CROSS-REFERENCE TO RELATED APPLICATIONThe present application is a continuation-in-part of and claims priority to U.S. patent application Ser. No. 10/928,459, filed Aug. 27, 2004, the content of which is hereby incorporated by reference in its entirety; and the present application is based on and claims the benefit of U.S. provisional patent application Ser. No. 60/920,441, filed Mar. 28, 2007, the content of which is hereby incorporated by reference in its entirety.
BACKGROUNDThe present invention relates generally to a method for playing a game of chance and entertainment. More specifically, to a game that uses a relationship between a master indicator and several scoring indicators to determine a player's score.
Games of chance and entertainment exist in a variety of forms. The gambling industry, namely casinos, offers players several gaming options. These options however, are often elaborate games involving complex rules and requiring special tables or machines. Players therefore are unable to reenact the excitement in private without sufficient expense.
There also exists several games for a player to play in private, either alone or with other players. These games however, are often exceedingly simple and do not offer the player a significant level of risk or excitement. Therefore these games are unable to consistently offer the player a desired level of entertainment.
SUMMARY OF THE INVENTIONAccording to one embodiment, a gaming method includes repetitive plays simulating rolls of virtual dice by a player and at least one of a bonus feature and a progressive feature. According to another embodiment, a gaming method includes scoring dice.
BRIEF DESCRIPTION OF THE DRAWINGSFIG. 1 is a perspective view of a first embodiment of a kit for use in playing a game of the present invention.
FIG. 2A is a generated view of each of the six sides and accompanying indicia of a master die of a first embodiment.
FIG. 2B is a generated view of each of the six sides and accompanying indicia of a scoring die of a first embodiment.
FIG. 3A is a generated view of each of the six sides and accompanying is indicia of a master die of a second embodiment.
FIG. 3B is a generated view of each of the six sides and accompanying indicia of a scoring die of a second embodiment.
FIG. 4A is a generated view of each of the six sides and accompanying indicia of a master die of a third embodiment.
FIG. 4B is a generated view of each of the six sides and accompanying indicia of a scoring die of a third embodiment.
FIG. 5 is a perspective view of a kit of parts used for playing a game of the current invention.
FIG. 6 is an illustration of the results of a shake with a non-zero point value.
FIG. 7 is an illustration of the results of a shake with a zero point value.
FIG. 8 is a block diagram of a player's turn in one embodiment of the method of playing the game of the current invention.
FIG. 9 is a block diagram of the final round of the method of playing the game of the current invention.
FIG. 10 is a first bitmap image “streak.bmp” for use in virtual game.
FIG,1I1 is a second bitmap image “bonus.bmp” for use in a virtual game.
FIG. 12 is a third bitmap image “bankbust.bmp” for use in a virtual game.
FIG. 13 is a fourth bitmap image “bankorbust.bmp” for use in a virtual game.
FIGS. 14-17 illustrate a program listing “bankbust.bas” for use in a virtual game.
FIG. 18 illustrates a list of files associated with the program listing “bankbust.bas” for use in a virtual game.
FIGS. 19-20 illustrate a list of the file “error” in the list ofFIG. 18 for use in a virtual game.
FIGS. 21-26 illustrate a program listing “superspin at 80.bas” for use in a virtual game.
FIG. 27 illustrates a list of files associated with the program listing “superspin at 80.bas” for use in a virtual game.
FIG. 28 illustrates a list of files associated with the programs listing “first scenario”, “second scenario” and “third scenario” for use in a virtual game.
DETAILED DESCRIPTION OF ILLUSTRATIVE EMBODIMENTSAs disclosed inFIGS. 1-9 below, a method comprises a step of providing a plurality of scoring dice having a plurality of score value designations and a plurality of master designations and providing a master die having one or more master designations corresponding to the plurality of master designations on the plurality of scoring dice. The method comprises designating a non zero shake score where during a player's turn the player receives at least one master type from the plurality of scoring dice that matches the master type on the master die. s The method comprises designating a zero value shake score if during the player's turn none of the master types on the plurality of scoring dice matches the master type on the master die. The method comprises determining a shake score for one or more players during the player's turn by identifying the plurality of scoring dice that have the same master type as the master type of the master die and calculating the shake score based upon the score value designations on the plurality of scoring dice having the same master type as the master die.
As disclosed inFIGS. 1-28 below, A virtual gaming method, comprises repetitive plays simulating rolls of virtual dice by a player. The virtual game comprises at least one of a bonus feature and a progressive feature. According to one aspect, the bonus feature comprises an option in the game so that, after each successful roll of the virtual dice, the player can either select to make the next roll as usual, or to make the next roll by risking the winnings of a previous play on the next play, or to cash out.
FIG. 1 is a perspective view of a kit of playingpieces10 for playing a game of the present invention. The pieces used in one embodiment of a game of the present invention comprise onemaster die11 and a plurality ofscoring dice12. As illustrated inFIG. 1, this embodiment of the game has fivescoring dice13,14,15,16, and17; however, any number ofscoring dice12 may be used. In the method of the present invention,master die11 andscoring dice12 are used in combination to determine a player's score. As illustrated inFIG. 1, the kit may also include a container for thedice11 and12. In one embodiment, the container has a base B and a top T, which mate with each other to retain thedice11 and12 therein for packaging, storage, travel, etc. Themaster die11 andscoring dice12 may be retained in especially formed cavities Cl and C2 in the base B, and the base B may also include a scoring member or peg M and member holding grid G, for use in keeping score during a player's turn. The base B may also retain a marker P (e.g., a pencil) and the top T may have a surface S for retaining a score sheet or pad for using in keeping score during play of the game.
FIG. 2A is a generated view of a first embodiment of master die11. In this embodiment,master die11 has six master sides, shown assides11A-11F, and three indicia ormaster value designations18,19, and20. As illustrated inFIG. 2A,master value designations18,19, and20 are each borne on two of the sixmaster sides11A-11F.Master value designation18 is borne onmaster sides11A and11B,master value designation19 is borne onmaster sides11C and11D, andmaster value designation20 is borne onmaster sides11E and11F. In this embodiment,master value designations18,19, and20 are in the form of different colors (e.g., red, blue, and white). In further embodiments,master value designations18,19, and20 can be represented as numbers, patterns, letters, or the like, and/or combinations thereof.FIG. 2A shows master die11 having six master sides; however, a master die having any number of master sides may be used. In one embodiment, when X number of master sides is used, the number of master value designations is half the number of total master sides. Each master value designation is borne on two of the X master sides. In a further embodiment, master die11 is visually distinguishable, through size, color, and/or the number of sides, or the like, from each of the scoringdice12.
FIG. 2B shows a generated view of the first embodiment of die13 of the plurality of scoringdice12 illustrated inFIG. 1. In one embodiment, each scoring die13,14,15,16, and17 ofFIG. 1 is identical. As illustrated in FIG.2B, scoring die13 has six scoringsides13A-13F, and sixscore value designations21,22,24,26,28, and30. As illustrated, each scoringside13A-13F contains indicia such as twoscore value designation21,22,24,26,28, and30: scoringside13A bears scorevalue designations21 and26; scoringsides13B and13C bearscore value designations22 and28; scoringsides13D,13E, and13F bearscore value designations24 and30. In this embodiment, scorevalue designations21,22, and24 correspond to master die11 such that, scorevalue designation21 is equivalent tomaster value designation18,score value designation22 is equivalent tomaster value designation19, and scorevalue designation24 is equivalent tomaster value designation20. Further in this embodiment, scorevalue designations26,28, and30 are in the form of the numbers one, two, and three, respectively, as illustrated.
In this embodiment, scorevalue designations21,22, and24 are in the form of different colors; however, as noted above with respect tomaster value designations18,19, and20 of master die11, other forms of indicia may be used, such as, for example, numbers, patterns, letters, etc., and/or combinations thereof. Additionally,FIG. 2B shows die13 of the plurality of scoringdice12 having six scoring sides; however in other embodiments each scoring die12 may have any number of scoring sides. The number of sides on each scoring die12 does not necessarily have to be the same number of sides on master die11.
FIG. 3A shows a generated view of a second embodiment of a six-sided master die11 where eachmaster side11A-11F bears onemaster value designation32,34, and36. As illustrated, each master value designation is borne on two of the six master sides of master die11.
FIG. 3B shows a generated view of scoringsides13A-13F of die13 of the plurality of scoringdice12 corresponding to master die11 ofFIG. 3A. As illustrated,score value designation26 is borne on scoringside13A,score value designation28 is borne on scoringsides13B and13C, and scorevalue designation30 is borne on scoringsides13D,13E, and13F.Score value designation26 corresponds tomaster value designation32.Score value designation28 corresponds tomaster value designation34.Score value designation30 corresponds tomaster value designation36.
FIG. 4A shows a generated view of a third embodiment of a six-sided master die11 where each of master sides11A-11F bears one ofmaster value designations18,19, and20. As illustrated, each master value designation is borne on two of the six master sides of master die11.
FIG,4B shows a generated view of scoringsides13A-13F of die13 of the plurality of scoringdice12 corresponding to master die11 ofFIG. 4A. As illustrated,score value designation21 is borne on scoringside13A,score value designation22 is borne on scoringsides13B and13C, and scorevalue designation24 is borne on scoringsides13D,13E, and13F.Score value designation21 corresponds tomaster value designation18.Score value designation22 corresponds tomaster value designation19.Score value designation24 corresponds tomaster value designation20.
In the first embodiment of the game, the relationship between master die11 and scoringdice12 is very important. The first embodiment is played by a plurality of players, and the object of the game is for a player to score more points than any of the opposing players. In this disclosure, a roll, or throw, of all thedice11,13,14,15,16, and17 by a player is called a “shake”. A player's turn begins by shaking all scoringdice13,14,15,16, and17 and master die11.FIG. 5 shows all thedice11,13,14,15,16, and17, and their respective upwardly facing sides F after a shake. As is typical with dice games, the upwardly facing side F of each die is the one used for scoring purposes. Points are scored when the indicia on the upwardly facing side F of at least one scoring die13,14,15,16, and17 corresponds to the indicia on the upwardly facing side F of master die11. The game is played by each player alternating turns until the score of one of the players reaches a predetermined winning score, such as fifty or one hundred points.
In each player's turn of the game, that player may take as many shakes of thedice11,13,14,15,16, and17 as desired. To begin a turn, the player shakes all scoringdice13,14,15,16, and17 and master die11. After each shake, a player's score for that shake is calculated based on the number of scoringdice13,14,15,16, and17 that have upwardly facing sides F that correspond to master die11. This score is called a player's shake score. The score in the method of the invention may represent an arbitrary point value, a simulated monetary value, or a real monetary value throughout the various embodiments.
FIG. 6 shows an example of the results of a player's shake The upwardly facing scoringside38,40,42,44, and46 of each scoring die13,14,15,16, and17, respectively, is shown. The upwardly facingmaster side48 of master die11 is also shown. To calculate the shake score for a player, the upwardly facing scoringsides38,40,42,44, and46 of each scoring die13,14,15,16, and17 is compared to the upwardly facingmaster side48 of master die11. In this embodiment, scorevalue designations21,22, and24 are compared tomaster value designation18. Points are awarded for the number of sides between master die11 and scoring die13,14,15,16, and17 which have corresponding value designations.
As illustrated inFIG. 6, upwardly facing scoringside42 of scoring die15, upwardly facing scoringside44 of scoring die16, and upwardly facing scoringside46 of scoring die17 each bearscore value designation21. As also illustrated inFIG. 6, master die11 bearsmaster value designation18. As previously discussed,score value designation21 corresponds tomaster value designation18. Therefore, the player will score points for this shake for scoringdie15, scoringdie16, and scoring die17.
InFIG. 6, upwardly facing scoringsides42,44, and46 of scoring die15,16, and17, respectively, also bearscore value designation26. As illustrated,score value designation26 is represented as the number three (3). In this embodiment of the game, points are awarded according to thescore value designation26 borne on the same upwardly facing scoringsides42,44, and46 which correspond tomaster value designation18 on upwardly facingmaster side48 of master die11. Therefore, this shake would earn the player three (3) points for each upwardly facing scoringside42,44, and46 of scoringdice15,16, and17, for a shake score of nine (9) points (3 points+3 points+3 points=9 points).
FIG. 7 shows another example of the results of a player's shake. The upwardly facing scoringside38′,40′,42′,44′, and46′ of each scoring die13,14,15,16, and17, respectively, is shown.4 The upwardly facingmaster side48 of master die11 is also shown. As illustrated, whenmaster value designation18 on upwardly facingmaster side48 is compared to scorevalue designations22 and24 on upwardly facing scoringsides38′,40′,42′,44′, and46′ it can be seen that none are equivalent (i.e., none of the indicia, such as color, on any of upwardly facing scoringsides38′,40′,42′,44′, and46′ of scoringdice13,14,15,16, and17 for this shake match the indicia, such as color, on upwardly facingmaster side48 of master die11). Therefore, the player would not earn points from any of scoringdice13,14,15,16, and17 from this shake. This is considered a shake of zero-value. In the inventive game, having a shake of zero-value is called being “blanked”.
FIG. 8 is a block diagram of one embodiment of the method of playing a game of the current invention. In this embodiment of the game, a plurality of players compete to achieve a winning number of points. The method of this embodiment creates a game of risk, in that, a player must decide between (1) ending the player's turn, and keeping the player's score, or (2) continuing the player's turn to increase the player's score while risking loss of all the points accumulated during that turn. By continuing a turn, the player is betting the turn score on the hope that the next shake is to have a value greater than zero. Therefore, this embodiment of the method of the present invention rewards a player for streaks of shakes which have a score greater that zero. The play, points and scoring system will be discussed, with reference made to appropriate game pieces previously discussed.
In this embodiment of the game, play begins with a first player beginning a turn. To begin a turn, the first player shakes110 master die11 and scoringdice12. Any points accumulated following the first players shake are accumulated according to the method discussed inFIG. 6 andFIG. 7. If the player's shake results in a shake of value112 (e.g., nine points as exemplified inFIG. 6) the player will keep track of the number of points earned by thatshake114, and has two options: (1) the player can decide to surrender theturn116; or (2) the player can decide to shake again118. If the player chooses to shake again118 the points earned after each shake are added together114. However, if a player is satisfied with the number of points the player has accumulated during aturn110, the player may surrender theturn116 to the next player. A player may chose to surrender histurn116 after any shake of value112 (i.e., after any shake that has a value greater than zero). Once a player has surrendered the turn, the points accumulated during that turn, called the turn score, are held, or banked120, by that player and added to that player's previous turn score to compute that player's currenttotal score122. Once a player has surrendered theturn116, the player's currenttotal score122, or accumulation of banked points, will remain with the player until the conclusion of the game. If the player's total score has not reached a predetermined number of winningpoints124, thendice11,13,14,15,16, and17 are moved to thenext player126 to begin a turn.
However, if a player is blanked128 (i.e., a shake having a value of zero as exemplified inFIG. 7) before the player surrenders theturn116, then the player loses all the points accumulated during thatturn130 and the player's turn is forfeited132. Once a player is blanked128, thedice11,13,14,15,16, and17 are moved to thenext player134 to begin a turn. The player who has been blanked128 does not bank any points from that turn and the player's current total score remains the same as the player's total score at the conclusion of that player's previous turn.
Players continue to alternate turns until one player's current turn score when added to the player's current total score is greater than, or equal to, a predetermined number of winning points136 (e.g., a winning score of 50 or 100 points). At this time in the player's turn, the player has the same two options: (1) the player can choose to surrender theturn116 and bank the points accumulated during thatturn120, establish a winningscore138, and possibly win the game, subject to being exceeded by the other players during afinal round140; or (2) the player can choose to continue the turn by shaking again118 to possibly increase the final score, in effect, making it more difficult for the other players to surpass the player's current total score and win the game. If the player chooses to continue theturn118, however, and is blanked128 during that turn, the player loses all the points accumulated during thatturn130 and the turn is forfeited132. The predetermined winningscore138 would, therefore, not be established for that player's turn.
In this embodiment, the predetermined winning score is fifty (50) points. When a player's total score of at least fifty (50) points is established138, the final round begins and each player is allowed one final turn.FIG. 9 is a block diagram of the final round of the game. During the final round turn a player is faced with the same two decisions. (1) to surrender the turn, establish a winning score and possibly win the game; or (2) to continue the turn by shaking again to increase the final score making it more difficult for the remaining players while risking losing all the points accumulated during the turn if the player is blanked.
If, during thisfinal turn142, a player does not accumulate enough points to exceed the winningscore144, or the player is blanked before surrendering the turn, that player loses thegame146, and the dice pass to the next remainingplayer147.
If, however, following a player'sfinal turn142, the player's established score exceeds the current winningscore148, that player establishes a new winningscore152 and is the current winner.
Following the final round, if no player is able to exceed the original winningscore138, the original player to establish a winningscore138 wins thegame162. However, if a new winning score has been established152′ the player who first established the winningscore138 will then get onelast turn166. If that player is able to exceed168 the current winningscore152 and surrenders that player's turn before getting blanked, that player wins thegame170. If that player is blanked before exceeding172 the current winningscore152, the player with the current winningscore152 wins thegame174.
Also in this embodiment, if two or more players exceed fifty (50) points and have identical scores, all of the players, not just the players who have tied, get one more turn during a tie-break round. The player with the highest score at the end of this final round wins.
Another embodiment of the game can be played with one player. In this embodiment, the player successively shakesdice11,13,14,15,16, and17. The player accumulates points based on the outcome of each successive shake according to the previously discussed scoring system. The points that player accumulates after each shake in the turn are summed together. The object of the game is to accumulate the most points during a turn before that player is blanked. Once being blanked, the player begins a new turn and attempts to score higher than the previous turn.
The present invention provides a method of playing a game of chance and entertainment. The game has a plurality of playing pieces, including both a master die and a plurality of scoring dice. In playing a game according to this method, the playing pieces are shaken. During play, all of the playing pieces are thrown during every shake. Each shake results in a score value for that player. Upon completion of a player's turn, the player's score is determined by adding up the points of each shake. Points are awarded based on the corresponding upwardly facing scoring sides and master side, according to a predetermined scoring system. If during a player's turn none of the scoring dice correspond to the master die, the player forfeits the turn and loses all the points accumulated during that turn. Accordingly, the scoring system of the present embodiment rewards a player for having streaks of shakes with value. During each turn, the player may risk all the points the player has accumulated during that turn on the belief that the player will continue the streak and continue to increase the turn score. In the foregoing description of the method of the present invention, the invention has been described with reference to an embodiment which uses a kit of parts containing real, physical dice. However, the method of playing a game according to the present invention in all embodiments disclosed above and their equivalents may be played in a casino with a live dealer using for example, dice or a special set of playing cards, on a video gaming machine, with software on a personal or handheld computer, or with any other machine (e.g., PDA, cell phone, etc.) capable of simulating dice or any other mechanism capable of generating a plurality of random value designations.
In such “virtual” versions of the game, one embodiment involves one or more players competing using a designated playing system. Rather than an s upwardly facing master side (see, e.g., F inFIG. 5) of a physical master die11, a selected random master value designation is generated on a master indicator. A player begins a turn, by causing or “shaking” the playing system to generate one master value designation from a group of master value designations and at least one score value designation from a group of score value designations. A player's score for that turn is obtained according to a scoring system. The player earns points for each score value designation which corresponds to the master value designation. If no score value designations correspond to the master value designation, the player loses the turn, and the player's score for that turn is zero. The correspondence may be based on matching indicia, or any other detectable correspondence between the master and score value designations.
Once a turn is begun, the player continues to shake until the player surrenders that turn, or the player has a shake of zero-vale. After a shake of zero-value the player's turn is forfeited and the player's turn score is zero. The method of the present invention creates a game of risk, such that, a player must decide between (1) ending the turn, and keeping the current turn score, or (2) continuing the turn to increase the turn score while risking loss of all the points accumulated during that turn. By continuing a turn, the player is betting the turn score on the hope that the next shake is to have a value greater than zero. Therefore, the method of the present invention rewards a player for streaks of shakes which have a score greater that zero.
FIG. 10 illustrates afirst bitmap image200 which has a computer file name “streak.bmp” for use in virtual game. Thefirst bitmap image200 comprises animage height H1202 and animage width W1204. Thefirst bitmap image200 comprises an aspect ratio (W1/H1) appropriate to the visual display device used to display thefirst bitmap image200. According to one example, thefirst bitmap image200 comprises an aspect ratio of 4:3. According to another example, thefirst bitmap image200 comprises an aspect ratio of 16:9. Other aspect ratios are also contemplated. Thebitmap image200 is rasterized according the resolution and colorspace of the visual display device.
Thefirst bitmap image200 comprises written legends “LUCKY STREAK”206, “ROLL.”208, “THIS STREAK”210, and “HIGHEST STREAK”212. Thelegends206,208,210,212 have meaning that a user can associate with positive aspects of game playing or progressive winnings in game play. Thefirst bitmap image200 comprisesregions214,216,218,220 for display of other bitmaps and numerical data which vary as a game is played. Thefirst bitmap image200 is rasterized on at least a portion of a visual display device. Visual display devices can include gaming devices, computer displays, television displays, cell phone displays, handheld games, or similar visual display devices. A processor, such as a microprocessor, is used to open and rasterize the file “streak.bmp” to drive the visual display device to generate thefirst bitmap image200.
FIG. 11 illustrates asecond bitmap image230 which has a computer file name “bonus.bmp” for use in virtual game. Thesecond bitmap image230 comprises animage height H2232 and animage width W2234. Thesecond bitmap image230 comprises an aspect ratio (W2/H2) appropriate to the visual display device used to display thesecond bitmap image230. According to one example, thesecond bitmap image230 comprises an aspect ratio of 4:3. According to another example, thesecond bitmap image230 comprises an aspect ratio of 16:9. Other aspect ratios are also contemplated.
Thesecond bitmap image230 comprises written legends “BONUS ROLL”236, “JACKPOTS:”238, and anarray240 of rectangular square dots of various colors. Thelegends236,238 have meaning that a user can associate with positive aspects of game playing or bonus winnings in game play. Thesecond bitmap image230 comprisesregions244,246,248,250 for display of other bitmaps and numerical data which vary as a game is played. Thesecond bitmap image230 is rasterized on at least a portion of a visual display device. Visual display devices can include gaming devices, computer displays, television displays, cell phone displays, handheld games, or similar visual display devices. A processor, such as a microprocessor, is used to open and rasterize the file “bonus.bmp” to drive the visual display device to generate thefirst bitmap image200.
FIG. 12 illustrates athird bitmap image260 which has a computer file name “bankbust.bmp” for use in virtual game. Thethird bitmap image260 comprises animage height H3262 and animage width W3264. Thethird bitmap image260 comprises an aspect ratio (W3/H3) appropriate to the visual display device used to display thefirst bitmap image260. According to one example, thefirst bitmap image200 comprises an aspect ratio of 4:3. According to another example, thefirst bitmap image200 comprises an aspect ratio of 16:9. Other aspect ratios are also contemplated.
Thethird bitmap image260 comprises written legends “LUCKY STREAK”266, “ROLL:”268, “THIS STREAK”270, “HIGHEST STREAK”272, “BANK OR BUST”292, “IN YOUR BANK”294, and “ON THE LINE”296. Thelegends266,268,270,272,292,294,296 have meanings that a user can associate with positive aspects of game playing or progressive winnings in game play. Thethird bitmap image260 comprisesregions274,276,278,280,282 for display of other bitmaps and numerical data which vary as a game is played. Thethird bitmap image260 is rasterized on at least a portion of a visual display device. Visual display devices can include gaming devices, computer displays, television displays, cell phone displays, handheld games, or similar visual display devices. A processor, such as a microprocessor, is used to open and rasterize the file “bankbust.bmp” to drive the visual display device to generate thethird bitmap image260.
FIG. 13 illustrates afourth bitmap image300 which has a computer file name “bankorbust.bmp” for use in virtual game. Thefourth bitmap image300 comprises animage height H4302 and animage width W4304. Thefourth bitmap image300 comprises an aspect ratio (W4/H4) appropriate to the visual display device used to display thefourth bitmap image300. According to one example, thefourth bitmap image300 comprises an aspect ratio of 4:3. According to another example, thefourth bitmap image300 comprises an aspect ratio of 16:9. Other aspect ratios are also contemplated.
Thefourth bitmap image300 comprises written legends “BANK OR BUST”306, “IN YOUR BANK:”308, and “ON THE LINE”310. Thelegends306,308, and310 have meanings that a user can associate with positive aspects of game playing or progressive winnings in game play. Thefourth bitmap image300 comprisesregions314,316,318 for display of other bitmaps and numerical data which vary as a game is played. Thefourth bitmap image300 is rasterized on at least a portion of a visual display device. Visual display devices can include gaming devices, computer displays, television displays, cell phone displays, handheld games, or similar visual display devices. A processor, such as a microprocessor, is used to open and rasterize the file “streak.bmp” to drive the visual display device to generate thefourth bitmap image300.
FIGS. 14-17 illustrate sequential portions of a program listing “bankbust.bas” for use in a virtual game. The program listing comprises a sequence of basic language instructions for executing a game that interacts with a user through use of a pointing device (such as a mouse) or a keypad and a visual display device. The program listing “bankbust.bas” is compiled using a basic compiler, and the compiled results are executed by a processor such as a microprocessor. The virtual game interacts with the user by filing in regions for display of other bitmaps and numerical data in at least one of the first, second, third and fourth bitmaps illustrated inFIGS. 10-13.
FIG. 18 illustrates a list of files associated with the program listing “bankbust.bas” for use in a virtual game. The list of files inFIG. 18 is accessed by the program compiled from basic program “bankbust.bas”.
FIGS. 19-20 illustrate sequential portions of a list of the file “error” in the list ofFIG. 18 for use in a virtual game. The bankbust.bas program accesses these error instructions when errors occur during program execution.
FIGS. 21-26 illustrate sequential portions of a program listing “superspin at 80.bas” (listed inFIG. 18) for use in the virtual game.
FIG. 27 illustrates a list of files associated with the program listing “superspin at 80.bas” for use in a virtual game. The list of files inFIG. 27 is accessed by the compiled program “superspin at 80.bas”.
FIG. 28 illustrates a list of files associated with the program listing “first scenario”, “second scenario,” and “third scenario” for use in the virtual game. The program listing provides different game scenarios that can be run for gaming operation or testing.
As mentioned above, the games described above inFIGS. 1-9 can be realized as virtual games. In addition to the games described above inFIGS. 1-9, the games described above can be adapted to provide progressive features, bonus features, or both bonus and progressive features and the like as described inFIGS. 10-28 and below. The progressive features, bonus features or both progressive and bonus features can also be adapted to other kinds of games (non dice games) where there are repetitive plays.
The progressive feature comprises an option in the game so that, after each successful roll of virtual dice (or other play in non-dice games), the player can either select to make the next roll (play) as usual, or to make the next roll (play) by risking the winnings of a previous play on the next play, or to cash out. The game can be played with points, virtual monetary amounts or other symbols.
The game with progressive features can be played on an individual machine (computer, cell phone, PDA, casino gambling machine, etc) that is joined in a group of machines. Within the group of machines, points or virtual monetary amounts can be linked together to accumulate bonus points or bonus monetary value in bonuses (at time intervals, for example, such as hour, day, week, month, holiday season, special event, etc.) that can be won on any machine in the group of machines. Progressive play at each machine contributes to the group bonuses, and players at each machine have an opportunity to reach a bonus level (spin at 80, for example) in a game and get an opportunity to play a bonus round to win one of the bonuses. In one embodiment, the play in the bonus round is also progressive play.
The game with progressive features can be played on an individual machine that is used at different times by different users so that bonuses can accumulate and available for winning by later players.
A player loads a machine with a starting amount, say $50, and uses a portion of that starting amount, say $3, to roll dice (start play). If the play is successful and the player wins money, for example $0.50, then the amount won can be risked on the next roll, namely $3.50, so that the amount won on the next roll, if successful, will be increased. This progressive feature can be exercised one or more times by the player as the game progresses. The progressive feature can permit a player to enjoy an effort to increase winnings during a perceived “streak” of good luck.
In one embodiment, the game is played in turns with multiple players who compete with one another to reach a predetermined winning amount. In another embodiment, after a first player reaches the predetermined winning amount, an additional final (“overtime”) round of play is played out so that the other players have a final chance to increase their winnings (or take advantage of a loss of the first player) to become the game winner.
In one embodiment, a long term average amount (“hold”) returned by the game to the players is in the range of 90-99% of the amounts risked by the players to provide a large number of wins for the players. The small difference between the amount risked and the hold is retained by the operator of the game.
A virtual game is started by a player putting some money in a pot, which turns into credits of some kind on the machine. The player risks an amount of credit to start play. Winning provides increases in the pot with credits won, or typically fractions of credits won. Losing results in loss of credits that were risked and any credits won in a series of progressive plays up to the point of loss, At the point of loss, game play moves to the next player. At any time during winning play, the player can opt to take the winnings and pass to the next player.
Time delays are inserted into selected parts of the virtual game operation on an heuristic basis to increase enjoyment of the game. Sound effects (generated by sound files or otherwise) are included to increase enjoyment of the game. Visual effects (for exampleFIGS. 10-13) can be used in combination with changing textual messages and numeric results to increase enjoyment. Odds of winning various pots can be displayed in combination with other visual effects.
The virtual games can be programmable by the operator to select different payouts, visual effects, sound effects, types of credits and the like appropriate for a playing environment.
A certain amount of money can be put in to a player's pot on the machine, for example $50. A play could be started with a smaller amount, for example $3. The start of play reduces the pot to $47. Play can be winning and add to the amount put in the player's pot, or play can be losing and decrease the amount in the pot further. A streak of winning plays can be stopped at any time by the player, and the amount is added to the pot. If a streak ends in a loss, however, then no amount is added to the pot.
Various features described above can be combined with one another to provide the virtual game. Examples of features of various virtual games are illustrated inFIGS. 10-28.
The additional video games can operate in known operating system environments such as Windows XP, Windows Mobile, Apple OS X, Windows Vista, Casino gambling machine, Unix operating environments, PDA operating environments, video game consoles and other known operating environments. Input entries from players can include keystrokes, touch screen entry, mouse, stylus and other pointing device entry. Outputs can be displayed to the player on known video displays. Credits (including monetary credits) can be transferred in and out of the machine electronically, by credit or cash card, by tokens, by cash or other means of transferring credits. Linking between linked machines can be completed by wireless or wired networks, optical communication, singly or in combination, including but not limited to the internet, local area networks, or wide area networks. Winning of players can be credited to individual players, or paid to a single pot in a fund raising event. Tournament play is also contemplated, and the payout may comprise naming a tournament champion or other title. The additional video games can also be used as a research tool for the study of player behavior.
Although the present invention has been described with reference to preferred embodiments, workers skilled in the art will recognize that changes may be made in form and detail without departing from the spirit and scope of the invention.