game being implemented on the gaming systems of Figs. IA and IB; and
Fig. 7 is a schematic representation of a jackpot server and method of determining a jackpot prize according to the present disclosure. Detailed Description including Best Mode
Where reference is made in any one or more of the accompanying drawings to steps and/or features, which have the same reference numerals, those steps and/or features have for the purposes of this description the same function(s) or operation(s), unless the contrary intention appears.
It is to be noted that the discussions contained in the "Background" section and that above relating to prior art arrangements relate to discussions of documents or devices which form public knowledge through their respective publication and/or use. Such should not be interpreted as a representation by the present inventor(s) or patent applicant that such documents or devices in any way form part of the common general knowledge in the art.
Fig. IA shows a gaming system IOOA including a gaming machine 101 A for use by a player in playing a game. The gaming machine 101 A comprises an enclosure 20 IA having display means in the form of a video display device 214A for displaying to the player one or more graphics screens (e.g., 105) for the game being played on the gaming machine 101 A. The enclosure 20 IA also has an input device in the form of a keypad 202 A comprising one or more buttons for use by the player in controlling one or more aspects of the game.
Credit input means in the form of a coin input device 106 A and a note input device 107A, are also included in the enclosure 20 IA, to allow the player to input credit in order to play the game. A coin tray 108A is also typically incorporated in the enclosure 201A in order to allow cash payouts to be payed to the player.
In the gaming system IOOA, the gaming machine 101 A is connected to a communications network 222A, known as a Local Area Network (LAN), via a connection 223A. As shown in Fig. IA, the LAN 222A is coupled to a wide-area network (WAN) 220A, such as the Internet or a private WAN, via a connection 224A. The gaming machine 101 A may also be coupled directly to the WAN 220A via a connection 22 IA.
The network 222A comprises one or more further gaming machines 102 A and 103 A connected thereto. The further gaming machines are generally similar to the gaming machine 101 A but may be configured to implement the same or different games. The further gaming machines may also be connected to the network 220A.
A server computer 104 A, used for monitoring the gaming machine 101 A, is also connected to the network 222 A. The server 104 A may be used for monitoring the amount of money wagered (or bet) on the gaming machine 101 A over a period of time, the amount of money payed out on the gaming machine 101 A over a period of time and any fault conditions on the gamine machine 101 A. The server 104A may also be configured to disable or enable the gaming machine 101 A.
The gaming machine 101 A will be described in more detail below with reference to Fig. 2.
Fig. IB shows another gaming system 10OB. The gaming system IOOB comprises a stand-alone "personal" computer 101B for use by a player for playing a game. The personal computer 101B may be an IBM-PC or compatible, a Sun Sparcstation, an Apple Mac™, or one of a like computer system evolved therefrom including desktop, laptop, notebook or handheld variations thereof. As seen in Fig. IB, the computer 101B comprises an enclosure 20 IB and a display means in the form of a video display device 214B for displaying screens, such as the screen 105 of the game being played. The computer 10 IB also comprises an input device in the form of a keyboard 202B comprising one or more buttons for use by the player in playing the game. The input means for the computer 10 IB also comprises a mouse pointer device 203 B.
The computer 101B may be connected to a local area network (LAN) 222B, via a connection 223B. The LAN 222B may couple to a wide area network (WAN) 220B, such as the Internet or a private WAN, via a connection 224B. The computer 101B is also shown coupled directly to the WAN 220B, via a connection 22 IB. In the system 10OB, the WAN 220B typically comprises one or more further computers 102B and 103B, similar to the computer 10 IB, connected thereto, and which may be used by other persons for game playing. Further such computers may also be connected to the LAN 222A. A remote server 104B is also connected to the WAN 220B. However, in contrast to the server 104 A of the system 10OA, the server 104B of the system IOOB may be used to control the execution of one or more games being played on the gaming system IOOB. For example, the server 104B may download one or more graphic objects to the computer 101B for the game being played by the corresponding player, together with a display list for displaying the downloaded graphic objects for one or more screens (e.g., 105) of the game being played on the computer 101B. In this instance, the server 104B then controls the game by downloading further display lists to the computer 101B as the game is being played by the player and being executed by the computer 101 B.
In the system IOOB, rather than credit input means in the form of the coin input device 106A and the note collector 107A, the player inputs credit in order to play the game by creating an account with a provider of the game, who may or may not be the administrator of the server 104B. For example, the player may provide their credit card and contact details to the game provider via the computer 101B and the network 220B. In this instance, as the player plays the game on the computer 10 IB, the player's account is debited and credited according to how the player bets and wins, respectively.
The computer 10 IB will now be described in more detail below with reference to Fig. 2. The gaming machine 101 A and the computer 101B have similar computer hardware architecture. Accordingly, unless referred to specifically, the gaming machine 101 A and the computer 101B will be hereinafter generically referred to as the "gaming device" 100. Similarly, components of the gaming machine 101 A and the computer 101B, such as the enclosures 20 IA and 20 IB, and the displays 214A and 214B, respectively, will be hereinafter generically referred to as the enclosure 201 and the display 214, respectively, of the gaming device 100, unless such components are referred to specifically. Further, other components, such as the WANs 220A, 220B, and the LANs 222A and 222B, for example, will be hereinafter generically referred to as the WAN 220 and the LAN 222. Finally, unless referred to specifically, the gaming systems IOOA and IOOB will be hereinafter generically referred to as the gaming system 100.
The game played on either of the gaming systems IOOA or IOOB may be implemented as software, such as one or more application programs being executable by the gaming system 100. In particular, the game may be effected by instructions in the software that are carried out by the gaming system 100. The instructions may be formed as one or more code modules, each for performing one or more particular tasks. As will be described in detail below, the software may also be divided into separate parts, in which a one or more parts and the corresponding code modules performs the game and one or more other parts and the corresponding code modules manage a user interface between the first part and the player of the game. For example, as seen in Figs. IA and IB, the user interface may be formed by one or more screens such as the screen 105.
The software may be stored in a computer readable medium, including the storage devices described below, for example. The software may be loaded into the gaming system 100 from the computer readable medium, and may then be executed by the gaming system 100. A computer readable medium having such software or computer program recorded on it is a computer program product. The use of the computer program product in the gaming system 100 preferably effects an advantageous apparatus for implementing the game described herein. As seen in Fig. 2, the gaming device 101 comprises an input device 202. The input device 202 is formed by the keypad 202A when the gaming device 101 is the gaming machine 101 A or by the keyboard 202B when the gaming device 101 is the computer 10 IB. The computer 101B also comprises the mouse pointer device 203. The gaming device 101 also comprises output devices including the display device 214 and loudspeakers 217. In one configuration, the display device 214 may be a touch screen.
When the gaming device 101 is the gaming machine 101 A, the gaming apparatus 100 also comprises the coin input device 106A and the note input device 107A, as well as a coin output device 218, as seen in Fig. 2.
An external Modulator-Demodulator (Modem) transceiver device 216 may be used by the gaming device 101 for communicating to and from the communications network 220 via the connection 221. Where the connection 221 is a telephone line, the modem 216 may be a traditional "dial-up" modem. Alternatively, where the connection 221 is a high capacity (eg: cable) connection, the modem 216 may be a broadband modem. A wireless modem may also be used for wireless connection to the network 220. The gaming device 101 typically comprises at least one processor unit 205 for controlling at least partial execution of the game on the gaming system 100. The processor unit 205 may be formed by a micro-controller, micro-processor, programmable logic device or the like. The gaming device 101 also comprises a memory unit 206, for example, formed from semiconductor random access memory (RAM) and read only memory (ROM). A number of input/output (I/O) interfaces including an audio-video interface 207 that couples to the video display 214 and loudspeakers 217, are typically also included. The gaming device 101 also comprises an I/O interface 213 for the input device 202, and when the gaming device 100 is the gaming machine 101 A, the coin input device 106A and the note input device 107 A, as seen in Fig. 2. The interface 213 is also used for the mouse 203 when the gaming device 101 is the computer 101B.
The gaming device 101 may also comprise or be connected to an interface 208 used for the external modem 216. The interface 208 may be used for a coin output device 218, when the gaming device 101 is the gaming machines 101 A. In some implementations, the modem 216 may be incorporated within the gaming device 101, for example within the interface 208. The gaming device 101 also has a local network interface 211 which, via the connection 223, permits coupling of the gaming device 101 to the LAN 222. As also shown in Fig. 2, the LAN 222 couples to the wide network 220 via the connection 224 and would typically include a so-called "firewall" device or similar functionality. The interface 211 may be formed by an Ethernet circuit card, a wireless Bluetooth or an IEEE 802.11 wireless arrangement.
The interfaces 208 and 213 may afford both serial and parallel connectivity, the former typically being implemented according to the Universal Serial Bus (USB) standards and having corresponding USB connectors (not illustrated). Storage devices 209 are provided and typically include a hard disk drive (HDD) 210. Other devices such as a floppy disk drive and a magnetic tape drive (not illustrated) may also be used. An optical disk drive 212 is typically provided to act as a non- volatile source of data. Portable memory devices, such optical disks (eg: CD-ROM, DVD), USB-RAM, and floppy disks for example may then be used as appropriate sources of data to the gaming system 100.
The gaming device 101 may also comprise one or more hard meters 215, which are required by some regulatory authorities. These hard meters 215 determine a cumulative number of credits input by a player of the gaming device 101 and output by the gaming device 101 throughout the life of the gaming device 101. The meters 215 are typically set to "zero" when the gaming device 101 is first configured.
The components 205 to 213 of the gaming device 101 typically communicate via an interconnected bus 204 and in a manner which results in a conventional mode of operation of the gaming device 101 known to those in the relevant art.
Fig. 3 is a representation of the software architecture 300 of the gaming system 100. The software architecture 300 comprises a base game application program 301, which controls the game being played on the gaming system 100. This game will be hereinafter referred to as the "base game". Another of the application programs of the software architecture 300 is a random number generator 303, as known to those in the relevant art, which determine the outcomes of the base game being played on the gaming system 100. A display controller application program 305 is included to implement one or more of the screens (e.g., 105) to be rendered or otherwise represented upon the display 214 for the base game and any other games, such as features games 313 being played on the gaming device 101. The software architecture 300 may also comprise an input device monitor application program 307 for monitoring signals from the input device 202 (and possibly the mouse 203) of the gaming device 101. For example, the input device monitor application program 307 monitors the manipulation of the input device 202 or the mouse 203 by the player of the base game in order to provide controlling commands to the base game application program 301 and any other games being played on the gaming device 101.
A credit control application program 309 is also included in the software architecture 300 for crediting or deducting any winning or losing amount from the credits of a player depending on the outcomes of the base game and any other game being played by the player. This winning or losing amount is determined by a win calculator application program 311 using a pay table. This pay table may be stored on the hard disk drive 210, for example.
For land-based gaming machines such as the gaming machine 101 A, the amount of money that each credit is worth is typically dictated by the gaming machine 101 A. For example, each credit may be worth one cent (ljzf), five cents (50) or one dollar ($1) depending on the gaming machine. The amount of money that each credit is worth may be referred to as the "denomination". The denomination will determine the amount that can be bet on each the game, as will be described below. The input device 202 A of the gaming machine 101 A may include buttons for use in increasing the amount that can be bet on each game. For example, the input device 202A may include a "2x" button (not shown) for doubling the denomination, a "5x" button (not shown) for multiplying the denomination by five and/or a "10x" button (not shown) for multiplying the denomination by ten. For online gaming using the gaining system 10OB, for example, the player may select a denomination (e.g., one cent (lφ), five cents (5φ), one dollar ($1) etc) using the input device 202B and the mouse 203B, for example. In one example, the player may use the mouse 203B to select a denomination by selecting a denomination symbol displayed in a screen of the base game on the display 214B. Again, this selected denomination will determine the amount that can be bet on each game, as will be described below.
The software architecture 300 of the gaming system 100 may also include a feature game application program 313 implementing a feature game of the base game. Such a feature game may include the double-up feature described above. Typically, the application programs 301 to 313 discussed above are resident on the hard disk drive 210 and are read and controlled in their execution by the processor 205, and in the following description, this will be assumed to be the case. However, in the gaming system 10OB, the application programs 301 to 313 may be resident on a hard disk drive of the server 104B and be controlled in their execution by a processor of that server 104B, with the processor of the server 104B being configured to download one or more graphic objects for the game to the computer 101B together with one or more display lists for displaying the downloaded graphic objects as one or more screens (e.g., 105) of the base game and any other game being played on the gaming system 100B.
Intermediate storage of the application programs 301 to 313 and any data fetched from the networks 220 and 222 may be accomplished using the semiconductor memory 206, possibly in concert with the hard disk drive 210. In some instances, the application programs may be supplied to a game provider (e.g., an operator of the gaming machine 101 or administrator of the server 104B) encoded on one or more CD-ROMs and be read via the corresponding drive 212, or alternatively may be read by the user from the networks 220 or 222. Still further, the software may also be loaded into the gaming system 100 from other computer readable media. Computer readable media refers to any storage medium that participates in providing instructions and/or data to the gaming system 100 for execution and/or processing. Examples of such media include floppy disks, magnetic tape, CD-ROM, a hard disk drive, a ROM or integrated circuit, a magneto-optical disk, or a computer readable card such as a PCMCIA card and the like, whether or not such devices are internal or external of the enclosure 101. Examples of computer readable transmission media that may also participate in the provision of instructions and/or data include radio or infra-red transmission channels as well as a network connection to another computer or networked device, and the Internet or Intranets including e-mail transmissions and information recorded on Websites and the like.
In the described arrangements, the base game is a spinning reel game, with each spin of the reels being referred to hereinafter as a 'game'. A screen 500 of the base game, as represented on the display device 214 by the display control application program 305, is shown in Fig. 5. The screen 500 comprises five vertical reel strips 501 to 505, with each of the reel strips 501 to 505 displaying a series of three symbols (e.g., 506, 507 and 508), such that the symbols in the same position of each of the reel strips 501 to 505 form a horizontal row (e.g., 517). For example, the reel strip 501 comprises a star symbol 506 in a first position, a cross 507 in a second position and a square symbol 508 in a third position of the reel strip 501, with the star symbol 506 being the first symbol in the horizontal row of symbols 517. Accordingly, the screen 500 of the base game has a "three (3) symbol (or row) by five (5) reel strip" layout (i.e., a 3 x 5 reel strip layout). Other reel strip layouts may be also be used, such as a "five (5) symbols (or row) by five (5) reel strip" layout. A method 400 of performing a particular game (i.e., spin of the reels 501 to 505) of the base game, will be described below by way of example, with reference to Fig. 4. The method 400 may be implemented as one or more modules of the application programs 301 to 311 described above. The method 400 begins at step 401, where an initial screen of the base game is displayed, which, in the present example, is the screen 500 of Fig. 5. The screen 500 is typically displayed by the display controller application program 305 in conjunction with the base game application program 301.
At the next step 402, the amount of a bet placed by the player on the game to be played is determined. This amount is typically determined by the credit control application program 309 being controlled in its execution by the processor 205 typically examining player input via the input device 202. In the described arrangements, the base game has a plurality of paylines, as known to those in the relevant art, on each of which the player of the base game may place a bet. These paylines are typically indicated by payline indicator columns 509 and 510, as seen in Fig. 5. For example, the base game described herein has five paylines which are typically indicated by the numbers one (1) to five (5) in the columns 509 and 510. Each of these five paylines is represented by phantom lines (e.g., 511) in Fig. 5. The paylines in Fig. 5 are three horizontal paylines (#1, #2, #3) and two diagonal paylines (#4, #5). Accordingly, the base game will pay an amount of credits for a particular combination of symbols, such as three crosses (e.g., 512) on the payline 511.
The screen 500 also comprises a 'BET' meter 514. In the present example, the base game is a one cent (lø) denomination game as indicated by 'lφ Game' sign and '$1 Buys 100 Credits' sign in the bottom right-hand corner of the screen 500. Accordingly, in the base game described herein, each credit is worth one cent (lø). As seen in Fig. 5, the BET meter 514 indicates that the player has bet on all five paylines for a particular game (or spin of the reel strips 501 to 505) by displaying the number five '5' (as indicated by the arrow 519), as seen in Fig. 5. The BET meter 514 also indicates that the total amount of the bet for the particular game is five cents ($0.05) (i.e., one cent ($0.01) for each payline). The player may indicate the number of paylines that they wish to bet on for the particular game, at step 401 using the input device 202. The player may also select to bet a plurality of credits on each payline. For example, for the one cent (If) denomination base game, the player may select to bet two credits (i.e., two cents ($0.02)) on each payline. Such a selection effectively transforms the base game into a two cent (2φ) denomination game.
As described above, for online gaming using the gaming system 10OB, for example, the player may select a denomination (e.g., one cent (\<β), five cents (5φ) or one dollar ($1)). This selected denomination will determine the amount of money bet on each payline of the particular game and, therefore, the amount of money bet on each game. The screen 105 also comprises a 'CREDIT' meter 516 indicating a total amount of credits for the player including the amount of credits originally input (or available on the player's account) by the player and the amount of credits won by the player during a particular playing session. Upon the bet being placed by the player, the credit control application program 309 updates the BET meter 514 and the CREDIT meter 516 to reflect the amount of the bet.
The method 400 continues at the next step 403 with the spinning of the reel strips 501 to 505. The spinning of the reel strips 501 to 505 is initiated by the player inputting a command using the input device 202 which is monitored by the input device monitor application program 307. The spinning of the reel strips 501 to 505 is controlled by the base game application program 301 being executed by the processor 205 and is representative of the processing or actual performance of the game.
At the next step 404, a stopping position of each reel strip 501 to 505 is determined. The stopping position of each reel strip 501 to 505 is typically determined by the base game application program 301 depending on an output of the random number generator application program 303.
Then at the next step 405, a result screen 600, as seen in Fig. 6, of the base game is displayed on the screen 214. The position of the symbols in the reel strips 501 to 505 of the screen 600 are based on the stopping position of each of the reel strips 501 to 505 as determined at step 403. The screen 600 is typically displayed by the display controller application program 305.
The method 400 concludes at the next step 406, where an amount of credits payed for any combinations of symbols in the screen 600 is determined. This amount is typically determined by the win calculator application program 311 based on the pay table described above. The screen 600 includes a 'WIN' meter 615 that indicates the amount of credits and a corresponding monetary amount that the player has won from the particular game.
In the present example, one hundred credits ($1.00) are payed for the combination of three stars 607, 612 and 613 on the payline 511, as indicated by the WIN meter 615. Also at step 406, the CREDIT meter 516 is updated to reflect the amount won by the player on the game.
In alternative implementations, credits may also be payed to the player for the combination of the three stars 607, 612 and 613 together with star 608 in the row 617 and the star 609 in the row 619. As a further alternative, further credits may be payed out for the smiley faces (e.g., 606) in the reel strips 501, 502 and 503, for example. However, in each of these instances, the base game would require further pay lines.
The present disclosure is directed to a jackpot game operating across a number of gaming machines, and having a jackpot trigger that logs individual bets which are entered into a draw, and relied upon when a jackpot prize is won. Typically the machines implement at least one of the same base game or the same feature game. However, the jackpot game may also be played across machines that operate quite disparate games, provided account is taken of any difference in base denomination between each game. All such games may be considered source games for the jackpot game. The multiple machines may be multiple land-based machines (eg. Fig. IA) in a single location or multiple locations, or multiple "Internet" machines (eg. Fig. IB), or combinations thereof, provided each machine is able to coupled to a server computer, hereafter called the jackpot server computer. The jackpot server computer may be implemented as the server computer 104 A for a purely land-based implementation, or the server computer 104B for an "Internet" implementation, or the server computer 104B for an implementation representing a combination of Figs. IA and IB, where the wide area networks 220A and 220B comprise the same network (eg. the Internet). A dedicated server computer may alternatively be used.
In order to implement the jackpot arrangement presently being described, it is necessary for each player involved in the game at any time to be individually identifiable. Where a player is operating a personal computer 101B - 103B, as shown in Fig. IB, to play the base game and the thus being included in the jackpot game, the identity of the player is known, via the player's account registration details, discussed above. However, where the game is being played on land-based machines such as shown in Fig. IA, some form of player identification is required. Preferably, such identification takes the form of a player card 195, seen in Fig. IA, which may be inserted into a receptacle 196 of the machine 10 IA formed in the enclosure 20 IA. The receptacle 196 typically includes a reader/writer device for the particular type of card being used. The card 195 may be a magnetic swipe card or a chip card which includes identification details of the player and which may also a credit repository for funds or credit that may be used to play games upon the machine 101 A and to receive winning credits from the playing of games. This is essentially to a portable version of the player account associated with the system of Fig. IB. Fig. 2 shows the card receptacle 196 coupled to the I/O interface 108. In some machines, the incorporation of the card receptacle 196 and the use of player cards 195 may obviate the need for coin input device 106A, the note input device 107A and the coin output device 218.
Fig. 7 shows a schematic representation of a jackpot server 700 which is preferably implemented connected through a connection to the computer network 220A/220B of Figs. IA and IB. The server 700 is typically a computer akin to that shown in Fig. 2 where the functional arrangements shown in Fig. 7 are implemented as software executable within the computer. An input 702 from the network 220 receives details of individual bets or wagers made by players on machines connected to the server 700. A wager monitor 704 is configured to translate each bet into a base credit amount thereby permitting games and machines utilising different denominations and betting amounts to provide normalised input to the jackpot server 700. For example, with a $0.10 base as indicated, the jackpot server 700 of Fig. 7 may be used to provide a jackpot game for any connected gaming machine where the wagered amount is a multiple of $0.10. This may include well known 100 machines and also machines where wagers are, for example, $1 or $10. Each wager is translated into a number of credit points based upon the particular base amount associated with the jackpot server 700. The wager monitor 704 establishes a table 706. The table 706 provides a record of individual player identification, for example obtained via the player cards 195 of Fig. 14 or via player ID account information in the arrangement of Fig. IB, and which is associated with a certain number of credits played by that player. Also shown in the table 706, but not crucial to any implementation, is the percentage of the total number of credits that have been played in the jackpot game that are attributable to any one player.
In the particular jackpot game, operated within the server 700, a jackpot threshold 708 is predetermined as multiple of the base credit amount and which has an equivalent monetary value. In this particular example, the jackpot threshold is 1,000,000 credits, being the equivalent of $100,000. As seen, and as will be appreciated from the table 706, as each individual player places bets, the number of credits attributable to that player is logged and accumulated. The total number of credits applicable to the particular jackpot game operated by the server 700 is logged and accumulated over time to give a value A. The time period for any jackpot game will vary according to the rate bets are placed in participating machines or games. As such, each individual player identified in the table 706 may contribute to their own accumulating tally of credit points over one or more gaming sessions, perhaps over the course of a day, week, month or year. As illustrated in Fig. 7 for example, the current total number of credits is 999,999. In this example the jackpot prize is to be awarded upon placement of the next bet.
A comparison module 710 compares the actual number of credits bet (A) with the jackpot threshold (B). When the number of credits bet equals or exceeds the credit jackpot threshold, the comparison unit 710 outputs a signal 712 to initiate a jackpot draw. At the time the signal 712 is indicated, each of the players identified in the table 706 is entered into the jackpot prize draw and the number of logged credits associated with each individual player then dictates the chance that player has of winning a particular prize. As seen in this (very limited) example, player ID#321 has contributed 45.2% of the credits in the jackpot game and thus will have a very high chance of winning a prize, whereas player ID#987 has only contributed 1.2% and thus will have a much lower chance of winning a prize, but a chance nevertheless.
A determination module 718 utilises the data from the table 706 and, in response to the signal 712, ascribes various prizes to particular players in a fashion biased according to the chance. This is done in a randomised fashion biased according to the number of credits for each individual player in comparison to the total number of credits. Such may be likened to tickets in a raffle or lottery. A prize module 720 outputs the prize detailed information to each of the particular players. The output 722 from the prize module 720 may be any one of the network connections shown in Figs. IA or IB. As seen in this particular example, the jackpot threshold of 1,000,000 credits is equivalent to the total amount bet of $100,000 and a total prize pool of $1,300 is paid via the prize module 720. As a consequence, the return to player ratio in this jackpot game is 1.3%. Where a prize winning player is an "Internet" account player, the prize may be automatically credited to that player's account, regardless of whether the player is active at the time the jackpot is drawn. Where the player is a "card" account player, crediting may be made to the player's card if currently gaming, or on the next occasion the player inserts their card 195 into a gaming machine.
As further illustrated in Fig. 7, the jackpot value may be monitored by the server 700 using the accumulated number of credits (in this case 999,999) and comparing that value with the jackpot threshold equivalent to provide a display 714 which might be output via an output 716 (equivalent to the internet connection) to provide a display on machines playing the jackpot game of the proximity of the jackpot payout.
The configuration of the jackpot server 700 is desirably implemented through an application program executing on a computer system in a fashion similar to those described above. In particular, the wager monitor 704 may be further configured to translate base amounts across various international currencies permitting the jackpot server 700 to play a jackpot game over an exceptionally wide (eg. worldwide) network. For example the server 700 may operate on US$ as a base and all source currencies are converted into US$ at an exchange rate to give a base US$ credit value. Further, the quantum of jackpot may be varied depending upon the extent of the network upon which a game is played. Also, the number of prizes awarded and the relative value and variety of prizes may be varied according to particular desirable characteristics. Some casinos in this regard may be in a geographical location in which players may only be able to afford smaller betting amounts whereas other casinos may have machines having substantially higher betting amounts. The arrangements described permit all players to operate within the jackpot game upon an equitable playing field.
From the above, each credit bet by the player produces effectively a registered automatic entry in the jackpot game. Once a single bet is made, the player is eligible to win. Further, because in preferred implementations the jackpot value is fixed (ie. doesn't increment), the chances of a particular player winning increase with each bet. Significantly, a player can win a prize in the jackpot game when logged off or otherwise not gaming. This is because when the jackpot value is reached, all players who contributed to that jackpot have a stake in winning the jackpot. Desirably the jackpot win is placed in a pool where 3 players win Grand, Major, Minor jackpot. The pool may be split 50%, 35% and 15% respectively.
In alternative implementations, the value of the jackpot may be varied in a fashion similar to traditional arrangements (ie. with a variable value generally centred about a predetermined target jackpot value), however with each bet being monitored so as to maintain relatively equal chance for all players who have contributed to the variable jackpot value.
A further alternate implementation may use combinations of these two jackpot trigger approaches. For example Jackpot Games 1, 2 and 3 can be a traditional jackpot that increments and is then won using a normal mystery or symbol driven jackpot as described in the Background portion. Jackpot Games 4, 5 and 6 can be run using the jackpot logging arrangements according to the present disclosure. The games may be run simultaneously over a range of machines and/or games to afford players a variety of jackpot chances and prizes. A further alternate implementation could be that each jackpot game is a hybrid of a traditional jackpot and herein described logging system. That is, along with getting an entry to a jackpot, a percentage of the bet is also incremented to the jackpot. For example, for a $10M accumulating jackpot prize game, if the player is betting $100 and 1 entry is awarded, $1 is also sent to the $10 Million jackpot prize pool, such that when the $10M value is reached, the jackpot prize may be elevated to be worth $20M.
The jackpot gaming system described above in preferred implementations has a number of advantages over existing systems. Firstly, the system may be implemented with any number of machines or players and may be configured for any level of gaming turnover. Because each bet creates chance, it is fair to all players. The system may be implemented with any denomination, particularly those able to be normalised, and may operate across a variety of base games, feature games, and platforms. There is no insurance overhead to the casino running the jackpots as the payout such is based purely on the quantum of monies bet. The described delivery system presents clear information to all players regarding the state of the jackpot. Further, there is no dead time after a jackpot is won since the immediately following bet contributes to a chance in the next jackpot. This contrasts a common perception problem with existing arrangements where players may feel the game offers little chance immediately a jackpot win. The present arrangement also hides the hit rate of major jackpots better than existing systems, therefore it give gaming operators and designers greater flexibility in payout structure. Finally multiple players are eligible for prizes at each jackpot trigger.
In a specific implementation, when a jackpot has been won, players that are online may be notified of the winning via a graphic displayable in the upper right hand corner of the screen 105. For example, a simple graphic may be used such as a man kicking a ball through some goals. Once the ball passes through, the graphic can display the name of the (3) winners. Alternatively, the graphic may be a winning icon that is shown and then spun around to reveal, once spinning is complete, the name of the winner. Alternatively, the graphic may be a reel with the possible winning names in it, and the name spun up wins the jackpot. A desirable implementation uses a jackpot return to player ratio of 6%. Given bets totalling $4M USD per month to use for jackpot purposes implementations can reward:
$ 100 USD 200 times a day
$500 USD 40 times a day
$5000 USD 4 times a day $500, 000 USD once every 3 weeks
$ 1 ,000,000 USD once every 6 weeks
$10,000,000 USD once every 16 months
The mathematical model and triggering system used in the determination module 718 is sufficiently flexible to change depending on actual turnover figures.
Industrial Applicability
The arrangements described are applicable to the gaming, computer and data processing industries.
The foregoing describes only some embodiments of the present invention, and modifications and/or changes can be made thereto without departing from the scope and spirit of the invention, the embodiments being illustrative and not restrictive.
In the context of this specification, the word "comprising" means "including principally but not necessarily solely" or "having" or "including", and not "consisting only of. Variations of the word "comprising", such as "comprise" and "comprises" have correspondingly varied meanings .

Claims

The claims defining the invention are as follows:
1. A jackpot game executable within a gaming system, said game comprising: an input configured to receive information regarding bets placed by a plurality of individual players of source games associated with the system; a record comprising identification information of each individual player and a corresponding accumulating value of credits in the jackpot game, the credits being determined from the bets placed the individual player; a threshold arrangement to compare a total number of said credits in the jackpot game with a predetermined number to thereby initiate a draw of said jackpot game when the total number at least equals the predetermined number; and a determination module, responsive to the initiation of the draw, to ascribe at least one jackpot prize to at least one of the individual players in a randomized fashion biased according to the accumulated number of credits for each individual player in comparison to the total number of credits .
2. A jackpot game according to claim 1 wherein the input is configured to receive said information at least one of network connected land-based gaming machines and on-line machines upon which games are played.
3. A jackpot game according to claim 1 or 2 wherein the source games are selected from the group consisting of a single base game, a single feature game, multiple base games, and multiple feature games.
4. A jackpot game according to claim 1, 2 or 3 wherein the input comprises a monitor configured to identify a value of a bet placed in a game by an individual player and to convert the bet value into a credit value associated with the jackpot game, the credit value being added to the record to thereby accumulate the value of credits for the individual player.
5. A jackpot game according to claim 4 wherein the monitor normalizes the bet value to a base monetary value forming a base credit value.
6. A jackpot game according to claim 4 or 5 wherein the monitor converts the bet value from a currency in which the source game was played to an equivalent credit value in the jackpot game.
7. A gaming system comprising: a plurality of gaming machines interconnected to a server, the gaming machines each executing at least one corresponding source game upon which bets are placed by a corresponding individual player, the server comprising a jackpot game according to any one of claims 1 to 6, said system further comprising a display representation, provided by server, of a value associated with the jackpot game and representative of a proximity of the jackpot game being drawn, the display representation being reproducible by each of the intercommoned machines.
8. A gaming system according to claim 7 further comprising a display representation displayable on at least one of the interconnected machines and representative of the corresponding player winning a prize in the jackpot game.
9. A computer readable medium having a computer program recorded thereon and adapted to make a computer execute a jackpot game according to any one of claims 1 to 6.
10. A method of operating a jackpot game executable within a gaming system, said method comprising the steps of: receiving information regarding bets placed by a plurality of individual players of source games associated with the system; logging the information to form a record comprising identification information of each individual player and a corresponding accumulating value of credits in the jackpot game, the credits being determined from the bets placed the individual player; comparing a total number of said credits in the jackpot game with a number to thereby initiate a draw of said jackpot game when the total number at least equals the number; and determining, in response to the initiation of the draw, the winning of at least one jackpot prize to at least one of the individual players in a randomized fashion biased according to the accumulated number of credits for each individual player in comparison to the total number of credits.
11. A method according to claim 10 wherein the number is selected from the group consisting of: (i) a predetermined number associated with the jackpot game; and (ii) a number that varies during the course of the jackpot game.
12. An apparatus for operating a jackpot game, said apparatus comprising: bet receiving means for receiving information regarding bets placed by a plurality of individual players of source games associated with the system; logging means for logging the information to form a record comprising identification information of each individual player and a corresponding accumulating value of credits in the jackpot game, the credits being determined from the bets placed the individual player; comparison means for comparing a total number of said credits in the jackpot game with a number to thereby initiate a draw of said jackpot game when the total number at least equals the number; and win determining means for determining, in response to the initiation of the draw, the winning of at least one jackpot prize to at least one of the individual players in a randomized fashion biased according to the accumulated number of credits for each individual player in comparison to the total number of credits.
13. A computer readable medium having a computer program recorded thereon making a gaming system execute a jackpot game, said program comprising: code for receiving information regarding bets placed by a plurality of individual players of source games associated with the system; code for logging the information to form a record comprising identification information of each individual player and a corresponding accumulating value of credits in the jackpot game, the credits being determined from the bets placed the individual player; code for comparing a total number of said credits in the jackpot game with a number to thereby initiate a draw of said jackpot game when the total number at least equals the number; and code for determining, in response to the initiation of the draw, the winning of at least one jackpot prize to at least one of the individual players in a randomized fashion biased according to the accumulated number of credits for each individual player in comparison to the total number of credits.
PCT/AU2008/000186 2007-02-13 2008-02-13 Jackpot logging trigger game WO2008098295A1 (en)

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Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
AU757903B2 (en) * 1997-04-15 2003-03-13 Igt Method and apparatus for promoting play on a network of gaming devices
EP1577854A1 (en) * 2004-03-03 2005-09-21 Stargames Corporation Pty. Ltd. A method of awarding a jackpot within a comunal gaming system
US20060040734A1 (en) * 2004-08-19 2006-02-23 Baerlocher Anthony J Gaming system having multiple gaming machines which provide bonus awards
US20060116201A1 (en) * 2004-12-01 2006-06-01 Atronic International Gmbh Gaming device gives player award when jackpot meets a trigger threshold

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
AU757903B2 (en) * 1997-04-15 2003-03-13 Igt Method and apparatus for promoting play on a network of gaming devices
EP1577854A1 (en) * 2004-03-03 2005-09-21 Stargames Corporation Pty. Ltd. A method of awarding a jackpot within a comunal gaming system
US20060040734A1 (en) * 2004-08-19 2006-02-23 Baerlocher Anthony J Gaming system having multiple gaming machines which provide bonus awards
US20060116201A1 (en) * 2004-12-01 2006-06-01 Atronic International Gmbh Gaming device gives player award when jackpot meets a trigger threshold

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