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HK1062152A - Novel games, methods and apparatus for play in games of chance - Google Patents

Novel games, methods and apparatus for play in games of chance Download PDF

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Publication number
HK1062152A
HK1062152A HK04105122.6A HK04105122A HK1062152A HK 1062152 A HK1062152 A HK 1062152A HK 04105122 A HK04105122 A HK 04105122A HK 1062152 A HK1062152 A HK 1062152A
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HK
Hong Kong
Prior art keywords
game
player
numbers
option
game play
Prior art date
Application number
HK04105122.6A
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Chinese (zh)
Inventor
兰达尔.M.卡茨
加.道森
Original Assignee
里程碑娱乐有限责任公司
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Publication of HK1062152A publication Critical patent/HK1062152A/en

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Description

Novel games, method and apparatus for playing games of chance
Technical Field
The present invention relates to various gaming methods in which unique players participate, apparatus for implementing such games, and improved methods for playing various games of chance. More particularly, the inventions relate to new and improved games played by players using a broadcast medium (e.g., television) and other communication media (e.g., the internet or other communication networks).
Information of related applications
This application relates to a patent application entitled "novel games, and methods and apparatus for playing games of chance" filed on 27.9.2000 and also to a patent application entitled "novel games, and methods for improving play in games of chance" filed on 2.6.2000 and also to a patent application entitled "novel games, and methods for improving play in games of chance and games of skill", filed on 2.6.2000, both of which are incorporated herein by reference as if fully set forth herein.
Background
The games in which players participate are broadly divided into two broad categories, games of chance and games of skill. One of the main forms of game of chance is a lottery game, which by definition involves 3 elements: 1) award, 2) opportunity, 3) consideration. If all 3 elements are present, the game is considered a lottery game and is typically run by a governmental entity. In the united states, lottery games are typically run by individual states, or collectively by several states. In other countries, lottery games are typically run by the government of the country. Countries and states attempt to strictly limit games within their geographic boundaries. For example, in australia, although games can be accessed electronically over the internet, in order to play a game, a person must have a bank account in australia and be able to navigate non-english menus.
Games have been able to be played in any of a variety of forms. Of course, live games of personally attended have been played. Still other games that have already begun to be played may be broadcast over a broadcast medium, such as radio or television. Still other games have been played over active communication media (e.g., telephone) or via a communication network (e.g., the internet).
Various attempts have been made to provide games over the internet. For example, a game show Jeopardy has been placed on a Web sitehttp://www.sony.comThe above.
There have also been some attempts to extend the general concept of gambling to a wide range of communication media such as the internet. For example, U.S. patent No. 5,800,268, entitled "method for attending a live nightclub game from a remote location," has been granted in a litigation for a overseas company. The' 268 patent discloses a system in which a player may participate in a live casino game from a location remote from the casino. A player interface station, such as a computer terminal or other specific input device, is connected to the night club via a communication line. A second communication line is also established from the night club to the player's financial institution. The player is shown an image of the actual "live" game. The players then participate directly as if they were actually present at a night club. Wagers are settled by the player's financial institution to ensure that sufficient resources are available to place the wager.
U.S. patent No. 4,845,739 to Ronald a. katz is entitled "telephone interface statistical analysis system". This patent describes various forms of operation, including one that operates with television media. In particular, in one embodiment, a real-time format is provided in which a television viewer participates in a game on a real-time basis for a prize. An expanded range of audience participation has been realized. Various levels of qualification are provided, such as for use with a child's video game format, parental permissions may be required. The use of personal identification numbers (PIN codes) is disclosed. In one embodiment, the caller is prompted to identify which of the actual audience participating studios the caller will be attending. Additionally, the caller may be instructed to indicate the extent of a wager. As the game progresses, each player's account is credited or debited, thereby providing ongoing accounting data. In yet another embodiment, a non-real time operation is provided. Such a presentation may involve questioning callers based on their perception and ability to remember events occurring in the presentation. Optionally using a pre-registered approach. In such embodiments, a sequence or clock may be utilized to limit or control the interfaces to a particular temporal or geographic "window". In this way, the caller questions can be used across different time zones without the caller getting questions earlier than other callers in a given time zone.
U.S. patent No. 5,108,115 entitled "interactive game show and method of interactive communication therewith," to Berman, discloses a game show and method. An interactive communications system is provided that allows a plurality of individuals to electronically select at least one possible outcome from a plurality of outcomes of a future event. Successful attendees may share awards related to the event. A spectator of a home video game may use their push-button audio telephone to electronically send a series of random numbers to participate in the game.
Recently, various governmental entities and trade organizations have set forth the problem of playing games on the internet. The agenda Kye has proposed a protocol that, while it allows states to offer internet games, it will preclude the offering of internet-based games. It has been considered desirable to limit state-initiated games to intranets in an effort to limit participants to those who actually reside within the state boundaries. Various international lottery gaming organizations have prompted similar restrictions that preclude providing games of chance individually, while retaining this option proprietary to the state.
Various forms of lottery games are well known in the art. In a classical form, predetermined numbers of the lottery ticket, such as numbers or other indicia, are provided on certain printed matter, wherein the information is rendered invisible by a scratch-off layer. By scratching off the layer and revealing the underlying information, the ticket holder can determine whether they have won a prize. Has expanded to a "virtual" scratch-off lottery ticket that does not offer a physical product.
The conventional lottery game proceeds as follows. First, a series of numbers are selected by the player or by some automatic selection system, such as by a computer. Each number is randomly selected based on the occurrence of a predetermined event, such as a set date and time. The selection may be made using various mechanical methods, such as selecting a table tennis ball bearing a digital representation, or electronic means, such as a random number generator. The selected number is then provided to each participant, for example, through a broadcast medium such as newspaper, radio, and television. Finally, the holder or holders of the winning lottery ticket present their lottery ticket for redemption.
In another aspect of the game, a typical video game show will last on the order of half an hour. Various shorter forms of games or presentations have been utilized, for example, IBM corporation under the name "you make a call" has shown football-based advertisements or games during the course of a televised football game. Other shorter forms of gaming have appeared on world wide web televisions or in gaming networks.
It is believed that the television game "who wishes to become a millionaire" originated in the uk and has become extremely popular in the united states. This is a trivia game. While it is primarily a game of skill, the nature of the questions, or the participants' knowledge of possible answers, makes this game sometimes a guessing game or game of chance. The form of the game consists of one participant and one host. The participant is presented with one question and 4 possible answers. If the participants answer the questions correctly, they can proceed to the next level, each level being associated with a higher prize amount, which is approximately twice the amount of the previous level. One participant was given 3 "life lines": an "50/50" in which two incorrect answers are removed, thereby leaving a correct answer and an incorrect answer; "call friend" wherein the participant can call a friend by telephone and request him to answer the question for a time limit of 30 seconds; and a "ask the viewer" option, wherein the viewer is surveyed with respect to the opinion of the correct answer to the question. Different levels of security are established, for example at $ 1000, so that money will be awarded when they are unable to answer the question correctly. Finally, after a question is raised, the participant may choose not to continue playing and receive the prize won at the previous level.
Despite the wide spread participation of different forms of games, and the various proposals for implementing these games over a large communications network (e.g. over the telephone or internet), the possibility of new or improved games still exists. In particular, there is a need for improved games of chance that provide enjoyment to the player and optionally to the viewing audience.
Summary of the invention
The present invention relates to various methods for novel games and related apparatus. In a preferred embodiment, the games are games of chance.
The first game includes the step of randomly selecting a target number from a first range (e.g., from 20 to 50) of numbers having a minimum number and a maximum number. The number may be selected by the dealer, or by a player, or by an alternate method for number selection. After the representation of the target number is displayed to the player, the player selects numbers from a second range of numbers having a minimum number and a maximum number, wherein the maximum number is equal to or less than 1/2 of the first range of minimum numbers. For example, the second range may be from 1 to 10. The player makes a selection as to whether to extract another number from the second range. The player continues the draw and the total number of various graphical descriptions is accumulated until the player declines the draw again. At this point, the system repeatedly and randomly extracts from the second range. If the sum of the numbers drawn by the system exceeds the target number, the player wins. If the drawn number exceeds the player's (sum of numbers), the system wins. Alternatively, the system may provide an indication of the player's odds of overriding the target number in subsequent draws. This game is arbitrarily named Jack-O.
In another game, optionally referred to as a POKO, the system receives a purchase from a player. A plurality of tokens are randomly selected from a predetermined set (e.g., numbers from 1 to 10). The system may select a predetermined number of numbers, for example 5 numbers. A graphical depiction of the randomly selected indicia is displayed to the player. Alternatively, the display may include a description of a ball, such as the type of ball used for the lottery. Second, a second group of a plurality of tokens is randomly selected from the predetermined set. The number of indicia selected is the same for both the player and the dealer or system. The first and second sets of numbers are compared according to a set of predefined rules to produce a winner. Payments are provided to those winners according to the rules. For example, the system may specify a rule for automatically generating winners, wherein a winner is established whenever a player receives 5, e.g., 57, of the same class. Other rules may also be utilized, including those from conventional games (e.g., poker).
In yet another game format, while the first or primary game is played, the second or secondary game is played in a parallel fashion. For example, with a first game involving drawing a ball with a winning number, a second game may involve a selected player guessing whether the next ball drawn will be a larger or smaller number, or an odd or even number, etc. For example, in a real-time drawing of a lottery game, an improved method of play would involve playing a concurrent or auxiliary game along with the drawing. One embodiment would involve a first ball draw followed by another game played by the participants, such as predicting whether the next ball drawn is a larger or smaller number, or an odd or even number.
In one embodiment, the active host tells the player which of these options has a higher probability of matching the outcome, thereby making the secondary game a game of chance to a greater extent than a game of skill. Alternatively, scoring may be performed, such as scoring one player or spectator participant, or scheduling their ranking relative to other players or participants. Alternatively, such games may be played through a quick pick format, or through an online or other real-time communication network format.
Yet another form of game is arbitrarily referred to as Zone (Zone) games. In this game, a number is randomly selected from a first range of numbers, preferably having a minimum number equal to the sum of the minimum numbers to be drawn and a maximum number equal to the sum of the maximum numbers to be drawn. The game is played during the sequential drawing of numbers until the sum of the player's drawn numbers is within a predetermined range from the target number. For example, the destination area may be numbers that are within 10 of the destination number. The prize amount depends on how close the (sum of numbers of) player is to the target number, but preferably does not exceed the target number.
Yet another game is a game played in multiple levels. At each level, the participants are presented with a number of options, such as having the player select from 4 uniquely labeled boxes. The options will include at least one positive result and at least one negative result. In the case where there are 4 boxes, for example, one box may include a one-time discount (strike), two boxes may each include a prize, the amounts of which may be the same or different, and optionally, a fourth box may include a mystery box, as will be described below. The player selects one of the options in a random manner. If the selected option is one of the winning options, such as a prize, they will go to the next level and add the prize to the previous prize total. If the selected option is an input option, such as a point, in the preferred embodiment, the level is reset and game play continues in the level. Preferably, the player is allowed a predetermined number of losing events, such as 3 credits, before stopping playing the game.
The "mystery box" includes one of the judgments. The first decision is to select the option, which is revealed as including a mystery box. The player is then faced with the choice of whether to reveal the option. The options in the mystery box include at least one positive result and at least one negative result. In a preferred embodiment, the mystery box may have 3 results: a positive outcome, such as a monetary multiplier, such as a 2 multiplier of the previous winnings of the participant; updating the security level for the player once; or an additional amount. Alternatively, other positive results, such as a free game, or a reduced number of losing events are possible. Preferably, the probability of losing the result caused by opening the mystery box should be equal to the probability of losing the event when the mystery box is not selected.
In another aspect, the game utilizes real-time data compiled during the drawing of a lottery ball. More particularly, data relating to the number of possible players is used for the accompanying game. This data may be used directly, such as guessing the absolute number, or counting the number of occurrences of a given number, or indirectly, such as the game determining whether the next number is greater or less than the last previous number. This data can be used as a quadratic random number generator.
Prizes at different levels may be set as desired to result in a predetermined payout for the game. Alternatively, a Guaranteed Low End Prize Structure (GLEPS) may require a predetermined amount of prize to be paid, and possibly a minimum amount of prize, e.g., $ 500. The spacing of the amounts between the different levels may be set as desired, either in an arithmetic progression or in a multiplicative progression, the latter being for example twice the amount of prizes at each level (of the previous level). Alternatively, a jackpot or other proportionate jackpot may be awarded when the highest game level is reached. If no one wins the jackpot for a given game, it may be rolled into a subsequent game. Other forms of progressive games may also be used.
In yet another aspect of the invention, progression through multiple levels may be required in a first game, and those who have reached the highest level in the first game will be given access to a second game. In one embodiment, the top prize level in the first game may be equal to the bottom prize level in the second game.
A wide variety of play patterns are contemplated. Studio games may be used for live broadcasts or tape playback broadcasts. Another mode of play involves playing the game at the game site, such as at the location of other games of chance, such as a slot machine. Yet another game play mode may include having the player play the game in a hotel room where the game play is permitted to be live. In yet another game, a network (e.g., the Internet) may be utilized to play the game, whether for a bonus or to provide other points or indications of scores. The game may be played anywhere that is not prohibited, whether on land or in an airplane or boat, and may also be played in any form of wired or wireless environment, such as via a handheld networked communication device.
The game may be played by a single individual or with multiple players. Multiple players may play games with each other for scoring, or may simply play games in parallel without further interaction.
In another aspect, methods and apparatus are provided for participating in online or other electronically-entered games, particularly lottery games played over a network (e.g., over the Internet). The player will obtain a scratch-off or on-line lottery product that will result in playing an electronic game, such as a game over the internet, or through a wired or wireless communication network. By utilizing conventional sales and distribution channels, the traditional counter-measure of not selling lottery tickets to underage players can be kept. After obtaining the ticket with the participation number, the player can enter the number electronically and then he can play the game in the amount purchased. The prize is paid by presenting the ticket to a retailer and verifying the winning via a conventional online system by the retailer. Optionally, the ticket may contain variable information relating to the electronic game, such as the amount to be won, the difficulty level of the game, or what game may be played.
In yet another aspect, the various games described herein may be played as a game of chance, or as a game of predetermined outcomes. In the case of a game of chance, the outcome depends on the player's actions. In the case of a predetermined outcome game, the system has already determined which ticket or tickets are winners, or at what level the winners will be awarded, and the player's actions have no effect on the outcome of the game. While the occurrence of the selection may still appear to be "random" to the player, the system may select the desired number or other indicia to force the predetermined outcome to occur.
Accordingly, it is an object of the present invention to provide an improved game of chance having a high level of spectator interest and possible participation.
It is another object of the present invention to provide an improved internet game of chance.
It is a further object of the present invention to provide an improved game play format in relation to existing game play formats.
Brief description of the drawings
Fig. 1 shows a screen of a type particularly suitable for use in the form of a broadcast type.
FIG. 2 is a flow chart showing options for a game.
Figure 3 shows a perspective view of a nightclub type device.
Fig. 4 shows a lottery ticket that may be used to participate in a feature broadcast game show.
FIG. 5 shows a perspective view of a scratch-off implementation of the game.
FIG. 6 shows a graphical depiction of a lottery game known as POKO (POKO).
FIG. 7 shows a graphical depiction of a lottery game called Jack-O.
Fig. 8 shows a graphical depiction of a lottery game called High-Low.
Fig. 9 shows a graphical depiction of a lottery game called Zone (Zone).
Fig. 10 shows a graphical depiction of a lottery game in its compact form.
FIG. 11 shows a graphical depiction of a lottery game called On the lose.
FIG. 12 shows a graphical depiction of a game called the free processing (Blank Check).
Figure 13 shows a ticket containing a participation number.
Figure 14 shows a schematic of an electronic system for implementing these games.
Detailed description of the invention
FIG. 1 is a view showing one possible display for a game. For example, the depiction in the figure may be part of a broadcast studio (such as for television broadcasts) with associated games. The display 10 may optionally include a logo or other text label area 12. The various options presented to the player can be described as individual boxes 14 that are uniquely represented. Although represented as numbers in fig. 1, the representation of the box 14 may take any form, such as letters, characters, or other visual depictions. The display preferably also includes other functional aspects of the game. A security level display 16 displays the amount of money or points that can be guaranteed to the player that they cannot continue playing the game if they reach a predetermined lose level. The total display 18 displays the amount of money, points, prizes (cash or non-cash) or other awards accumulated by the player. The discount display 220 represents a description of the number of negative events, referred to herein as credits, that have occurred. As shown, display 10 anticipates 3 points in the game. As shown, the subframe 24 contains an "X" to indicate a point.
The display area 26 represents possible results from a selection of a mystery box or other named judgment in the judgment. As shown in display 10, the outcomes of the mystery box include a multiplier of the amount previously won by the player. Here represented as a multiplication of two multipliers of money (shown at 26a), or an outcome, such as a discount (shown at 26b), or an update of the security level (shown at 26 c).
FIG. 2 is a flow diagram of one embodiment of a game. The game begins at start block 30. The level box 32 represents the various levels that may be used for the game. The game starts at a first level. The number of levels ends at the first level. The number of levels may be selected based on the expected payout and the desired play time. In a broadcast form (game) of half an hour or 1 hour, 10 or 15 game levels may be set. In contrast, a 60 second or several minutes game involves only 3, 4 or 5 levels. Decision block 34 determines whether the highest level J has been reached and, if so, indicates that a jackpot (jackpot)36 is awarded. Without awarding the jackpot, it can be transferred to future games.
Returning now to the flow chart, a plurality of options 40 are displayed to the participant. As shown in fig. 1, the plurality of options may include 4 uniquely numbered boxes or squares. Any form of display or random selection may be used. Thus, when the term "display" is used, it should be interpreted in a manner consistent with the selection, such as using an alternative random selection method. One possible alternative is to extract table tennis balls, for example, which are distinguishable and extracted by machine. Another method of selection may include a computer generated selection, for example, by using a random number generator. The output of the selection box 42 is thus one of various possible outcomes determined by picking or selecting.
As shown in FIG. 2, two win options are shown, win option 1(44) and win option 2 (46). The positive options (44), (46) may represent a monetary amount, a point value or other financial or prize information. Although they may be of different amounts or different prize types, in the preferred embodiment each winning option is an equal amount.
The output frame 50 may be of different types. In a preferred embodiment, the output 50 may comprise a one-time credit. Preferably, the game is designed to allow a predetermined number of credits, for example 3 credits, to occur before the player loses the game. In such a system, the system will update the record of the outcome in block 52 and compare the total number of events lost to the maximum number of events lost allowed (54). If the comparison 54 indicates that the maximum number has been reached, program flow proceeds to block 74 where the player is awarded the last existing security level amount, or if no such security level amount exists, indicates what the lowest prize amount is, according to rules. The minimum amount may be 0 or some other guaranteed amount. Some lottery systems require a guaranteed low-end prize structure (GLEPS) that guarantees a certain prize or outcome for some participants.
The fourth option shown in fig. 2 consists of a mystery box 60. In the preferred embodiment, at decision block 62, the competitor is given the option of whether to reveal the contents of the mystery box. If the player chooses not to reveal the contents of the mystery box, the game reverts to the same level with 4 boxes. However, if the player chooses to reveal the mystery box at step 64, the content may include a loss option 66, a positive result 68 or a security level update 70. In the event that the input option 66 is selected, the result of the input is updated in block 52, while indicating to the player that the comparison step 54 is in progress. The program runs similar to the flow guidance from the output box 50. In the event that a positive result 68 occurs, the program proceeds to box 48 to update the positive result. For example, if winning option 1(44) is an amount, the amount may be added to the previous winning or, alternatively, may be the entirety of the prize that may be won.
If the security level update block 70 is selected, the security level is updated in block 72. Thus, when the player has reached the maximum number of events in block 54, the security level amount 72 is provided. After updating the positive result 48, and optionally after updating the security level 72, program flow returns to the level selection 32, at which point the next higher level is selected.
In the preferred embodiment, if the number of outcomes of the game is less than the maximum number of outcomes of the game (block 54), then decision is taken to branch to path A, which returns the player to the decision block to make a selection among the available options 42. In the preferred embodiment, when a player has accepted a wager on a given level, the level is reset and game play continues. Alternatively, in the event of a loss event, the loss event may be recorded while the player enters the next level.
Figure 3 shows a perspective view of a device for use at a game site. The housing 80 may include a display 82, such as a Cathode Ray Tube (CRT) or a flat panel display, on which a plurality of options 84 are displayed. The other information or representations are the same as described above in connection with fig. 1 and 2. For example, the display 82 may include a designator 86 to designate the amount of money the player wishes to win. The display 88 may visually depict the number of current credits. A selection system 90, such as an array of buttons, is used by the player to enter the desired selection. However, any input mode or mode may be used consistent with the objectives of the present invention, such as a computer mouse, voice detection system, or other input mechanism that allows a player to interface with a machine. The display may include a description of the total amount to be won or a security level. Optionally, a groove 94 may be provided for returning the player's winnings. Alternatively, the payment form may have any of various modes, such as the player crediting a credit card with a prize based on the use of credit card information in the event that the player is a winner.
The displays of fig. 1 and 3 may be of different types and resolutions. For example, some displays may be in a standard resolution format, while others may be in a high resolution format. Some displays may represent graphical images, whether static or dynamic, while other displays may represent textual information. Any combination of the above approaches may also be used, for example, text in some displays and high resolution moving images in others.
In addition to visual displays, voice prompts may be provided, such as where the participant is prompted to enter information, or otherwise, to provide a responsive action. Voice input to the system is also possible.
Fig. 4 shows a lottery ticket 100 having a front side and a back side. The lottery ticket 100 may contain textual data, such as a national lottery ticket, or may include other graphical indicia representing the game. In one embodiment, the lottery ticket 100 includes a method or mechanism for a player to be selected to participate in the game illustrated in the figures that is played in the broadcast. A scratch-off layer 106 is disposed over an operative portion of the ticket, which when scratched off exposes the image. As shown in fig. 4, the scratch-off layer has been removed from the left and middle images, showing the television set. Thus, if a player has a card 100 with 3 televisions (images), this will either lay the foundation for their participation in a broadcast game show, or allow them to participate in a selection process that can result in a broadcast game. For example, a lottery ticket with 3 similar images may allow a player to enter a lottery or other selection mechanism for the game.
The image 104 and the game associated therewith may be added to the lottery game, such as that designated by the number 108. Thus, if a player buys a lottery ticket and accepts the number 108, they may additionally be eligible to play the game depicted by the graphic 104, possibly for a future lottery game show. In this way, interest in future lottery games may be generated through play on existing lottery tickets.
As shown, the lottery ticket 100 optionally includes a barcode 112. As shown, the barcode 112 is arranged on the back of the ticket. The barcode 112 may be placed in any location desired. In operation, machine-readable barcodes may be used for tracking or other monitoring purposes.
Fig. 5 shows a perspective view of a ticket or card 120 representing a scratch-off multi-level game. Indications of different levels 122 of the game have been printed on the card or other base 120. Such as 1, 2,3 … 15. The player is provided with a plurality of zones 126 that can be scratched off. As shown, a player who has scratched off the first box at level 1 reveals a two dollar prize at level 2, and the player selects the second column, which results in a bonus or X. At level 3, the player scrapes at the far right revealing a prize number of $ 3. At level 4, X is revealed at the third column. At this point, the player has two credits. The player then further selects at level 5, revealing the scratch-off layer in the first column. Thus, at this stage, the player receives a revealed prize of $ 7 and a double payout. At this stage, the player may choose not to continue playing. The ticket is then sent to a redemption center and the money exchanged with the ticket is received. In the event that the player continues to reveal unclear information, and in the event that a predetermined number of losing events are reached, such as 3 credits, the ticket will become invalid and no compensation will be provided.
The various games of the present invention may be adapted for use in an online selection format, such as where a potential player buys a lottery or game ticket for a number card at a retail outlet. The player may be prompted to provide their selection of numbers, for example, one of their 4 number selections for each level. This information is then sent to the lottery system in an online manner. Alternatively, games on television or other broadcast media may be used as games for spectators. For example, successful play at a given level may be compared to previous selections made by the player through an online process. This will increase the audience rating of a game of chance.
The games described herein may be played in any variety of forms. For example, the game may be played in a 30 minute or 1 hour television broadcast type format. Alternatively, the game is also suitable for short forms such as 60 seconds. The game may be played in a broadcast mode, such as by studio participation, whether live or taped. Alternative means may also be used, for example in a gaming establishment. The game may be played over a network, such as the internet or an intranet. In an internet game, the player may provide credit card information, or otherwise, the player may have an account of funds and may increase or decrease his or her amount as the player wins or loses. Alternatively, the player may play the game for points rather than money.
The selection of participants may be accomplished in any number of ways and forms. For example, a scratch-off ticket scheme may be used as described above in connection with FIG. 4. Alternatively, the player may also use an online ticket, wherein when the play slip is printed, (reflecting the number selected by the customer or generated by a quick pick). In an alternative Internet gaming implementation, future participants may be selected using, for example, high scores. In another embodiment, real-time selections may be utilized, such as where the player has already been on the line and is selected by the system to participate in future games.
Fig. 6 shows various graphical depictions relating to a lottery game. The game is called "POKO," but may take on a different name. In a first step, the player "buys" into the game by providing a deposit of credit with certainty, or by accepting a predetermined amount as a buy-in. Acceptance may be indicated by one of several affirmative actions, such as by paying an amount at a prepared online location, or by other remote gaming means, such as by clicking or accepting/inputting an amount from/to a computer or communication device, or simply by defaulting and continuing the game (particularly using a pre-existing credit card account or other capability that determines the value of the credit card).
After the player's purchase has been accepted, the system randomly selects a plurality of tokens from a predefined set. In one embodiment, the predefined set may comprise a set of numbers, for example from 1 to 10, and the number of selected flags may be 5. As shown in fig. 6, the graphical indicia may be grouped in various numbers and may be depicted on an image of a ball, most preferably a table tennis type ball. In addition to or instead of numbers, various graphical images may be used, including classical card images, including A-cards (Ace), emperor (King), Queen (Queen), and Jack (Jack). Since the actual card set is not used to select multiple indicia, but rather a random selection is used, it is not possible for the player to "count cards" in the game.
After the various indicia (e.g., a set of first numbers) are selected, they are presented to the player in some graphically descriptive manner. The display of the graphics may vary and may be selected according to the available communication bandwidth. For example, if the game is played in a wireless device, particularly using a text messaging service, such as Short Message Service (SMS) or equivalent, the graphical depiction may simply be the number of other alphanumeric characters supported by the display set of the device. For example, while playing POKO, the display may display 7777777, representing the player's number, or alternatively, may also include a display for the dealer. The characters may be displayed all at once or over some period of time. In a relatively wide bandwidth environment, the graphical depiction may constitute an image of a marker, such as a number on a ball (such as a ping-pong ball). The logo may be displayed to the user on a screen, such as when playing a game over a computer network (wired or wireless), or may be printed on paper or other support medium, such as when a player purchases a ticket from a commercial establishment using an online ticketing system. Alternatively, the numbers may be pre-selected, printed on a support medium and invisible, for example by using a scratch-off layer.
Now that the player has received their numbers or tokens, the game proceeds to randomly select a second set of tokens from the same predefined set. Thus, in one embodiment, the "dealer" (which may also be referred to variously as the system or equivalent terms) selects an equal number of tokens, such as 5 numbers. Preferably, the second set of numbers is displayed in a manner similar to the first set. Thus, as shown in FIG. 6, ball markers are used for both the first set of numbers (players) and the second set of numbers (bankers). Next, the first set of indicia is compared with the second set of indicia to produce a winner in accordance with predefined rules. As shown in fig. 6, "POKO" may contain all flags that are the same, e.g., 5 out of 7. In relative order, the 5 cards of the same class may be 4 cards of the same class, which may then be a host system that contacts the intended player, for example by sending a short message or email. The player can then choose whether to participate. Where the system provides the intended player with information about their possible numbers, the system may require a variable payout, such as a first amount if the player chooses to pass, and a second, higher amount if the player chooses to participate in the game.
FIG. 7 shows a graphical depiction of a lottery game called "Jack-O". As shown in fig. 7, a destination number is randomly selected from the first range of numbers. The range of numbers includes a minimum number and a maximum number. For example, a typical range of destination numbers is from 20 to 50. The player or "banker" (the system implementing the game) may select the target number. A graphical representation of the target number is displayed to the player.
Second, a number is randomly selected for the player, the number being selected from a second range having a minimum number and a maximum number. The maximum number of the second range is equal to or less than 1/2 of the minimum number of the first range. For example, if the second range is from 1 to 10, the first range is at least 20. The game will continue by receiving an indication from the player as to whether to draw again. If the player chooses to continue playing, the next randomly selected number from the second range is displayed to the user. The cumulative number of draws is counted. This step is repeated until the player refuses to draw again, or the total exceeds the target number. In the event that the player declines the raffle, the system will randomly select individual numbers from the second range, accumulate the numbers, and compare the total to the player's accumulated total. The person who has the highest total number closest to or equal to, but not exceeding, the target number will become the winner.
In yet another aspect of the invention, the player may be notified of a lottery option that may override the target number. Further, the system may optionally provide an indication of the odds of exceeding the target number.
In one embodiment, the game may be played in an interactive manner. Computer or other communication access (device) allows for efficient game play. Multiple players may play the game with the dealer in parallel, with the display for each other player being contained in the screens of all players. Although the main embodiment envisaged includes a graphical display, other ways of conveying information to the player may be used, for example, audibly providing the player with confidence that the dealer is full, then it may be 3 cards of the same category, then it may be two pairs, then it may be 1 single pair, and then it may be slapping a high ball. As shown in the graph of FIG. 6, if a player has 94999 in hand and 88887 in hand, each player having 4 cards of the same type, the player will win because the number is larger.
Finally, based on the outcome of the determined winner, payment will be provided, if appropriate. In one embodiment, the winner of any POKO will earn all of the remaining prizes. Other winning players may receive a fixed amount of money. For example, those who have 5 cards of the same type will receive $ 100, those who have 4 cards of the same type will receive a smaller amount, such as $ 50, and so on.
The above description uses the winning player determination method in poker as a predetermined rule set, and if necessary, other existing game rules may be used. By using a truly random mechanism to select the tokens, the game becomes a game of chance, unlike games that contain skill components. Further, by using a graphic description drawn from various conventional images related to random lottery, such a game achieves more eye-and-feel in the lottery game, unlike a game of skill.
Although described above with respect to one player, the game may be extended to any number of players. When the game is played in a real-time environment, such as on a television or other communication network (wired or wireless), the game may be played at a predetermined time. For example, every 15 minutes on time, every day, etc. Optionally, a portion of the collected wagered money may be placed in a canister. Thus, there is a possibility of a transfer amount, and a possibility of "raffle heat". In another aspect, the game allows multiple purchases of lottery tickets. For example, a player who purchases a lottery at a retail store may purchase a first lottery ticket and receive only a "pair" of matching numbers. The player may continue to purchase additional tickets until the player believes an acceptable chance of success is sufficiently achieved. Such an arrangement may be implemented by a standard quick pick arrangement or by a scratch-off. In contrast to conventional lottery number selection schemes, players must be prevented from selecting their own numbers in such games.
In yet another aspect, a push/pull system may be used. In such a system, the message is sent, for example, via a telephone or other speaker device on the communication device.
Various aspects of improved and novel games are disclosed, in a first aspect, gaming methods and systems provide a first or primary game for the execution of a game or concurrent or secondary game. For example, in a real-time drawing of a lottery game, the improved method of play would involve running a concurrent or auxiliary game along with the drawing. One embodiment would involve a first ball draw followed by another game played by the participants, such as predicting whether the next ball drawn is a larger or smaller number, or an odd or even number.
In one embodiment, the active host tells the player which of these options has a higher probability of matching the outcome, thereby making the secondary game a game of chance to a greater extent than a game of skill. Alternatively, scoring may be performed, such as scoring one player or spectator participant, or scheduling their ranking relative to other players or participants.
Fig. 8 shows a graphical depiction of a lottery game called high-low. The game is played with a first raffle selection of a series of randomly selected numbers. For example, the game in place is played in conjunction with a draw which draws a ball from 6 randomly selected balls carrying a unique number, with the aim of playing a conventional lottery game. The on-the-spot game comprises the following steps: an indication is received that (the number of) a second ball to be drawn randomly in the base game is greater or less than (the number of) the first ball draw. The player may continue playing the game as long as the prediction of greater or less is correct.
In one embodiment, the player may be awarded a prize based on the number drawn in the base lottery. For example, if the first ball drawn in the lottery is 17, the amount of the possible prize may be some multiple of that number, such as $ 17,000. If the next number drawn in the base raffle is 35 and the player guesses a number "greater" then there will be a multiplier of 35 times, i.e., $ 35,000 added to the previous total, raising the potential prize to $ 52,000.
The game may be played in real time, that is, concurrently with the base game, wherein the input mode allows substantially real time input. For example, input via a computer system or other communication system (wired or wireless) may be utilized. Alternatively, the high/low selection may be made before the basic number is selected. The high/low selection may be made affirmatively by the player or by a quick pick method. As shown in fig. 8, a lottery ticket may include an indication of when to play the base game, such as 6-month-27-pm 7-year-2001. While indicating the sequence of the results of the respective high/low selections. By playing this game in parallel with the basic lottery selection game, the viewer's interest in the basic lottery will be extended. Alternatively, another option may be provided to decide win or loss based on the overall outcome of the base raffle selection. For example, one can say the total number of "higher" balls drawn. Alternatively, the final sum of the ball draws may be used as the award.
In addition to bonuses, the outcome of a game may result in other opportunities or prizes. For example, the winner of the supporting or secondary game may be placed in a prize pool for a lottery in a subsequent television or other broadcast presentation (e.g., a subsequent base ball lottery). There are systems and software currently available, such as those offered by Gtech corporation, that allow real-time monitoring of the number of players holding a lottery or participation interests of those who are still potential winners. In conjunction with the high/low game, the system may also monitor the number of players of the high/low game that remain as potential winners in a real-time manner.
Fig. 9 shows a graphical depiction of a lottery game called Zone (Zone). The designer intends to play the game in conjunction with a lottery-type drawing, that is, a drawing involving the random selection of a series of numbers. Typically, the number sequence for a ball draw is in the range from 1 to 49. The maximum sum of the numbers in the draw can be determined. When the numbers are consecutive, the sum of the 6 largest numbers (44 to 49) is 279. The minimum number (sum of 1 to 6) is a 2L player receiving a randomly generated number. The number may be provided by a quick pick scheme, by scratching off a pre-printed ticket, or by transmitting the selected number over a communications network (wired or wireless).
A random selection of a series of numbers for the base raffle is then made. Then, the respective numbers of the basic raffle are recorded. Each prize is assigned or awarded to each player according to a certain program. For example, if the player's number is equal to the sum of the various numbers of the lottery, the highest prize, e.g., $ 100,000, is awarded. If the player's number differs from the sum of the winning numbers by 1, preferably by less than 1, then a lower prize, e.g., $ 5,000, is awarded. The prize amount will continue to decrease as the difference between the player's number and the sum of the winning numbers increases. Alternatively, once the difference between the player's number and the sum of the winning numbers exceeds a certain value, e.g., by 10, no longer is awarded. In a preferred mode of play, prizes are awarded only to those whose player numbers do not exceed the sum of the winning numbers.
Figure 10 shows a graphical depiction of a game display form, preferably a game played in a "mini" form, i.e., less than 10 minutes, more preferably less than 5 minutes, and most preferably within 3 minutes. In order for people to participate in a game show, players at home may be eligible to play the game via a communication pathway, such as telephone, the internet, or other wired or wireless communication means. Typically, a predetermined number of people are eligible to play the game at home through a television show. Preferably, participants from the air are selected to ensure the quality of the game and programming. Subsequently, the participants in the studio are asked a series of "super-match" questions, facing the clock as the dealer setter. The participants will receive prizes if given the correct answers, and optionally, the game will be limited to awarding prizes for any of the 1, 2,3 answers. Each participant must answer the same questions as the studio participants in order to go out. Participants are eliminated if they do not provide the same answer as the studio participants. Alternatively, at the end of the predetermined time, the participant may keep their original money or multiply the money by a multiplier factor, such as 5. From the remaining at-home players who have answered the same questions as the studio participants, one player will also be selected, preferably in a random manner. The remote participants must then match the players (in the studio) in a head-to-head matching manner.
FIG. 11 shows a graphical depiction of a lottery game called On the lose. In such games, the dealer draws a target number from a large number of numbers (e.g., 20 to 50). One or more players draw numbers from the range of 1 to 10. Players attempt to hit the exact target number without crossing the number. Alternatively, if the player is within a predetermined value of the target number and further lottery is rejected, the player may freeze. For example, the predetermined number may be 1, so if the player differs from the target number by 1, they may choose to freeze. The system (dealer) then proceeds to draw a lottery, attempting to beat each player. If the dealer hits the target exactly, the jackpot rolls to the dealer's side. The dealer will continue to draw with the goal of allowing the drawn number to fall at least within a predetermined distance from the target number as applied to the player. Although any number of awarding schemes may be used, a preferred method is to share the jackpot amongst those players who hit the exact target number and to give those players who are a predetermined distance from the target number an incentive to play a future game, such as a free game or a reduced entry fee.
Current lottery systems are typically implemented in an "online" environment. That is, the sales of the lottery ticket, and the numbers corresponding to the lottery ticket, are received and stored by the entire system before the actual drawing of the lottery numbers. Thus, prior to drawing the lottery numbers, the system may determine how many lottery tickets have some combination of numbers. This information can then be used to assist in the game or for other purposes, such as for a secondary random number generator. The following table provides exemplary numbers. For example, if the number of balls #1 is 28, the number of remaining balls is 22,316,429. After the second ball draw of number 15, the number of people remaining is 6,562,156. The table then continues with a total of 6 ball draws, and finally only two people remain.
Ball with ball-shaped section Number (I) Number of players with each number
1 28 22,316,429
2 15 6,562,156
3 9 171,025
4 25 3,790
5 49 83
6 31 2
The absolute number of players left can be used directly. For example, an absolute number that is greater than or less than a predetermined number may be used, or some portion of the number may be used. For example, the last digit may be compared to the previous last digit, as to whether it is greater or lesser. The last digit should be substantially random, at least for the first number of the draw. Thus, a quadratic random number generator is provided. Data relating to the number of remaining players may also be used indirectly. For example, each participant may specify the number of occurrences of a given number, such as 9 in a given number. Thus, for the #1 ball drawn, those who have placed a 9 bet on the number of players will be winners. In this way, the progress of the game is based on the number of players remaining determined in substantially real time. In another mode of play, players will be awarded an amount of prize for each predetermined number. For example, a player may select a 4, and then during the game, each reveal of 4 will win a predetermined amount, e.g., $ 25,000 each occurrence. Thus, using the data in the above table, after the first draw, the participant would win $ 25,000 because one 4 appeared, but since no 4 appeared, the participant could not win the second time in this respect. The spectator interest in the following lottery game is maintained because the players continue to be likely to win until the game is over. Thus, even if the spectator "loses" in the underlying lottery game, they are encouraged to watch each new draw, and not knowing that the next draw will produce an event that can lead to further winnings. In yet another embodiment, the numerical data relating to the number of players remaining may be sorted by whether the mantissa of the drawn number is odd or even.
FIG. 12 shows a graphical depiction of a game called the free processing (Blank Check). The player is provided with a series of numbers, typically 5 numbers, which correspond to a certain amount of money. The numbers are randomly selected from the set from 0 to 9. In the example of fig. 9, the player's dollar amount is 84,334. The game is played in such a manner that the numbers are randomly selected in order from the same range. As shown in fig. 9, the order of the selected numbers is 84337. For the first 4 numbers, the player will still not play.
In yet another aspect, the game includes using the participant's game to determine the lottery numbers. For example, the player may be blinded or otherwise unable to see the options. Then, the person selects among the respective options as a method of randomly drawing a winning number. One example might include the selection of individual targets by participants who are eye-obscured.
In yet another aspect, the invention relates to a gapped game show. Major or regular programming, such as prime time at a given evening, will incidentally include a plurality of discrete, typically short, game-related segments on a broadcast network. In the preferred embodiment, the game may be played for a relatively short period of time, for example, 1 to 2 minutes. For example, at 8 o' clock, a round may be played before the prime time program begins. Then, for the remainder of the hour at 8 o' clock, the normal program will resume. At 9 o' clock, a second short segment may be played. The game may continue at a later time, such as reaching a climax in an 11 o' clock presentation. Preferably, the short individual segments need not necessarily be presented for a predetermined or predeterminable time, as long as they are relevant to the viewer. In this way, a viewer wishing to see the progress of the game piece will need to continue watching the channel, or at least return to the channel quite frequently. Alternatively, the game may progress from one interstitial game segment to another interstitial game segment. The players are presented with the option to stop playing or continue playing.
In yet another form of the game, the presentation may include a display having an underlying image at least partially obscured by an overlying image area different from the underlying image area. Participants are given a time limit in which they will be given information relating to a suggestion or a clue relating to an upper image area that will be dismissed if the player responds correctly to it to reveal the portion of the lower image that is below the upper image. The suggestion or cue may relate to the underlying image, or merely an unrelated suggestion or cue, or a cue relating to a particular overlying image region.
Yet another embodiment of the game provides repurposing an existing tape game show. Previously recorded games will be segmented into subsets of individual questions, for example, a display of questions or answers (as in the case of Jeopardy), which may be presented to one or more players, receiving their responses from those players, and comparing their answers to the correct answers. The player is then ranked according to the score, or the amount of the prize is indicated. In yet another game embodiment, a plurality of images are displayed to one or more players, on which predetermined data has been combined. For example, images of 5 actresses are displayed to the player, and the relevant data includes opinion polling information asking the spectator which is deemed most attractive. The players then play against each other to eliminate those images (of actresses) that they consider not to be most popular or preferred. Players can take turns until only one player remains. In the second round of play, a personal game is used, as opposed to playing the game between participants. Further, the player attempts to eliminate answers that are different from the most common answers of the spectators.
In yet another aspect of improved game play, the spectators can participate in the game show via an interactive video display, such as a computer connected to the Internet, or via an interactive television device.
The advent of electronic entry games has caused serious problems for minor players to participate. Controlling underage gamers to participate in a game via the internet or other communication devices, such as pagers, cellular telephones, wireless application protocol devices, short message service devices, etc., has proven difficult. The inventive method and apparatus of the present invention can be understood with reference to fig. 13. The document, which is formed from card stock or other substrate or support medium, can carry a wide variety of printed matter. For example, various games, such as a lottery game, may be identified on the ticket and indicated that this is an electronically entered ticket. The ticket will provide a participation number, such as a pure numeric representation or an alpha-numeric representation. Preferably, there is an indication of its value or purchase price on the ticket. Optionally, date and time information may also be provided. After purchase of the ticket, the holder can be authenticated by a general age and can participate in the game, such as by addressing a website or by communicating with the gaming establishment. The player will be prompted or allowed to enter a participation number, for example by typing or typing. Once the system has verified that the participation number is a valid participation number, the game begins. Alternatively, when tickets are obtained from a retailer having an online ticket printing system, the participation number can only be activated after the ticket carrying the number is actually produced. If the participation number is valid and the player's money is valid, play is permitted. The player is then shown whether they have won and if so, the amount. The amount remaining on the card may be updated, for example by deducting lost items or crediting won items. Optionally, the method includes the step of presenting the ticket carrying the participation number to an actual retail store, which may then access the system via its online connection, thereby verifying whether the game associated with the participation number requires compensation.
In one aspect of the invention, the entertainment value of retail ticketing can be increased. For example, the ticket may contain information relating to variables of the electronic game, whether covered or uncovered. In one aspect, the amount of prize that a player may win may be displayed. In the case of online ticketing this data is not covered, but in the case of a previously printed ticket it can be covered, for example by scratching off a strip. Another variable that may be utilized relates to the difficulty level of the game. Yet another variable may be an indication that informs The player that multiple games may be played, e.g., POKO, LOTTO, The Zone, etc.
FIG. 14 shows a schematic diagram of an overall system for implementing the various games described herein. A processor is connected to one or more players participating via the electronic communication system. For example, a player may participate in a game via a wireless device, such as a cellular telephone, personal digital assistant, pager, messaging system, or any portable wireless unit. Yet another alternative communication path is through a conventional wired telephone network. Alternatively, communication may be through a cable network, such as a network providing a computer or interactive television. User input is typically generated through a keyboard, such as through a full-size keyboard or through a small-sized remote input unit. In yet another approach, the Internet may be used as a communication pathway, typically to connect to a computer having communication means (e.g., a modem, a microprocessor, and associated memory).
The system preferably also includes a connection to the actual lottery retail location. Preferably, the system includes electronic communication between the system (e.g., processor) and an online retail distributor. Preferably, the vendor has a ticket printing system capable of printing various tickets in response to input from the processor. The processor may also be in communication with a plurality of databases. A ticket database may contain information relating to at least tickets sold and related information (e.g., various numbers selected for a lottery game, an amount of value associated with a purchased ticket, an amount associated with a prize award, information relating to a game to be played or a level of difficulty of the game). To allow game play in real time, the system has an input path that allows data to be input from a live event (e.g., a television draw). Optionally, the system is also connected to a substantially real-time lottery information system, such as a fast tracking system, whereby auxiliary games based on fast tracking data can be played.
In yet another aspect of the invention, the game may be played as a game of chance (the outcome of the game being dependent on the player's actions) or as a predetermined game (the "winning" state of a particular game being determined before the player participates or otherwise plays). As mentioned above, the game JACK-O is a game of chance in that the user's choice of whether to lottery is one factor in determining the outcome of the game. JACK-O may also be played as a game of predetermined win or loss. The system will determine whether the player can win, and how much. The system then generates the result by displaying a certain number to the player, for example, based on a ball draw. Thus, when the game shows "random" to the player, the system will act in such a way as to elicit a predetermined outcome. Alternatively, the game may include steps that help achieve the desired result, such as requiring the player to draw a raffle when the player's record falls within a predetermined number (e.g., an amount of deviation of less than 5) from the target number.
Although the foregoing invention has been described in some detail by way of illustration and example for purposes of clarity and understanding, it will be readily apparent to those of ordinary skill in the art in light of the teachings of this invention that certain changes and modifications may be made thereto without departing from the spirit or scope of the appended claims.

Claims (89)

1. A method of playing a game in a multilevel game of chance with a climax in a final level, comprising the steps of:
displaying a plurality of random options at a given level, wherein at least one option is a win option, another option is a lose option, and a third option requires a further decision,
accepting a selection result as to which of a plurality of random options is selected, an
If a winning option is selected, the result of the winning option is accumulated into the results of the previous winning options, but
If the input option is selected, accumulating the results of the input options, comparing the accumulated results with a predetermined number, if the accumulated number is less than the predetermined number, continuing to play the game at the same level, if the accumulated number is equal to the predetermined number, ending the game, and
if the third option is selected, selection of the determination is accepted, taking into account the above steps, until the player stops, a predetermined number of losing events occur, or the last level is involved.
2. The method for game play of claim 1 wherein the positive result comprises a monetary amount.
3. The gaming method of claim 1, wherein the positive result comprises a point.
4. The method for game play of claim 1 wherein the outcome comprises a point.
5. The gaming method of claim 1, wherein the predetermined number is 3.
6. The gaming method of claim 1, wherein the predetermined number is greater than 3.
7. The method for game play of claim 1 wherein the number of random options is 3.
8. The method for game play of claim 1 wherein the number of random options is 4.
9. The method for game play of claim 8 wherein there are two winning selections among the random selections in a given level.
10. The method for game play of claim 9 wherein the two positive options are the same.
11. The method for game play of claim 1 wherein the two positive options are different.
12. The method for game play of claim 1 wherein there are at least 5 levels.
13. The method for game play of claim 1 wherein there are at least 10 levels.
14. The method for game play of claim 1 wherein there are at least 15 levels.
15. The method for game play of claim 1 wherein the options are displayed in a graphical display.
16. The gaming method of claim 15, wherein the graphical display has one object for each option.
17. The method for game play of claim 16 wherein the display is a numbered box.
18. The method for game play of claim 16 wherein the display is a lettered object.
19. The gaming method of claim 16, wherein the display comprises a graphical image of each object.
20. The method for game play of claim 1 wherein the options are selected by random selection.
21. The method for game play of claim 20 wherein the random selection is a one-time ball draw.
22. The method for game play of claim 1 wherein the random selection is an electronic random number generator.
23. The method for game play of claim 1 wherein the random selection is a wheel.
24. The gaming method of claim 1, wherein a response is accepted as to whether the third option is selected.
25. The method for game play of claim 24 wherein the third option includes a win option and a lose option.
26. The method for game play of claim 25 wherein the positive option is a monetary amount.
27. The method for game play of claim 1 wherein the positive option is a monetary multiplier.
28. A gaming method according to claim 27, wherein the multiplier is a 2 multiplier.
29. The game method of claim 1, wherein the final level is a value of one money.
30. The method for game play of claim 29 wherein the value of the last level of money is transferred to a subsequent game play.
31. The method for game play of claim 1 wherein a final level is reached and a free game is provided in the second game.
32. The method for game play of claim 31 wherein the second game includes a plurality of levels.
33. The method for game play of claim 32 wherein the level of the second game overlaps the level of the first game.
34. The method for game play of claim 33 wherein the overlap is an individual monetary amount.
35. The method for game play of claim 1 wherein a level of retention is provided.
36. The method for game play of claim 35 wherein the retention level is increased by game play.
37. A method of playing a game in a game of chance by a player, comprising the steps of:
displaying a first plurality of random options, wherein at least one option is a win option, one option is a lose option, and a third option comprising an intermediate display that does not reveal the final content of the option,
prompting the player to make a second determination as to whether to reveal the final content of the display, wherein
If the player answers to reveal the final content, revealing the content of one of at least one win event and one loss event, an
If the player answers without revealing the final content, a first plurality of random options are displayed.
38. The method for game play of claim 37 wherein the positive event of the second determination is a monetary amount.
39. The method for game play of claim 38 wherein the win event of the second determination is a security level.
40. The method for game play of claim 38 wherein the positive event of the second determination is a digital multiplier.
41. A gaming method according to claim 40, wherein the digital multiplier is a digital multiplier.
42. The method for game play of claim 41 wherein the multiplier is a monetary 2 multiplier.
43. The method for game play of claim 37 wherein the negative option in the second determination has the same probability as the negative option in the remaining first plurality of random options.
44. The gaming method of claim 37, wherein the display of options comprises at least one high resolution display.
45. The gaming method of claim 37, wherein the display of options includes using text for some options and graphic images for other options.
46. The gaming method of claim 37, wherein the system receives a voice response from the player.
47. An opportunity game comprising the steps of:
a purchase is received from a player,
a plurality of markers are randomly selected from a predetermined set,
the player is provided with a graphical depiction of the randomly selected indicia,
randomly selecting a second set of a plurality of tokens from the predefined set,
comparing the first and second sets according to a set of predefined rules to produce a winner, an
Payments are provided to those winners according to the rules.
48. A game according to claim 47, wherein the predetermined set is from 1 to 10.
49. A game according to claim 47, wherein the predetermined set comprises non-numeric indicia.
50. The game of claim 47 wherein 5 tokens are randomly selected.
51. The game of claim 47, wherein the graphical depiction comprises an image of a number.
52. The game of claim 51, wherein the graphical depiction comprises a number on a ball.
53. A game according to claim 47 wherein the amount of the buy-in is indicated by the player.
54. A game according to claim 47 wherein the players communicate with the system in an online manner.
55. A game according to claim 47 wherein the players communicate with the system via a telecommunications network.
56. The game of claim 55 wherein at least one player communicates over a wireless network.
57. The game of claim 55 wherein at least one player communicates over a wired network.
58. A lottery game comprising the steps of:
a destination number is randomly selected from a first range of numbers having a minimum number and a maximum number,
the player is provided with an indication of the target number,
a number is selected for the player, the number being selected from a second range having a minimum number and a maximum number, wherein the maximum number is equal to or less than 1/2 of the minimum number of the first range.
Receiving an indication from the player as to whether to re-lottery, and if so, randomly selecting a number from the second range, accumulating the sum of the numbers drawn by the player, and repeating this step until the player rejects the lottery, or the sum exceeds the target number, and
in the event that the player declines the raffle, randomly selecting numbers from the second range, accumulating the numbers and comparing them to the player's accumulated number, and
winners having a total closest to but not exceeding the target number are assigned awards.
59. The lottery game of claim 58, wherein the first range of minimum numbers is 20.
60. The lottery game of claim 58, wherein the first range of minimum numbers is 21.
61. The lottery game of claim 58, wherein the first range is from 20 to 50.
62. The lottery game of claim 58, wherein the first range of maximum numbers is less than 100.
63. The lottery game of claim 58, wherein the system indicates a chance that a lottery will result in the player's sum of numbers exceeding the target number.
64. The lottery game of claim 58, wherein if the player's number is equal to the system's number, a push-flat results.
65. A method of gaming comprising the steps of:
a first lottery selection is made among a series of randomly drawn numbers,
receiving an indication from the player that the next randomly drawn number will be greater or less than the previous number, an
If true, awards associated with the value of the randomly drawn number are awarded, an
This continues until the player either fails to predict a high/low outcome or chooses to stop.
66. An opportunity game comprising the steps of:
randomly selecting a player's target number within a predetermined range of numbers, the range having a minimum number and a maximum number,
a series of numbers are randomly selected, used in the lottery game,
the minimum number of the numbers of the predetermined range is at least equal to the sum of the smallest possible sum of the number sequences and the maximum number of the numbers of the predetermined range,
summing the randomly selected number sequences on the basis of the conclusion of the selection, an
Awards are distributed to those players whose player numbers do not exceed the sum, based on how close the player's number is to the sum of the numbers.
67. A game of chance as claimed in claim 66, wherein only those players whose sum is within a predetermined area of the destination number are awarded the prize.
68. A game comprising the steps of:
a plurality of random numbers are sequentially drawn for a first game,
after each draw, determining the number of remaining tickets that are likely to win, an
The second game is played based on the number of possible winning lottery tickets.
69. The game of claim 68 wherein the second game utilizes the absolute number of players remaining.
70. The game of claim 68 wherein the absolute number of players remaining is compared to a predetermined number.
71. The game of claim 68, wherein only certain bits of the number are utilized.
72. The game of claim 68, wherein only the last digit of the number is utilized.
73. A game according to claim 68 wherein the last digit is compared with the previous number to determine whether it is larger or smaller.
74. The game of claim 68 wherein a specific number of occurrences is utilized.
75. A method of gaming comprising the steps of:
randomly selecting a destination number within a first predetermined number range, the range having a minimum number,
randomly selecting a number for a player from a second range of numbers, said second range of numbers having a maximum number which is no greater than 1/2 of the minimum number of the first predetermined range,
receiving from a player an indication of whether to select a next random number from a second range of numbers, and if so, selecting the next random number from the second range of numbers
The selected numbers are added up,
the added numbers are compared to the target number and if the two numbers match, a prize is awarded to the player.
76. The method of claim 75, further comprising allowing the player to retain the added number when the player's added number is within a predetermined number of numbers from the target number.
77. The method of claim 75, wherein the predetermined number is 1.
78. A method of enabling a player to enter a game played over an electronic communication system, comprising the steps of:
a ticket is purchased from a physical retail store, containing a participation number,
the participation number is entered into the electronic system,
the validity of the joining number is verified,
if the participation number is legitimate, allowing game play, an
An indication of the outcome of the game is provided to the player.
79. The method of claim 78, wherein the player receives an indication of a prize amount.
80. The method of claim 78, further comprising the step of presenting the ticket containing the participation number to an actual retail store after the game.
81. The method of claim 80 wherein the player receives their prize at the actual retail establishment.
82. The method of claim 80 wherein the winning status of the participation number is checked based on an input at the actual retail store.
83. The method of claim 78, wherein the ticket includes an indication of the monetary value of the ticket.
84. The method of claim 78, wherein the ticket contains invisible information.
85. The method of claim 84 wherein at least a portion of the document is rendered invisible by a scratch-off layer.
86. The method of claim 78, wherein the ticket contains variable information.
87. The method of claim 86, wherein the variable information relates to an amount of possible prizes.
88. The method of claim 86, wherein the variable information relates to a particular game to be played.
89. The method of claim 86, wherein the variable information relates to a difficulty level of the game.
HK04105122.6A 2000-09-27 2001-09-26 Novel games, methods and apparatus for play in games of chance HK1062152A (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US09/672,179 2000-09-27
US09/965,620 2001-09-26

Publications (1)

Publication Number Publication Date
HK1062152A true HK1062152A (en) 2004-10-21

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