US20100120517A1 - System and method for utilizing accumulated rewards for game play - Google Patents

System and method for utilizing accumulated rewards for game play Download PDF

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US20100120517A1
US20100120517A1 US12/268,937 US26893708A US2010120517A1 US 20100120517 A1 US20100120517 A1 US 20100120517A1 US 26893708 A US26893708 A US 26893708A US 2010120517 A1 US2010120517 A1 US 2010120517A1
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player
payout mode
gaming machine
electronic gaming
game
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David Wollner
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SIGNATURE GAMING LLC
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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3262Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played

Definitions

  • the present invention relates generally to a gaming system which provides electronic gaming machines, and more particularly, a system and method for providing electronic gaming machines which have variable payouts based on random events.
  • Casinos typically include a mix of electronic and mechanical or non-electronic gaming machines.
  • the electronic gaming machines typically include video or electronic slot machines, video poker machines, keno machines, video blackjack and/or video roulette machines.
  • Mechanical or non-electronic gaming machines may include table games, such as poker or blackjack tables or other table games.
  • the game is run on the gaming machine under the control of computer software which uses a random number generator (RNG) to ensure the randomness of the outcome of the gaming machine.
  • RNG random number generator
  • the game has a programmed hold percentage, which represents the percentage of the players' wagers which may be retained by the house/casino, and conversely, how much of the wagers (over a given time period) must be paid to the players.
  • the maximum hold percentage is regulated.
  • U.S. Pat. No. 6,254,483 issued Jul. 3, 2001 to John F. Acres (Acres), in an attempt to increase profits by increasing use of particular gaming machines, e.g., during typically low use hours, provides a system and method which allows certain parameters of the gaming machines to be changed under certain conditions. For example, Acres allows the game speed or payback percentage (via the paytable) to be modified when a monitored variable meets a predetermined criteria.
  • Casinos typically use a player tracking system to monitor the play of members of a player tracking club and to award a player tracking points which may be used or traded for “comps”, e.g., branded hats or other apparel, meals, tickets to shows, etc . . . .
  • the present invention is aimed at one or more of the problems identified above.
  • a system having an electronic gaming machine and a central computer having an electronic gaming machine and a central computer.
  • the electronic gaming machine has a player interface which allows a player to place a wager and play a game on the electronic gaming machine.
  • the electronic gaming machine is switchable between a normal payout mode and a higher payout mode and provides a payout to the player under a current one of the normal payout mode and the higher payout mode in response to a winning condition in the game.
  • the payout under the higher payout mode is generally higher for the winning condition under the higher payout mode than under the normal payout mode.
  • the central computer is networked to the electronic gaming machine and is configured to monitor the player's play of the electronic gaming machine and award the player a reward in response to the player's play reaching a predetermined amount.
  • the central computer through the electronic gaming machine, provides the player an opportunity to utilize the reward to play the electronic gaming machine in the higher payout mode and automatically causes the electronic gaming machine to switch between the normal payout mode and the higher payout mode in response to the player choosing to utilize the reward.
  • a method of operating an electronic gaming machine having a player interface is provided.
  • the electronic gaming machine is connected to a central computer and is switchable between a normal payout mode and a higher payout mode.
  • the payout under the higher payout mode is generally higher for the winning condition under the higher payout mode than under the normal payout mode.
  • the method including the steps of allowing a player to place a wager and play a game on the electronic gaming machine, providing a payout to the player under a current one of the normal payout mode and the higher payout mode in response to a winning condition in the game, and monitoring the player's play of the electronic gaming machine, using a central computer networked to the electronic gaming machine and awarding the player a reward in response to the player's play reaching a predetermined amount.
  • the method further includes the step of providing the player an opportunity to utilize the reward to play the electronic gaming machine in the higher payout mode and automatically causing the electronic gaming machine to switch between the normal payout mode and the higher payout mode in response to the player choosing to utilize the reward.
  • FIG. 1 is a block diagram of a system for providing a gaming system having at least one gaming machine which is switchable between a normal payout mode and a higher payout mode, according to an embodiment of the present invention
  • FIG. 2 is a table listing examples of higher payout games, i.e., games in a higher payout mode, according to an embodiment of the present invention
  • FIG. 3A is an exemplary paytable for a single payline electronic slot machine in a normal payout mode, according to an embodiment of the present invention
  • FIG. 3B is an exemplary paytable for a single payline electronic slot machine in a higher payout mode, according to an embodiment of the present invention
  • FIG. 3C is the paytable of FIG. 3B with the payout amounts rounded to the nearest credit;
  • FIG. 3D is an exemplary paytable for a multi-line electronic slot machine in a normal payout mode, according to an embodiment of the present invention
  • FIG. 3E is an exemplary paytable for a multi-line electronic slot machine in a higher payout mode, according to an embodiment of the present invention.
  • FIG. 3F is the paytable of FIG. 3E with the payout amounts rounded to the nearest credit;
  • FIG. 4A is a table illustrating the amount of play required for an exemplary slot, according to an embodiment of the present invention.
  • FIG. 4B is a table illustrating the amount of play required for an exemplary slot, according to another embodiment of the present invention.
  • FIG. 4C is a table illustrating the amount of play required for an exemplary slot, according to still another embodiment of the present invention.
  • FIG. 5 is a table illustrating threshold dollar amount of play to begin accumulation of rewards vs. percentage of play earned as credits towards play in HPGs or EOGs, according to an embodiment of the present invention
  • FIG. 6A is first portion of a table illustrating effective net payout percentage assuming an accumulated rewards percentage of 2% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention
  • FIG. 6B is a second portion of the table of FIG. 6A ;
  • FIG. 7A is first portion of a table illustrating effective net payout percentage assuming an accumulated rewards percentage of 3% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention
  • FIG. 7B is a second portion of the table of FIG. 7A ;
  • FIG. 8A is first portion of a table illustrating effective net payout percentage assuming an accumulated rewards percentage of 4% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention
  • FIG. 8B is a second portion of the table of FIG. 8A ;
  • FIG. 9A is first portion of a table illustrating effective net payout percentage assuming an accumulated rewards percentage of 5% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention
  • FIG. 9B is a second portion of the table of FIG. 9A ;
  • FIG. 10A is a table comparing exemplary NPG payout percentages and EOG payout percentages assuming an accumulated rewards percentage of 2% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention
  • FIG. 10B is a table comparing exemplary NPG payout percentages and EOG payout percentages assuming an accumulated rewards percentage of 3% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention
  • FIG. 10C is a table comparing exemplary NPG payout percentages and EOG payout percentages assuming an accumulated rewards percentage of 4% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention.
  • FIG. 10D is a table comparing exemplary NPG payout percentages and EOG payout percentages assuming an accumulated rewards percentage of 5% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention.
  • a system 10 includes a plurality of electronic gaming machines 12 and a central computer 14 .
  • the n electronic gaming machines 12 A, 12 B, . . . 12 n are shown.
  • the system 10 may include any number of gaming machines 12 , including one.
  • the system 10 may include one or more central computers 1 .
  • Each electronic gaming machine 12 includes a player interface 16 (respective player interfaces 16 A, 16 B, . . . 16 n ).
  • the player interface 16 allows a player 16 to place a wager and play a game on the respective electronic gaming machine 12 .
  • the electronic gaming machine 12 is switchable between a normal payout mode and a higher payout mode.
  • the electronic gaming machine 12 provides a payout to the player 16 under a current one of the normal payout mode and the higher payout mode in response to a winning condition in the game.
  • the payout under the higher payout mode is generally higher for the winning condition under the higher payout mode than under the normal payout mode.
  • One such system is described in commonly owned U.S. patent application Ser. No. 12/267,075, filed on Nov. 7, 2008 (Docket No. 068354.00001), which is hereby incorporated by reference in its entirety.
  • the central computer 14 is configured to monitor the player's play of the electronic gaming machine 12 and award the player a reward in response to the player's play reaching a predetermined amount.
  • the central computer 14 through the electronic gaming machine 14 , provides the player an opportunity to utilize the reward to play the electronic gaming machine 14 in the higher payout mode and automatically causes the electronic gaming machine 14 to switch between the normal payout mode and the higher payout mode in response to the player choosing to utilize the reward.
  • the predetermined amount of the player's play which triggers the awarding of the reward is defined in terms of an amount wagered.
  • the reward may then be defined as a predetermined percentage of the amount wagered.
  • the player may be allowed to cash out the reward.
  • the amount of reward credits accumulated and the casino set threshold to begin accumulating reward credits may be displayed to the player.
  • the central computer is networked to the electronic gaming machines 12 and may also be configured to establish a first percentage.
  • the first percentage may be entered or selected by a user 20 .
  • the first percentage may be chosen automatically by the central computer.
  • the payout percentage will not be set less than the minimum theoretical payout percentage for the gaming machines.
  • system 10 may include other gaming machines (not shown) which do not have a higher payout mode.
  • the electronic gaming machines 12 may be single game machines, i.e., only one game is playable thereon.
  • the electronic gaming machines 12 may be multiple game selection stations (MGSS), i.e., the electronic gaming machine 14 may provide multiple games which are selectable and playable by the players 16 .
  • the system 10 may include a mix of single and multiple game gaming machines or stations 14 .
  • the MGSS are gaming machines 14 , such as video slot machines that offer multiple games.
  • the MGSS gaming machines 14 include a touch screen (not shown) which the player uses to select a game. Although there may be many games the player can choose, generally, the player can only play one game at a time. However, in alternate embodiments, a gaming machine 12 may allow more than one game to be displayed and played simultaneously.
  • the gaming machines 14 may provide one or more of the following types of games: (single and multi-line) video slots, pull-lever electronic slots, a video blackjack, a video poker, a video roulette, a video craps, and a video keno.
  • (single and multi-line) video slots may provide one or more of the following types of games: (single and multi-line) video slots, pull-lever electronic slots, a video blackjack, a video poker, a video roulette, a video craps, and a video keno.
  • the present invention is not limited to these types of games.
  • the requirements for gaming machines 12 to allow the player to choose when to use their accumulated awards to player higher payout games or even-odds games are as follows:
  • the Station shall mean a player interface 18 with those gaming machines 12 designated by the casino as MGSS.
  • the player interface 18 will apply to several types of electronic gaming machines 12 displaying programmed games based on random chance.
  • High Payout Games those electronic based games that have payouts that are higher than the normal payout percentage or payout ratio of the casino slots.
  • HPGs include, but are not limited to, current and future casino games with wagers that enable the player to exceed normal slot payout percentages. In no event will the payout percentage of an HPG be equal to or greater than 100% ( ⁇ 100%)
  • An example of a HPG payout to the player that can be played in the MGSS is blackjack with two (2) times payout if the player is dealt a natural 21, or “blackjack” (normal payout for being dealt a “blackjack” is one and one half (1.5) times the player's wager ).
  • HPG parameter also when playing blackjack, is allowing the player at the Station to choose to keep or ask for a new first card dealt, thus giving them an advantage over the normal blackjack rules where the player keeps all cards dealt by the dealer. This is an example of changing the game rules.
  • Craps for a Proposition Bet that the shooter will throw a 2 or 12 on their next roll of the dice (also called a “one roll bet”), the payout is 30 to 1 and the odds are 1 in 35.
  • the payout for these wagers in HPG mode will be greater than 30 to 1 but less than 35 to 1. This would create a better payout ratio for the player who chooses to bet on this particular wager.
  • This is an example of changing the payout ratio of an existing wager by the casino, e.g., by a user 20 of the central computer 14 . See FIG. 2 for these and more examples of HPGs which may be played on the gaming machines 12 .
  • EOG Even-Odds Games
  • NPG Normal Payout Games
  • NPGs include, but are not limited to, current casino games with wagers that enable the player to, on average, match the payouts of multi-game electronic slot machine Games.
  • An example of a NPG that can be played in the MGSS is blackjack with the standard one and one half (1.5) times payout if a player is dealt a “blackjack”.
  • NPG mode of blackjack the player will not have the option to choose a new first card dealt as he or she would have the option of doing in a version of blackjack in HPG mode.
  • normal payout games (NPG) or games operating under a normal payout mode are equivalent to the normal play mode of the computer and comply with the jurisdictions minimum theoretical payout percentage.
  • a Game describes a set of events.
  • a player plays a game at a Station. The interaction between the player and the house occurs via the Station which houses the programmed Game or Games.
  • Games that can be played on a Station include, but are not limited to, Blackjack, Keno, Craps, Crapless Craps, Five Card Poker, Seven Card Poker, Roulette, multi-line payout slot and single-line slot payout games. There are many variations of the games mentioned and many more that can also be selected by a player on the Station he or she is playing on.
  • Effective Net Payout Percentage The payout percentage from an electronic gaming machine 12 which is switchable between a HPG (or EOG) and a NPG will be different than the other casino electronic gaming machines since the gaming machine 12 will have different modes, e.g, a HPG (or EOG) mode and a NPG mode, as opposed to most current casino electronic gaming machines 12 that are in the same mode for the entire time.
  • HPG or EOG
  • NPG NPG mode
  • EOG Payout Percentage 100% as the house has no advantage over the player and vice-versa in these Games.
  • the mathematical equation to calculate the Effective Net payout percentage if the player uses their accumulated reward credits on both EOGs and HPGs would be a weighted average calculation based on the total number of accumulated reward credits and what percentage of those credits are used in HPGs and what percentage of those credits are used in NPGs.
  • Accumulated Rewards Percentage This is the percent in total play that the player accumulates once a certain threshold is met.
  • the Accumulated Rewards Percentage is set by the casino, but can be changed by the casino operators with the appropriate access either on the fly or through the central computer system where the MGSS are networked to.
  • the total Accumulated Reward Credits can be shown in the following mathematical equation:
  • Threshold Value This is the value that is set by the Casino that the player must at least reach in total play before the reward credits start to kick in. For example, if the Threshold Value is $100, the Accumulated Rewards Percentage is 2%, and the player utilizes the Station for $150 worth of play, then that player will have accumulated $3.00 in reward credits.
  • FIGS. 6A & 6B , 7 A & 7 B, and 8 A & 8 B show tables derived from different combinations of the Accumulated Rewards Percentage (as set by the casino), the NPG Payout Percentage, and the HPG Payout Percentage.
  • the results in the chart are the Effective Net Payout Percentage to the player using his or her rewards accumulated during Station play on HPGs. Since electronic game machines 12 currently, for the most part, run all the time in one mode, or the NPG mode as it is called in this invention, the casino can use the percentage as calculated before switching the electronic slot machines to the MGSS format with two different Game modes.
  • HPG Payout percentage derived or establishing through testing the many different possibilities the casino has for MGSS configuration with the HPGs and/or EOGs that the casino chooses to implement for use with the player's accumulated reward credits.
  • FIGS. 6A & 6B Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 2% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on HPGs.
  • FIGS. 7A & 7B Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 3% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on HPGs.
  • FIGS. 8A & 8B Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 4% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on HPGs.
  • FIGS. 9A & 9B Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 5% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on HPGs.
  • FIGS. 10A , 10 B, 10 C, and 10 D show tables derived from different combinations of the Accumulated Rewards Percentage (as set by the casino), the NPG Payout Percentage, and the EOG Payout Percentage.
  • the results in the tables are the Effective Net Payout Percentage to the player using his or her rewards accumulated during Station play on EOGs. Since EOGs have win payouts that are of even money, or a 100% payout ratio, the EOG Payout Percentage is always 100%.
  • FIG. 10A Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 2% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on EOGs.
  • FIG. 10B Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 3% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on EOGs.
  • FIG. 10C Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 4% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on EOGs.
  • FIG. 10D Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 5% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on EOGs.
  • the higher payout mode differs from the normal payout mode of the gaming machines 14 by changing at least one of (1) odds related to the game, (2) payout ratio, and (3) rule(s) of the game.
  • (1) odds related to the game (2) payout ratio
  • (3) rule(s) of the game examples of possible HPG games, i.e., changes between a normal payout mode and a higher payout mode for various types of games are listed in FIG. 2 .
  • the electronic video slot machine is a single payline slot machine and is switchable between a normal payout mode and a higher payout mode by switching paytables.
  • the paytable for the single payline electronic video slot machine under the normal payout mode is shown in FIG. 3A .
  • the paytable in the higher payout mode reflects a 5% increase over the normal payout mode (see FIG. 3B ).
  • the values in FIG. 3C have been rounded to the nearest credit.
  • the electronic video slot machine is a multi-payline electronic slot machine and is switchable between a normal payout mode and a higher payout mode by switching paytables.
  • the paytable for the multi-payline electronic video slot machine under the normal payout mode is shown in FIG. 3D .
  • the paytable in the higher payout mode reflects a 5% increase over the normal payout mode (see FIG. 3E ).
  • the values in FIG. 3F have been rounded to the nearest credit.
  • payouts that are not whole numbers will be rounded to a whole number, for example 2.1 will be round to 2.0 and 78.75 will be rounded to 79.
  • the casino can choose to make available to the player for play using the reward credits, only HPGs, only EOGs, or a combination of HPGs and EOGs.
  • the threshold amount of play in terms of credits or money
  • the threshold amount can be reached either through utilizing only the player's inserted credits or money into the Station or through a combination of both the player's inserted credits or money and play with any credits the player has won on his or her previous wagers.
  • any winnings on their wagers may either be placed back into the player's bank of reward credits accumulated or they can be put into the player's bank of credits for use only with the NPGs offered at the Station.
  • HPGs accumulated reward credits
  • EOGs accumulated reward credits
  • EOGs accumulated reward credits
  • EOGs accumulated reward credits
  • a combination of HPGs and EOGs may apply towards the accumulation of further reward credits (based on amount of play) or they are for play in the higher payout mode games only and do not help the player in accumulating any further reward credits.
  • the present invention may be customized by the casino for their own needs, as well as to meet any local jurisdictional requirements.
  • the present invention incorporates methods the casino can use for providing player incentives intrinsic within the games available by making changes to their payouts, odds and rules in effect at each electronic gaming machine 12 that implements the concepts contained within this invention.
  • This invention and its concepts should not be confused with player incentives that are extrinsic to the games, such as casino comps for free buffets, night stays, and non-gaming based entertainment at the casino property.
  • the games offered to the player can include, but are not limited to, Blackjack, Keno, Craps, Roulette, multiple Poker Games, Single-Line Payout Slot and Multi-Line Payout Slot Games.
  • the particular game machine may offer multiple such games to be picked by the player.
  • the gaming machine may only offer one such game at any one time.
  • the particular game or games offered to the player to play using their rewards may be a HPG, an EOG, or if multiple games are offered, then a mixture of HPGs and EOGs may be offered.
  • the excitement and “buzz” generated when casino guests are utilizing their accumulated reward credits for playing HPGs and/or EOGs, as displayed through different screen text, images and colors on the station's screen, lights, sound effects and other audible or visual devices in and around the station(s), will drive more traffic in to the casino for both electronic gaming machines, and table based casino games.
  • the casino will generally have a trade-off in that their expenses will go up due to the higher pay-out ratio of the MGSS slots in return for more revenue from increased guest traffic, slot usage, and table wagers that the MGSS will directly or indirectly bring in to the casino.
  • the system 10 may reward the player a percentage of the play, e.g., in terms of amount wagered, back.
  • This reward typically in terms of credits, may be used to play a high payout game (HPG), a even-odds game (EOG), or a combination of HPGs and EOGs (dependent upon which type of games the casino chooses to program on the Station).
  • HPG high payout game
  • EOG even-odds game
  • HPGs independent upon which type of games the casino chooses to program on the Station.
  • the present invention may also incorporate methods the casino can use for providing player incentives intrinsic within the games available by making changes to their payouts, odds and rules in effect at each video slot Station that implements the concepts contained within this invention.
  • This invention and its concepts should not be confused with player incentives that are extrinsic to the games, such as casino comps for free buffets, night stays, and non-gaming based entertainment at the casino property.
  • this example uses $100 as a set variable of play on a particular Station.
  • Play may be defined as total money spent during one playing session at one time at a particular Station.
  • the minimum threshold in play or the bonus credit payout percentage, or both the minimum threshold and bonus credit payout percentage can be set and changed by individual casinos and casino chains. Examples of altering the minimum play threshold and percentage paid out in the form of bonus credits is in FIG. 5 .
  • the player When the player is ready to use his or her accumulated reward credits, they have the option of taking them in the form of cash (when stopping play at the Station and cashing out any accumulated credits) or other forms of credit (such as on their Player's Card or other card inserted into the Station at the time of play) or they can use them to play games with odds better than those in most other slot or table based games in the casino (HPGs, EOGs, or a combination of HPGs and EOGs). These games will be special and can only be utilized by the accumulation of credits by the player at his or her station. A player cannot pay to add to these accumulated credits or establish this reward credit. As described above, the only way to accumulate these reward credits is by at least meeting each set value of play determined by the casino. For example the threshold could be set to $100 worth of play. The casino could just as easily change this value to be more or less than $100 to activate the accumulation of reward credits for use in a separate set of games.

Abstract

A system and method for use of an electronic gaming machine and a central computer. The electronic gaming machine allows a player to place a wager and play a game on the electronic gaming machine. The electronic gaming machine has a normal payout mode and a higher payout mode and provides a payout to the player in response to a winning condition in the game. The central computer is configured to monitor the player's play and award the player a reward in response to the player's play reaching a predetermined amount. The central computer provides the player an opportunity to utilize the reward to play the electronic gaming machine in the higher payout mode and automatically causes the electronic gaming machine to switch between the normal payout mode and the higher payout mode in response to the player choosing to utilize the reward.

Description

    FIELD OF THE INVENTION
  • The present invention relates generally to a gaming system which provides electronic gaming machines, and more particularly, a system and method for providing electronic gaming machines which have variable payouts based on random events.
  • BACKGROUND OF THE INVENTION
  • Casinos typically include a mix of electronic and mechanical or non-electronic gaming machines. For example, the electronic gaming machines typically include video or electronic slot machines, video poker machines, keno machines, video blackjack and/or video roulette machines. Mechanical or non-electronic gaming machines may include table games, such as poker or blackjack tables or other table games.
  • With respect to electronic gaming machines, typically, the game is run on the gaming machine under the control of computer software which uses a random number generator (RNG) to ensure the randomness of the outcome of the gaming machine. However, the game has a programmed hold percentage, which represents the percentage of the players' wagers which may be retained by the house/casino, and conversely, how much of the wagers (over a given time period) must be paid to the players. The maximum hold percentage is regulated.
  • U.S. Pat. No. 6,254,483 issued Jul. 3, 2001 to John F. Acres (Acres), in an attempt to increase profits by increasing use of particular gaming machines, e.g., during typically low use hours, provides a system and method which allows certain parameters of the gaming machines to be changed under certain conditions. For example, Acres allows the game speed or payback percentage (via the paytable) to be modified when a monitored variable meets a predetermined criteria.
  • Casinos typically use a player tracking system to monitor the play of members of a player tracking club and to award a player tracking points which may be used or traded for “comps”, e.g., branded hats or other apparel, meals, tickets to shows, etc . . . .
  • One problem with this approach is that it does not generate player excitement in a manner which draws players to the games or particular games, for example, these systems do not affect game play.
  • The present invention is aimed at one or more of the problems identified above.
  • SUMMARY OF THE INVENTION
  • In one aspect of the invention, a system having an electronic gaming machine and a central computer is provided. The electronic gaming machine has a player interface which allows a player to place a wager and play a game on the electronic gaming machine. The electronic gaming machine is switchable between a normal payout mode and a higher payout mode and provides a payout to the player under a current one of the normal payout mode and the higher payout mode in response to a winning condition in the game. The payout under the higher payout mode is generally higher for the winning condition under the higher payout mode than under the normal payout mode. The central computer is networked to the electronic gaming machine and is configured to monitor the player's play of the electronic gaming machine and award the player a reward in response to the player's play reaching a predetermined amount. The central computer, through the electronic gaming machine, provides the player an opportunity to utilize the reward to play the electronic gaming machine in the higher payout mode and automatically causes the electronic gaming machine to switch between the normal payout mode and the higher payout mode in response to the player choosing to utilize the reward.
  • In another aspect of the present invention, a method of operating an electronic gaming machine having a player interface is provided. The electronic gaming machine is connected to a central computer and is switchable between a normal payout mode and a higher payout mode. The payout under the higher payout mode is generally higher for the winning condition under the higher payout mode than under the normal payout mode. The method including the steps of allowing a player to place a wager and play a game on the electronic gaming machine, providing a payout to the player under a current one of the normal payout mode and the higher payout mode in response to a winning condition in the game, and monitoring the player's play of the electronic gaming machine, using a central computer networked to the electronic gaming machine and awarding the player a reward in response to the player's play reaching a predetermined amount. The method further includes the step of providing the player an opportunity to utilize the reward to play the electronic gaming machine in the higher payout mode and automatically causing the electronic gaming machine to switch between the normal payout mode and the higher payout mode in response to the player choosing to utilize the reward.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • Other advantages of the present invention will be readily appreciated as the same becomes better understood by reference to the following detailed description when considered in connection with the accompanying drawings wherein:
  • FIG. 1 is a block diagram of a system for providing a gaming system having at least one gaming machine which is switchable between a normal payout mode and a higher payout mode, according to an embodiment of the present invention;
  • FIG. 2 is a table listing examples of higher payout games, i.e., games in a higher payout mode, according to an embodiment of the present invention;
  • FIG. 3A is an exemplary paytable for a single payline electronic slot machine in a normal payout mode, according to an embodiment of the present invention;
  • FIG. 3B is an exemplary paytable for a single payline electronic slot machine in a higher payout mode, according to an embodiment of the present invention;
  • FIG. 3C is the paytable of FIG. 3B with the payout amounts rounded to the nearest credit;
  • FIG. 3D is an exemplary paytable for a multi-line electronic slot machine in a normal payout mode, according to an embodiment of the present invention;
  • FIG. 3E is an exemplary paytable for a multi-line electronic slot machine in a higher payout mode, according to an embodiment of the present invention;
  • FIG. 3F is the paytable of FIG. 3E with the payout amounts rounded to the nearest credit;
  • FIG. 4A is a table illustrating the amount of play required for an exemplary slot, according to an embodiment of the present invention;
  • FIG. 4B is a table illustrating the amount of play required for an exemplary slot, according to another embodiment of the present invention;
  • FIG. 4C is a table illustrating the amount of play required for an exemplary slot, according to still another embodiment of the present invention;
  • FIG. 5 is a table illustrating threshold dollar amount of play to begin accumulation of rewards vs. percentage of play earned as credits towards play in HPGs or EOGs, according to an embodiment of the present invention;
  • FIG. 6A is first portion of a table illustrating effective net payout percentage assuming an accumulated rewards percentage of 2% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention;
  • FIG. 6B is a second portion of the table of FIG. 6A;
  • FIG. 7A is first portion of a table illustrating effective net payout percentage assuming an accumulated rewards percentage of 3% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention;
  • FIG. 7B is a second portion of the table of FIG. 7A;
  • FIG. 8A is first portion of a table illustrating effective net payout percentage assuming an accumulated rewards percentage of 4% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention;
  • FIG. 8B is a second portion of the table of FIG. 8A;
  • FIG. 9A is first portion of a table illustrating effective net payout percentage assuming an accumulated rewards percentage of 5% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention;
  • FIG. 9B is a second portion of the table of FIG. 9A;
  • FIG. 10A is a table comparing exemplary NPG payout percentages and EOG payout percentages assuming an accumulated rewards percentage of 2% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention;
  • FIG. 10B is a table comparing exemplary NPG payout percentages and EOG payout percentages assuming an accumulated rewards percentage of 3% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention;
  • FIG. 10C is a table comparing exemplary NPG payout percentages and EOG payout percentages assuming an accumulated rewards percentage of 4% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention; and,
  • FIG. 10D is a table comparing exemplary NPG payout percentages and EOG payout percentages assuming an accumulated rewards percentage of 5% which may be rewarded to the player at a threshold value chosen by the casino, according to an embodiment of the present invention.
  • DETAILED DESCRIPTION OF INVENTION
  • Referring to the Figures, wherein like numerals indicate like or corresponding parts throughout the several views, a system 10 includes a plurality of electronic gaming machines 12 and a central computer 14. In the illustrated embodiment, the n electronic gaming machines 12A, 12B, . . . 12 n are shown. However, it should be noted the system 10 may include any number of gaming machines 12, including one. Furthermore, the system 10 may include one or more central computers 1.
  • Each electronic gaming machine 12 includes a player interface 16 ( respective player interfaces 16A, 16B, . . . 16 n). The player interface 16 allows a player 16 to place a wager and play a game on the respective electronic gaming machine 12. As more fully explained below, the electronic gaming machine 12 is switchable between a normal payout mode and a higher payout mode. The electronic gaming machine 12 provides a payout to the player 16 under a current one of the normal payout mode and the higher payout mode in response to a winning condition in the game. The payout under the higher payout mode is generally higher for the winning condition under the higher payout mode than under the normal payout mode. One such system is described in commonly owned U.S. patent application Ser. No. 12/267,075, filed on Nov. 7, 2008 (Docket No. 068354.00001), which is hereby incorporated by reference in its entirety.
  • In one aspect of the invention, the central computer 14 is configured to monitor the player's play of the electronic gaming machine 12 and award the player a reward in response to the player's play reaching a predetermined amount. The central computer 14, through the electronic gaming machine 14, provides the player an opportunity to utilize the reward to play the electronic gaming machine 14 in the higher payout mode and automatically causes the electronic gaming machine 14 to switch between the normal payout mode and the higher payout mode in response to the player choosing to utilize the reward.
  • In one embodiment, the predetermined amount of the player's play which triggers the awarding of the reward is defined in terms of an amount wagered. The reward may then be defined as a predetermined percentage of the amount wagered.
  • In one embodiment, the player may be allowed to cash out the reward.
  • In one embodiment, the amount of reward credits accumulated and the casino set threshold to begin accumulating reward credits may be displayed to the player.
  • The central computer is networked to the electronic gaming machines 12 and may also be configured to establish a first percentage. In one embodiment, the first percentage may be entered or selected by a user 20. Alternatively or additionally, the first percentage may be chosen automatically by the central computer. Generally, the payout percentage will not be set less than the minimum theoretical payout percentage for the gaming machines.
  • It should also be noted that system 10 may include other gaming machines (not shown) which do not have a higher payout mode.
  • In one aspect of the present invention, the electronic gaming machines 12 may be single game machines, i.e., only one game is playable thereon.
  • In another aspect of the present invention, the electronic gaming machines 12 may be multiple game selection stations (MGSS), i.e., the electronic gaming machine 14 may provide multiple games which are selectable and playable by the players 16. In a third aspect of the present invention, the system 10 may include a mix of single and multiple game gaming machines or stations 14. The MGSS are gaming machines 14, such as video slot machines that offer multiple games. In one embodiment, the MGSS gaming machines 14 include a touch screen (not shown) which the player uses to select a game. Although there may be many games the player can choose, generally, the player can only play one game at a time. However, in alternate embodiments, a gaming machine 12 may allow more than one game to be displayed and played simultaneously.
  • The gaming machines 14 may provide one or more of the following types of games: (single and multi-line) video slots, pull-lever electronic slots, a video blackjack, a video poker, a video roulette, a video craps, and a video keno. However, it should be noted that the present invention is not limited to these types of games.
  • In one aspect of the present invention, the requirements for gaming machines 12 to allow the player to choose when to use their accumulated awards to player higher payout games or even-odds games (see below) are as follows:
    • networking capability among the other slots in the casino's MGSS and also to a central computer system that can monitor the performance of each slot and receive real-time instructions from the central computer system.
    • touch screen technology to allow the player to choose among many games
    • ability to communicate with the central computer in real-time capacity
    • ability to display in the surrounding casino environment the winnings or payout ratio of that particular slot machine via a screen or monitor above each slot.
    • Programmed games that change from NPGs to HPGs and EOGs when the player is ready to use his or her accumulated credits for use in such better odds games (as discussed below). This can be done by either changing some of the game rules, by changing the payouts of existing game wagers, or by introducing bonus bets that are available when the player chooses to play with his or her accumulated credits with HPGs and EOGs.
    • Ability to expand the network to new MGSS slots that meet the requirements above.
    DEFINITIONS
  • Station shall mean a player interface 18 with those gaming machines 12 designated by the casino as MGSS. The player interface 18 will apply to several types of electronic gaming machines 12 displaying programmed games based on random chance.
  • High Payout Games [HPG]: those electronic based games that have payouts that are higher than the normal payout percentage or payout ratio of the casino slots. HPGs include, but are not limited to, current and future casino games with wagers that enable the player to exceed normal slot payout percentages. In no event will the payout percentage of an HPG be equal to or greater than 100% (≧100%) An example of a HPG payout to the player that can be played in the MGSS is blackjack with two (2) times payout if the player is dealt a natural 21, or “blackjack” (normal payout for being dealt a “blackjack” is one and one half (1.5) times the player's wager ). Another example of a HPG parameter, also when playing blackjack, is allowing the player at the Station to choose to keep or ask for a new first card dealt, thus giving them an advantage over the normal blackjack rules where the player keeps all cards dealt by the dealer. This is an example of changing the game rules. Yet another example in the wagering game of Craps for a Proposition Bet that the shooter will throw a 2 or 12 on their next roll of the dice (also called a “one roll bet”), the payout is 30 to 1 and the odds are 1 in 35. The payout for these wagers in HPG mode will be greater than 30 to 1 but less than 35 to 1. This would create a better payout ratio for the player who chooses to bet on this particular wager. This is an example of changing the payout ratio of an existing wager by the casino, e.g., by a user 20 of the central computer 14. See FIG. 2 for these and more examples of HPGs which may be played on the gaming machines 12.
  • Even-Odds Games [EOG]: those games in which neither the house nor the player has an advantage over the other. Examples of EOG, include, but are not limited to:
    • Roulette that has a spinning wheel that does not contain the “0” or “00” outs as is common in American roulette. For European roulette, there is often only a single out, and if European roulette is used in the casino(s) then this single out number would be removed for EOG games.
    • Rock, Paper, Scissors: The player has a 1 in 3 chance of picking the correct object. If the player chooses the correct object (rock, paper or scissors) then for each dollar in reward credits wagered, he or she will win three dollars.
    • Curtain 1, Curtain 2 or Curtain 3: same concept as Rock, Paper, Scissors described above but utilizing curtains as is common in live and televised game shows.
  • It should be noted that, this list is not exhaustive, there could be any number of even-odd type games, which may vary from normal payout games (see below) or other HPGs by, for example, a change in odds, a change in rules, or payout ratio of a winning wager.
  • Normal Payout Games [NPG]: those electronic based games that have payouts that approximate the normal payout of the casino slots, which in all casinos is less than 100%. NPGs include, but are not limited to, current casino games with wagers that enable the player to, on average, match the payouts of multi-game electronic slot machine Games. An example of a NPG that can be played in the MGSS is blackjack with the standard one and one half (1.5) times payout if a player is dealt a “blackjack”. Also, in the NPG mode of blackjack the player will not have the option to choose a new first card dealt as he or she would have the option of doing in a version of blackjack in HPG mode. In general, normal payout games (NPG) or games operating under a normal payout mode are equivalent to the normal play mode of the computer and comply with the jurisdictions minimum theoretical payout percentage.
  • A Game describes a set of events. A player plays a game at a Station. The interaction between the player and the house occurs via the Station which houses the programmed Game or Games. Games that can be played on a Station include, but are not limited to, Blackjack, Keno, Craps, Crapless Craps, Five Card Poker, Seven Card Poker, Roulette, multi-line payout slot and single-line slot payout games. There are many variations of the games mentioned and many more that can also be selected by a player on the Station he or she is playing on.
  • Effective Net Payout Percentage: The payout percentage from an electronic gaming machine 12 which is switchable between a HPG (or EOG) and a NPG will be different than the other casino electronic gaming machines since the gaming machine 12 will have different modes, e.g, a HPG (or EOG) mode and a NPG mode, as opposed to most current casino electronic gaming machines 12 that are in the same mode for the entire time. The use of a player's accumulated reward credits to play a Game or Games in HPG or EOG mode will have a big impact on the Effective Net Payout Percentage of that Station since the payout will now be a weighted average calculation of the payouts of the different modes of play utilized by the Player at the Station. The mathematical equation to calculate the Effective Net payout percentage is as follows if the player uses their accumulated reward credits in HPGs:
  • ( ( 100 % × N P G Payout Percentage ) + ( Accumulation Rewards Percentage × H P G Payout Percentage ) )
  • The mathematical equation to calculate the Effective Net payout percentage is as follows if the player uses their accumulated reward credits in EOGs:
  • ( ( 100 % × N P G Payout Percentage ) + ( Accumulation Rewards Percentage × E O G Payout Percentage ) )
  • It should be noted that the EOG Payout Percentage is 100% as the house has no advantage over the player and vice-versa in these Games. The mathematical equation to calculate the Effective Net payout percentage if the player uses their accumulated reward credits on both EOGs and HPGs would be a weighted average calculation based on the total number of accumulated reward credits and what percentage of those credits are used in HPGs and what percentage of those credits are used in NPGs.
  • Accumulated Rewards Percentage: This is the percent in total play that the player accumulates once a certain threshold is met. The Accumulated Rewards Percentage is set by the casino, but can be changed by the casino operators with the appropriate access either on the fly or through the central computer system where the MGSS are networked to. The total Accumulated Reward Credits can be shown in the following mathematical equation:
  • ( Accumulated Rewards % × $ Amount of Play at Station that exceeds the Threshold Value ) + ( Accumulated Rewards % × $ Amount of Play at Station that meets the Threshold Value )
  • Threshold Value: This is the value that is set by the Casino that the player must at least reach in total play before the reward credits start to kick in. For example, if the Threshold Value is $100, the Accumulated Rewards Percentage is 2%, and the player utilizes the Station for $150 worth of play, then that player will have accumulated $3.00 in reward credits.
  • Accumulated Reward Credits calculations:
  • HPG Charts
  • FIGS. 6A & 6B, 7A & 7B, and 8A & 8B show tables derived from different combinations of the Accumulated Rewards Percentage (as set by the casino), the NPG Payout Percentage, and the HPG Payout Percentage. The results in the chart are the Effective Net Payout Percentage to the player using his or her rewards accumulated during Station play on HPGs. Since electronic game machines 12 currently, for the most part, run all the time in one mode, or the NPG mode as it is called in this invention, the casino can use the percentage as calculated before switching the electronic slot machines to the MGSS format with two different Game modes.
  • It should be noted that the HPG Payout percentage derived or establishing through testing the many different possibilities the casino has for MGSS configuration with the HPGs and/or EOGs that the casino chooses to implement for use with the player's accumulated reward credits.
  • FIGS. 6A & 6B: Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 2% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on HPGs.
  • FIGS. 7A & 7B: Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 3% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on HPGs.
  • FIGS. 8A & 8B: Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 4% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on HPGs.
  • FIGS. 9A & 9B: Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 5% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on HPGs.
  • Note that it is possible that by taking certain combinations of the variables as calculated in the charts in FIGS. 7A & 7B, 8A & 8B, and 9A & 9B that the Effective Net Payout Percentage of the MGSS exceeds 100.00%. These cells in the chart are highlighted in black to designate these results. Since a casino usually never wants to have a payout percentage on Games that is equal to or exceeds 100.00% (>100%), the casino most likely will not allow those combinations to occur that result in the MGSS having such an Effective Net Payout Percentage. The casino will most likely want to use a combination of variables and parameters for HPG mode that keeps the Effective Net Payout less than 100.00% (<100%).
  • EOG Charts
  • FIGS. 10A, 10B, 10C, and 10D show tables derived from different combinations of the Accumulated Rewards Percentage (as set by the casino), the NPG Payout Percentage, and the EOG Payout Percentage. The results in the tables are the Effective Net Payout Percentage to the player using his or her rewards accumulated during Station play on EOGs. Since EOGs have win payouts that are of even money, or a 100% payout ratio, the EOG Payout Percentage is always 100%.
  • FIG. 10A: Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 2% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on EOGs.
  • FIG. 10B: Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 3% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on EOGs.
  • FIG. 10C: Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 4% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on EOGs.
  • FIG. 10D: Effective Net Payout Table if the casino sets the Accumulated Rewards Percentage at 5% which may be rewarded to the player at a threshold value chosen by the casino, and the player uses their Accumulated Reward Credits at their Station on EOGs.
  • Note that it is possible that by taking certain combinations of the variables as calculated in the tables in FIGS. 10A, 10B, 10C and 10D that the Effective Net Payout Percentage of the MGSS exceeds 100.00%. These cells in the chart are highlighted in black to designate these results. Since a casino usually never wants to have a payout percentage on Games that is equal to or exceeds 100.00% (>100%), the casino most likely will not allow those combinations to occur that result in the MGSS having such an Effective Net Payout Percentage. The casino will most likely want to use a combination of variables and parameters for HPG mode that keeps the Effective Net Payout less than 100.00% (<100%).
  • In one aspect of the present invention, the higher payout mode differs from the normal payout mode of the gaming machines 14 by changing at least one of (1) odds related to the game, (2) payout ratio, and (3) rule(s) of the game. Examples of possible HPG games, i.e., changes between a normal payout mode and a higher payout mode for various types of games are listed in FIG. 2.
  • In a particular example of an electronic video slot machine, the electronic video slot machine is a single payline slot machine and is switchable between a normal payout mode and a higher payout mode by switching paytables. The paytable for the single payline electronic video slot machine under the normal payout mode is shown in FIG. 3A. In the illustrated embodiment, the paytable in the higher payout mode reflects a 5% increase over the normal payout mode (see FIG. 3B). The values in FIG. 3C have been rounded to the nearest credit.
  • In another example of an electronic video slot machine, the electronic video slot machine is a multi-payline electronic slot machine and is switchable between a normal payout mode and a higher payout mode by switching paytables. The paytable for the multi-payline electronic video slot machine under the normal payout mode is shown in FIG. 3D. In the illustrated embodiment, the paytable in the higher payout mode reflects a 5% increase over the normal payout mode (see FIG. 3E). The values in FIG. 3F have been rounded to the nearest credit.
  • With respect to FIGS. 6B and 6E, the payouts that are not whole numbers will be rounded to a whole number, for example 2.1 will be round to 2.0 and 78.75 will be rounded to 79.
  • There are many slot variations with one or many paylines, different number of reels (and rows), and multiple wager variations. It should be noted that the present invention is not limited to any particular slot configuration.
  • In one aspect of the present invention, the casino can choose to make available to the player for play using the reward credits, only HPGs, only EOGs, or a combination of HPGs and EOGs.
  • In another aspect of the present invention, to reach the threshold amount of play (in terms of credits or money), the threshold amount can be reached either through utilizing only the player's inserted credits or money into the Station or through a combination of both the player's inserted credits or money and play with any credits the player has won on his or her previous wagers.
  • When the player is using their reward credits in HPGs, EOGs, or a combination of HPGs and EOGs, any winnings on their wagers may either be placed back into the player's bank of reward credits accumulated or they can be put into the player's bank of credits for use only with the NPGs offered at the Station.
  • Once a player has reached the threshold amount and has started to accumulate reward credits the player either has to use the reward credits in wagers in HPGs and/or EOGs or they have a choice of cashing them out and not using them at all for use with HPGs and/or EOGs.
  • The use of accumulated reward credits in HPGs, EOGs, or a combination of HPGs and EOGs may apply towards the accumulation of further reward credits (based on amount of play) or they are for play in the higher payout mode games only and do not help the player in accumulating any further reward credits.
  • In another aspect, if the player has inserted some type of casino tracking card or card that accounts for credits purchased from a casino's cashier in to the Station being played on, then once that player cashes out and there are unused accumulated reward credits available then these credits can be used towards the purchase of some good or service within the casino property depending on how many reward credits have been accumulated and not used at the Station.
  • The present invention may be customized by the casino for their own needs, as well as to meet any local jurisdictional requirements.
  • INDUSTRIAL APPLICABILITY
  • The present invention incorporates methods the casino can use for providing player incentives intrinsic within the games available by making changes to their payouts, odds and rules in effect at each electronic gaming machine 12 that implements the concepts contained within this invention. This invention and its concepts should not be confused with player incentives that are extrinsic to the games, such as casino comps for free buffets, night stays, and non-gaming based entertainment at the casino property.
  • By limiting access to system 10 to only the designating Stations 12 that meet the defined requirements, the casino can create more excitement and traffic among casino guests and Game players. This is what the casino wants in order to drive up volume and revenue from slot machine play. Therefore, this form of dynamic game choices, odds, and rules is limited by only offering the system 10 capabilities on a select number of Stations 12 within a casino, casino chain, or affiliated casinos.
  • The games offered to the player can include, but are not limited to, Blackjack, Keno, Craps, Roulette, multiple Poker Games, Single-Line Payout Slot and Multi-Line Payout Slot Games. In one embodiment, once a player decides to use their accumulated rewards to play a HPG or EOG, the particular game machine may offer multiple such games to be picked by the player. Alternatively, the gaming machine may only offer one such game at any one time. The particular game or games offered to the player to play using their rewards may be a HPG, an EOG, or if multiple games are offered, then a mixture of HPGs and EOGs may be offered.
  • Over time the casinos that implement this invention and its concepts will be paying out winnings that exceed their current payout ratio from slots. However, the usage per slot and the dollar amount spent to play at the slots will generally go up. An important factor in a slot player choosing at which casino to play and which slot machines to play within that casino has to do with the payout ratio of the particular slot machine games. This is commonly referred to as how “loose” or “tight” the slot machines are. Since the Effective Net Payout Percentage at the Stations of the casino(s) that implement the concepts and teachings of this invention will be higher than the electronic slot machines that do not, certain players will be drawn to play the Stations of those particular casino(s) over those of other casino properties or slot gaming machines. Also the excitement and “buzz” generated when casino guests are utilizing their accumulated reward credits for playing HPGs and/or EOGs, as displayed through different screen text, images and colors on the station's screen, lights, sound effects and other audible or visual devices in and around the station(s), will drive more traffic in to the casino for both electronic gaming machines, and table based casino games. The casino will generally have a trade-off in that their expenses will go up due to the higher pay-out ratio of the MGSS slots in return for more revenue from increased guest traffic, slot usage, and table wagers that the MGSS will directly or indirectly bring in to the casino.
  • The system 10 may reward the player a percentage of the play, e.g., in terms of amount wagered, back. This reward, typically in terms of credits, may be used to play a high payout game (HPG), a even-odds game (EOG), or a combination of HPGs and EOGs (dependent upon which type of games the casino chooses to program on the Station).
  • Thus, the present invention may also incorporate methods the casino can use for providing player incentives intrinsic within the games available by making changes to their payouts, odds and rules in effect at each video slot Station that implements the concepts contained within this invention. This invention and its concepts should not be confused with player incentives that are extrinsic to the games, such as casino comps for free buffets, night stays, and non-gaming based entertainment at the casino property.
  • For purposes of simplicity, this example uses $100 as a set variable of play on a particular Station. Play may be defined as total money spent during one playing session at one time at a particular Station.
  • For every $100 in slot play at a Station, the player accumulates 2% or $2 in accumulated rewards for use in a separate set of games on the same Station. The minimum threshold in play or the bonus credit payout percentage, or both the minimum threshold and bonus credit payout percentage can be set and changed by individual casinos and casino chains. Examples of altering the minimum play threshold and percentage paid out in the form of bonus credits is in FIG. 5.
  • By setting the threshold to $100 worth of play before the 2% rewards are calculated and given to the player for use at his or her Station, this prevents players from just inserting $100 in cash, coins or other form of credits into the Station and immediately cashing out. This action would not qualify for accumulating any reward credits.
  • For example, if a player is using a Station that uses quarters (25 cents) for wagers, then that player will have to play at least 400 quarters before their first 2% in bonus credits kick in. If the player is playing in a multi-line or multi-bet format that uses more than one quarter for each game cycle, this can be accomplished in fewer than 400 game cycle. For example, if the player is wagering four quarters at one time for the game being played, then the player will have activated the accumulation of 2% in reward credits on their 100th game sequence. But if that same player is only wagering one quarter at a time for the game being played, then the 2% reward credit accumulation will not occur until their 400th game cycle. Examples of how many game cycles must occur before the minimum threshold in play occurs at machines with different wager amounts per game cycle is show in FIGS. 4A, 4B, and 4C.
  • When the player is ready to use his or her accumulated reward credits, they have the option of taking them in the form of cash (when stopping play at the Station and cashing out any accumulated credits) or other forms of credit (such as on their Player's Card or other card inserted into the Station at the time of play) or they can use them to play games with odds better than those in most other slot or table based games in the casino (HPGs, EOGs, or a combination of HPGs and EOGs). These games will be special and can only be utilized by the accumulation of credits by the player at his or her station. A player cannot pay to add to these accumulated credits or establish this reward credit. As described above, the only way to accumulate these reward credits is by at least meeting each set value of play determined by the casino. For example the threshold could be set to $100 worth of play. The casino could just as easily change this value to be more or less than $100 to activate the accumulation of reward credits for use in a separate set of games.
  • These separate set of games will have higher payout ratios or better odds (by changing select game rules) on winning wagers (see above), then the games offered at the Station and/or even-odd games where neither the house nor the player has an advantage.
  • Obviously, many modifications and variations of the present invention are possible in light of the above teachings. The invention may be practiced otherwise than as specifically described within the scope of the appended claims.

Claims (21)

1. A system, comprising:
an electronic gaming machine having a player interface, the player interface for allowing a player to place a wager and play a game on the electronic gaming machine, the electronic gaming machine being switchable between a normal payout mode and a higher payout mode, the electronic gaming machine providing a payout to the player under a current one of the normal payout mode and the higher payout mode in response to a winning condition in the game, the payout under the higher payout mode being generally higher for the winning condition under the higher payout mode than under the normal payout mode; and,
a central computer networked to the electronic gaming machine, the central computer configured to monitor the player's play of the electronic gaming machine and award the player a reward in response to the player's play reaching a predetermined amount, the central computer, through the electronic gaming machine, providing the player an opportunity to utilize the reward to play the electronic gaming machine in the higher payout mode and automatically switching the electronic gaming machine to switch between the normal payout mode and the higher payout mode in response to the player choosing to utilize the reward.
2. A system, as set forth in claim 1, wherein the electronic gaming machine is one of a video slot machine, a pull lever electronic slot machine, a video blackjack machine, a video poker machine, a video roulette machine, a video craps machine, and a video keno machine.
3. A system, as set forth in claim 1, wherein the electronic gaming machine provides multiple games, the game played selectable by the player.
4. A system, as set forth in claim 3, wherein one or more of the multiple games has a normal payout mode and a higher payout mode.
5. A system, as set forth in claim 1, wherein the higher payout mode differs from the normal payout mode by changing at least one of (1) odds related to the game, (2) payout ratio, and (3) rule(s) of the game.
6. A system, as set forth in claim 2, where the higher payout mode defines an even-odds game.
7. A system, as set forth in claim 1, wherein the switch to the higher payout mode is performed by providing a different payout ratio.
8. A system, as set forth in claim 1, wherein a switch to the higher payout mode is performed by providing different odds and different game rules.
9. A system, as set forth in claim 1, including a plurality of electronic gaming machines, each gaming machine switchable between the normal payout mode and the higher payout mode by the central computer.
10. A system, as set forth in claim 1, the reward defined in terms of a number of credits, the central computer providing the player the opportunity to cash-out the reward.
11. A system, as set forth in claim 1, wherein the predetermined amount of the player's play which triggers the awarding of the award is defined in terms of an amount wagered, the reward being defined as a predetermined percentage of the amount wagered.
12. A method for operating an electronic gaming machine having a player interface, the electronic gaming machine connected to a central computer and being switchable between a normal payout mode and a higher payout mode, the payout under the higher payout mode being generally higher for the winning condition under the higher payout mode than under the normal payout mode, the method including the steps of:
allowing a player to place a wager and play a game on the electronic gaming machine;
providing a payout to the player under a current one of the normal payout mode and the higher payout mode in response to a winning condition in the game;
monitoring the player's play of the electronic gaming machine, using a central computer networked to the electronic gaming machine and awarding the player a reward in response to the player's play reaching a predetermined amount;
providing the player an opportunity to utilize the reward to play the electronic gaming machine in the higher payout mode and automatically switching the electronic gaming machine to switch between the normal payout mode and the higher payout mode in response to the player choosing to utilize the reward.
13. A method, as set forth in claim 12, wherein the electronic gaming machine is one of a video slot machine, a pull lever electronic slot machine, a video blackjack machine, a video poker machine, a video roulette machine, a video craps machine, and a video keno machine.
14. A method, as set forth in claim 12, wherein the electronic gaming machine provides multiple games, the game played selectable by the player.
15. A method, as set forth in claim 14, wherein one or more of the multiple games has a normal payout mode and a higher payout mode.
16. A method, as set forth in claim 12, wherein the higher payout mode differs from the normal payout mode by changing at least one of (1) odds related to the game, (2) payout ratio, and (3) rule(s) of the game.
17. A method, as set forth in claim 11, where the higher payout mode defines an even-odds game.
18. A method, as set forth in claim 11, wherein the switch to the higher payout mode is performed by providing a different payout ratio.
19. A method, as set forth in claim 11, wherein a switch to the higher payout mode is performed by providing different odds and different game rules.
20. A method, as set forth in claim 11, the reward defined in terms of a number of credits, the method including the step of providing the player the opportunity to cash-out the reward.
21. A method, as set forth in claim 11, wherein the predetermined amount of the player's play which triggers the awarding of the reward is defined in terms of an amount wagered, the reward being defined as a predetermined percentage of the amount wagered.
US12/268,937 2008-11-11 2008-11-11 System and method for utilizing accumulated rewards for game play Abandoned US20100120517A1 (en)

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Patent Citations (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
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Effective date: 20081112

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