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WO2018017149A2 - Techniques de jeu et de pari relatives à un jeu basé sur les compétences - Google Patents

Techniques de jeu et de pari relatives à un jeu basé sur les compétences Download PDF

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Publication number
WO2018017149A2
WO2018017149A2 PCT/US2016/063210 US2016063210W WO2018017149A2 WO 2018017149 A2 WO2018017149 A2 WO 2018017149A2 US 2016063210 W US2016063210 W US 2016063210W WO 2018017149 A2 WO2018017149 A2 WO 2018017149A2
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WO
WIPO (PCT)
Prior art keywords
game
wager
player
skill
gaming
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/US2016/063210
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English (en)
Other versions
WO2018017149A3 (fr
Inventor
Georg WASHINGTON
Joe SERRA
Michael Oberberger
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Synergy Blue LLC
Original Assignee
Synergy Blue LLC
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Synergy Blue LLC filed Critical Synergy Blue LLC
Priority to CA3004911A priority Critical patent/CA3004911A1/fr
Priority to SG11201803981YA priority patent/SG11201803981YA/en
Priority to AU2017299360A priority patent/AU2017299360A1/en
Priority to JP2018525425A priority patent/JP2019505246A/ja
Priority to CN201780006925.9A priority patent/CN110383352A/zh
Publication of WO2018017149A2 publication Critical patent/WO2018017149A2/fr
Priority to PH12018501082A priority patent/PH12018501082A1/en
Anticipated expiration legal-status Critical
Publication of WO2018017149A3 publication Critical patent/WO2018017149A3/fr
Ceased legal-status Critical Current

Links

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3295Games involving skill, e.g. dexterity, memory, thinking
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3262Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3288Betting, e.g. on live events, bookmaking

Definitions

  • U.S. Patent Application Serial No. 14/865,538 discloses various aspects for implementing hybrid arcade/wager-based gaming techniques in casino gaming networks, in which the hybrid arcade/wager-based game may include a non-wager based gaming portion and a wager-based gaming portion.
  • a player engaged in play of the hybrid arcade/wager-based game is able to concurrently engage in continuous game play of the non-wager based gaming portion during execution of wager-based gaming events which are automatically triggered based on events which occur during play of the non-wager based gaming portion.
  • hybrid arcade/wager-based gaming techniques disclosed in the Parent Application may be configured or designed such that the outcomes and/or payouts of the wager-based game events are not dependent on, or influenced by, the level of skill of the player. Accordingly, many of the hybrid arcade/wager-based game embodiments disclosed in the Parent Application may be characterized (e.g., from a regulatory perspective) as games of chance since, for example, in at least some embodiments, the wager-based game events are implemented as a RNG-based games of chance. However, more recently, some gaming jurisdictions (including the state of Nevada, for example) have begun to introduce new rules and regulations for permitting skill-based, wager-based gaming.
  • skill-based wager games may be characterized as games of skill since, for example, the outcomes and/or payouts of the wager-based game events are dependent on, or influenced by, the level of skill of the player.
  • FIG. 1 illustrates a simplified block diagram of a specific example embodiment of a Gaming Network 100 which may be configured or designed to implement various hybrid arcade/wager-based gaming techniques described and/or referenced herein.
  • Figure 2 shows an example block diagram of an electronic gaming system 200 in accordance with a specific embodiment.
  • FIG. 3 illustrates a network diagram of an example embodiment of a Gaming Network 300 which may be configured or designed to implement various hybrid arcade/wager-based gaming techniques described and/or referenced herein.
  • Figure 4 shows a block diagram of electronic gaming device 400, in accordance with a specific embodiment.
  • FIG. 5 is a simplified block diagram of an exemplary intelligent electronic gaming system 500 in accordance with a specific embodiment.
  • Figure 6 is a simplified block diagram of an exemplary mobile gaming device 600 in accordance with a specific embodiment.
  • Figure 7 illustrates an example embodiment of a System Server 780 which may be used for implementing various aspects/features described herein.
  • FIG. 8 illustrates an example of a functional block diagram of a Gaming System Server in accordance with a specific embodiment.
  • Figure 9 shows a block diagram illustrating components of a gaming system 900 which may be used for implementing various aspects of example embodiments.
  • Figures 10-13 illustrate various example embodiments of different Hybrid Arcade/Wager-Based Gaming procedures and/or procedural flows which may be used for facilitating activities relating to one or more of the wager-based gaming aspects disclosed herein.
  • FIG. 14 shows a block diagram of electronic gaming machine (e.g., EGM), in accordance with a specific embodiment.
  • EGM electronic gaming machine
  • Figure 15 illustrates an example screenshot of a hybrid arcade/wager-based game GUI which may be used for facilitating activities relating to one or more of the Hybrid Arcade/Wager-Based Gaming aspects disclosed herein.
  • at least a portion of the GUIs may be configured or designed for use at one or more mobile devices and/or at one or more casino gaming machines.
  • Figures 16-17 illustrate various example embodiments of different achievement-based gaming and wagering procedures and/or procedural flows which may be used for facilitating activities relating to one or more of the wager-based gaming aspects disclosed herein.
  • Various aspects described or referenced herein are directed to different methods, systems, and computer program products for implementing and facilitating various hybrid arcade/wager-based gaming (“HAWG”) techniques via computer networks, including one or more casino gaming networks.
  • HWG hybrid arcade/wager-based gaming
  • various method(s), system(s) and/or computer program product(s) may be operable to cause at least one processor to execute a plurality of instructions to: enable a player to engage in interactive game play of a hybrid arcade/wager-based game at a first EGD, wherein the hybrid arcade/wager-based game includes a non-wager based gaming portion and a wager-based gaming portion; link a first predetermined wager-based game event outcome to a first in-game event which may occur during play of the non-wager based game portion; detect an occurrence of the first in-game event in the non-wager based game portion; determine if the occurrence of the first in-game event qualifies as a wager-based triggering event; if it is determined that the occurrence of the first in-game event qualifies as a wager-based triggering event, initiate a first wager-based game event; automatically fund an amount wagered on the first wager-based game event; and reveal, after initiation of the first wager-based game event
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: enable the player to concurrently engage in continuous game play of the non-wager based gaming portion of the hybrid arcade/wager-based game during execution of the first wager-based game event.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: analyze the first wager-based game event outcome to determine whether or not to automatically modify an availability of at least one resource or attribute of the non- wager based gaming portion; if the first wager-based game event outcome satisfies a first set of conditions, automatically modify an availability of at least one resource or attribute of the non-wager based gaming portion; if the first wager-based game event outcome does not satisfy the first set of criteria, not perform modification of the at least one resource or attribute of the non-wager based gaming portion in response to the first wager-based game event outcome.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: analyze the first wager-based game event outcome to determine whether or not a non-wager based gaming award should be distributed at the non-wager based gaming portion; if the first wager-based game event outcome satisfies a first set of criteria, automatically cause the non- wager based gaming award to be distributed at the non-wager based gaming portion; and wherein the distribution of the non-wager based gaming award includes causing at least one component of the gaming network to modify at least one in-game resource or attribute which is available for use by an in-game character during play of the non- wager based gaming portion.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: automatically retrieve a first batch of predetermined wager- based game event outcomes from a first RNG engine; and select the first wager-based game event outcome from the first batch of predetermined wager-based game event outcomes.
  • various method(s), system(s) and/or computer program product(s) may be operable to cause at least one processor to execute instructions to: enable a first player to initiate a first skill-based gaming session at the first EGD for engaging in interactive game play of a skill-based wager game, the first EGD including a first input interface operable to receive input from the first player; enable the first player to place a first wager on an outcome of a first achievement metric associated with the first skill-based gaming session; generate, in a virtuahzed game world of the first skill-based gaming session, a first game condition for enabling the first player participate in a first interactive in-game activity during the first skill-based gaming session; receive, via the first input interface, first input from the first player relating to the first player's participation in the first interactive in- game activity; cause a first outcome of the first interactive in-game activity to be influenced or determined using the first input; generate, in the virtuahzed game world of the first skill-based gaming
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: establish an account balance using at least a portion of cash or credit received via a first bill or ticket acceptor at the first EGD; and automatically fund the first wager using the account balance.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: configure, using a first RNG engine, a first randomized attribute associated with a first aspect of the virtuahzed game world of the first skill-based gaming session; cause the skill-based gaming session to use the first randomized attribute of first aspect of the virtuahzed game world to cause the updated value of the first achievement metric of the first skill-based gaming session to be within a first range of predetermined values.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: configure, using a first RNG engine, a first randomized attribute associated with a first aspect of the virtuahzed game world of the first skill-based gaming session; cause the skill-based gaming session to use the first randomized attribute of first aspect of the virtuahzed game world to cause the updated value of the first achievement metric of the first skill-based gaming session conform with a first specified probability distribution of possible first achievement metric values.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: configure, using a first RNG engine, a first randomized attribute associated with a first aspect of the virtuahzed game world of the first skill-based gaming session; cause the skill-based gaming session to use the first randomized attribute of first aspect of the virtuahzed game world to cause the updated value of the first achievement metric of the first skill-based gaming session conform with a first specified probability distribution of payout awards.
  • Additional method(s), system(s) and/or computer program product(s) may be further operable to cause at least one processor to execute additional instructions to: configure, using a first RNG engine, a first randomized attribute associated with a first aspect of the virtuahzed game world of the first skill-based gaming session; cause the skill-based gaming session to use the first randomized attribute of first aspect of the virtualized game world to influence a level of difficulty relating to the achieving of the first series of in-game objectives during a first time interval.
  • a wager may be made (or placed) on the outcome of a specific achievement metric relating to the skill-based wager game and/or game level.
  • the player's accomplishments or achievements of one or more in-game objectives during a given skill-based wager gaming session may be accumulated to provide an achievement metric (e.g. a Score) for that gaming session.
  • an achievement metric e.g. a Score
  • skill-based wager games may be configured or designed to include achievement-based pay tables.
  • the achievement metric may be used to determine the payout amount(s) (if any) to be distributed to the player (e.g., in accordance with the payout criteria specified in the achievement-based pay table(s))
  • the ability for the player to actually achieve any given level of payout may be at least partially influenced or controlled by the randomly generated nature of the in-game achievement-based opportunities available to the player during the gaming session.
  • different types of weighted randomization mechanisms may be used to drive the introduction of randomized in-game object(s), obstacle(s), element(s), event(s), variable(s) and/or condition(s) into the gaming environment for influencing or controlling the player's ability to achieve or satisfy one or more in- game achievement objectives (e.g., relating to the achievement metric(s) used for determining wager-based payouts) which will be used to determine the amount of payout (if any) to be distributed to the player.
  • in-game achievement objectives e.g., relating to the achievement metric(s) used for determining wager-based payouts
  • the introduction of randomized in-game object(s), obstacle(s), element(s), event(s), variable(s) and/or condition(s) during game play may be used as an automated mechanism for ensuring that the distribution of skill- based wager game payout(s) across multiple different gaming sessions predictably conforms with published win probabilities, published pay table criteria, regulatory guidelines, and/or other desired standards.
  • process steps, method steps, algorithms or the like may be described in a sequential order, such processes, methods and algorithms may be configured to work in alternate orders.
  • any sequence or order of steps that may be described in this patent application does not, in and of itself, indicate a requirement that the steps be performed in that order.
  • the steps of described processes may be performed in any order practical. Further, some steps may be performed simultaneously despite being described or implied as occurring non- simultaneously (e.g., because one step is described after the other step).
  • Veteran gamblers e.g., older gambler demographic age 50+
  • have been accustomed to a standard set of video gaming symbols e.g., A, J, K, Q
  • video gaming symbols e.g., A, J, K, Q
  • additional themed symbols e.g., animals, fantasy creatures, media personas, etc.
  • gaming controllers e.g., Nintendo, PlayStation, XBOX, Wii
  • PC HIDs e.g., mouse, trackball, keyboard
  • ⁇ head & body gear e.g., Victormaxx, Power Glove
  • Standard classic slot machines are deployed which include an electromagnetic mechanism with a “lever” interface device.
  • Slot machines have also evolved using video screens and electronic push button interfaces, which are typically referred to as “Hybrid Machines” that use a combination of both the mechanical portion and video elements of both designs.
  • hybrid arcade/wager-based games or “Gambling Arcade Games” which provide hybrid arcade-style, wager-based gaming techniques which may more suitably appeal to the Casino Gamer demographic.
  • hybrid arcade- style, wager-based gaming techniques are often comprised of new/different and complex back end solutions that may require lengthy and costly processes of regulatory review and approvals in many different gaming jurisdictions.
  • One possible workaround to this significant obstacle is to configure/design a hybrid arcade-style, wager- based game such that it is compliant with currently approved wager-based gaming regulatory standards such as, for example, the well-known GLI standards, which have already been approved in various gaming jurisdictions.
  • wager-based gaming regulatory standards such as, for example, the well-known GLI standards, which have already been approved in various gaming jurisdictions.
  • GLI standard is the GLI-11 standard version 3.0, Published September 21, 2016 by Gaming Laboratories International, LLC, the entirety of which is herein incorporated by reference for all purposes.
  • a hybrid arcade-style, wager-based game may be configured or designed to provide an arcade-style gaming interface which enables a player to participate in an arcade-style game at the wager-based gaming machine.
  • One or more events and/or activities performed by the player e.g., during play of the arcade-style game
  • may automatically trigger an RNG wager-based event such as, for example, one or more of the following (or combinations thereof):
  • wager-based activities of the hybrid arcade-style, wager-based game comply with currently existing GLI standard(s) (and/or other national, regional, local gaming rules and regulations), such hybrid arcade- style, wager-based games may not require additional regulatory approval for deployment in Casino venues.
  • hybrid arcade/wager-based gaming techniques described herein may include, but are not limited to, one or more of the following (e.g., or combinations thereof):
  • Hybrid arcade-style, wager-based games may be purposefully configured or designed to avoid (or to not require) any additional regulatory approval for deployment in Casino venues.
  • a hybrid arcade-style, wager-based game may be created by combining a new and different visual game representation with a new and different method of player interaction on a slot machine.
  • the hybrid arcade-style, wager-based game may be configured or designed to provide the assemblage of graphical elements and gameplay features for portraying a visually different experience while also providing the enhanced method of player interaction via a particular Human Interface Device (e.g., HID), which is based on the theme/style of the visually enhanced gambling game.
  • HID Human Interface Device
  • the game "Duck Hunt” uses a gun controller where as "Super Mario Bros.” utilizes a D-pad multi-button controller as the HID.
  • either (or both) of these arcade-style video games may be adapted (e.g., using the hybrid arcade/wager-based gaming techniques described and/or referenced herein) to function as hybrid arcade/wager-based games.
  • one or more hybrid arcade/wager-based game(s) may also be configured or designed to include one or more of the following (or combinations thereof): graphical elements (e.g., 2D and/or 3D) animations, sound effects, programming, etc.
  • the format of the hybrid arcade-style, wager-based game may focus on "first person shooter” type, arcade-style games such as, for example, “House of the Dead,” “Area 51”, “Lethal Enforcers”, etc. At least a portion of such games may feature a player character that automatically moves on a "rail” system (e.g., automatically moving the player's character through different scenes of the game, without requiring the player to provide input for moving his/her game character), which allows the player to concentrate his/her focus on shooting the targets which appear throughout gameplay.
  • the format of the hybrid arcade-style, wager-based game may also focus on other types of video and/or arcade-style games such as, for example, one or more of the following (e.g., or combinations thereof):
  • non-linear e.g., open world
  • arcade-style games such as, for example, Grand Theft Auto • "linear” type video and/or arcade-style games such as, for example, Half -Life
  • Massively multiplayer online "MMO” type video and/or arcade-style games such as, for example, World of Warcraft
  • RPG Role-playing game
  • RPG type video and/or arcade-style games such as, for example, Final Fantasy.
  • Such games may feature a player character that may be moved through the game world via player input,(e.g., HID), which allows for an increased sense of excitement through gameplay by providing a multitude of player-choice possibilities through a wide-array of path directions.
  • player input e.g., HID
  • the format of the hybrid arcade-style, wager-based game may facilitate a gameplay environment in which multiplayer functionality takes place.
  • the multiplayer gameplay may have multiple "enrollment" aspects in which one, for example, particular player could be on location at a casino playing a hybrid arcade/wager-based game, while another (e.g., different) player could be at a different location (e.g., at a different location in the casino, at a different casino, at a different establishment such as a home or office, etc.), concurrently participating in the same hybrid arcade/wager-based game, but without participating in any wagering aspect/portions of hybrid arcade/wager-based game.
  • a non-wagering game such as this is commonly known as a "free to play” game, in which the player is allowed to download and install said game on their own devices, which then allows the player progress through the game (e.g., which is no different than the wager based counter-part) without taking place in wager based events.
  • Examples of some popular "free to play” games are, "TERA”, “Marvel Puzzle Quest", "Planetside 2", etc. Gaming situations such as these may promote a "clicks to bricks" outcome where a casino property could promote at home users to "login over the weekend to play Super Zombie Bash! Free! Come down to the casino and play Super Zombie Bash for a chance to win big!
  • Such property advertisement may entice more patrons to visit the casino in order to "win big” on their favorite hybrid arcade/wager-based game.
  • different players concurrently participating in the same hybrid arcade/wager-based game may each separately configure his/her respective wagering parameters/amounts, which may be different from the wagering parameters/amounts configured by other game player-participants.
  • the various hybrid arcade/wager-based gaming techniques described herein may be used to improve the visual relationship between player and machine to increase player immersion and facilitate longer more exciting gambling durations without providing a completely new back-end delivery structure. It also improves the player method of interaction with the gambling game by allowing for a plethora of new age interface devices to be coupled with specific themed games (e.g., guns, joysticks, controllers, etc.).
  • specific themed games e.g., guns, joysticks, controllers, etc.
  • Existing technology and gameplay, although proven, is becoming dated and "not as fun" to younger players.
  • the hybrid arcade/wager-based gaming techniques described herein may satisfy the younger demographics gameplay needs while still satisfying the house and regulatory needs by having the same foundation which has already been tested/approved.
  • the presentation of the gaming elements are comprised in such a way where younger demographics may be more compelled to gamble while still allowing older demographics to understand and enjoy the experience if they so desire to participate.
  • the hybrid arcade/wager-based gaming techniques described herein may also be utilized for enabling enhanced slot machine gambling with new and exciting twists, while still being compliant with local/state/Federal gaming regulations.
  • the player character is on a "rail” (e.g., "House of the Dead", “Area 51”, “Lethal Enforcers” one or more of which are classic arcade rail styled shooter games) which does not allow for free range of movement or choice of direction within the gaming environment (e.g., commonly referred to as "game world” or “game level”).
  • a "rail” e.g., "House of the Dead", “Area 51", “Lethal Enforcers” one or more of which are classic arcade rail styled shooter games
  • the automated movement of the player's character is determined by the game's functionality and whether or not the player is actually playing (e.g., destroying zombies).
  • the player's mercenary character kicks down a door and enters a small maintenance room
  • 5 NPC's e.g., Non Player Characters
  • the noise e.g., from the door being kicked down
  • the rail movement e.g., kicking down the door and walking into the room
  • the player may use the game's HID (e.g., an electro-mechanical gun, which, for example, may be electronically tethered to the gaming device) to shoot and destroy the 5 NPC's.
  • HID e.g., an electro-mechanical gun, which, for example, may be electronically tethered to the gaming device
  • one or more different types of gameplay -related triggering event(s)/condition(s) may be defined for initiating a wager-based event to occur during game play (e.g., execution of wager-based slot reel spin may take place concurrently with or simultaneously with the player's continued and active participation in the arcade-style portion of the game).
  • Examples of different types of triggering event(s)/condition(s) may include, but are not limited to, one or more of the following (e.g., or combinations thereof):
  • One or more character movements such as, for example, jumping, ducking, punching, hitting, running, sitting, etc.;
  • An environmental object event such as, for example, volcano eruption, avalanche, earthquake, or sci- fi/fantasy element (e.g., a strange alien world may harbor anti-matter pockets and/or worm-holes in space- time) and/or weather (e.g., "Lightning Strike" trigger);
  • Boss event such as, for example, a mage or magic wielding character casting a specific spell (e.g.,
  • Fire Flare bonus round a boss summoning a group of minions during a battle (e.g., Golden Goblin minions with multipliers);
  • Predetermined outcome via host application such as, for example, a property may "credit/reward” a specific patron by triggering an event (e.g., "Hot Seat bonus” etc.), and/or may initiate an event based on a situation deemed necessary for triggering such an event, (e.g., See, e.g., 1208, Fig. 12);
  • an event e.g., "Hot Seat bonus” etc.
  • a multiplayer and/or team and/or co-op event e.g., similar to other embodiments described and/or
  • wager-based gaming events may include, but are not limited to, one or more of the following (e.g., or combinations thereof):
  • ⁇ spin of virtual slot reel (e.g., based on RNG)
  • wager-based gaming events e.g., or wager-based games
  • the gameplay-related triggering event(s)/condition(s) relates to an event which repeatedly occurs during the player's active participation in the arcade-style portion of the game, such as, for example: pulling of a trigger, firing of a weapon, hitting an object/target, destroying and object, etc.
  • the system may automatically initiate a wager-based spin of a virtual slot reel.
  • the system may automatically initiate a wager-based spin of the virtual slot reel.
  • the hybrid arcade/wager-based game may be configured or designed as a "rail movement" type game, where the player's character is automatically moved through various scenes of the game (e.g., as if the player's character were riding on an automated rail or transport). Rail movement advances the player's character into next game world location. The rail movement durations may be short, as to not interfere with quickly repetitive and continuous shoot/spin gameplay situations. In some embodiments, there may be stopping points of play as well as regulated movement intervals which comply with then current gambling regulations and/or local casino gaming requirements/preferences (e.g., casino may deem it desirable that play of the hybrid arcade/wager- based game achieves at least 8 spins of virtual slot reel per minute). In at least some embodiments, the hybrid arcade/wager-based game may also be configured or designed to take into account standard slot game feature transition times, bonus round intro's, wild animations, etc., when determining rail movements and sequence zones.
  • NPCs Non Player Characters
  • play of the hybrid arcade/wager-based gaming device may be considered to be in an idle state.
  • the game may continue to display or impart a visual sense of urgency to promote/stimulate gameplay (e.g., zombies continue to attack player character during idle game state).
  • different hybrid arcade/wager-based games may be configured or designed to include at least one arcade-style game play portion and at least one wager-based game play portion.
  • Examples of various arcade-style games or arcade-style themes which may be used in implementing the arcade-style game play portion of the hybrid arcade/wager-based game may include, but are not limited to, one or more of the following (or combinations thereof):
  • Non-linear e.g., open world
  • arcade-style games such as, for example, Grand Theft Auto.
  • Massively multiplayer online "MMO” type video and/or arcade-style games such as, for example, World of
  • RPG Role-playing game
  • RPG type video and/or arcade-style games such as, for example, "Final Fantasy”.
  • Racing / Driving arcade style game(s) e.g., Cars, boats, planes etc.
  • Sports-themed arcade style game(s) e.g., Football, Baseball, downhill skiing, etc.
  • Challenge arcade style game(s) e.g., Archery, Darts, Hunting, Shooting, etc.
  • Examples of various wager-based games or wager-based themes which may be used in implementing the wager-based game play portion of the hybrid arcade/wager-based game may include, but are not limited to, one or more of the following (or combinations thereof):
  • Examples of these types of wager-based games of chance include the RNG-based virtual roulette game, and the RNG-based "Wheel of Fortune” game.
  • a pachinko-type game A pachinko-type game.
  • a bingo-type game A bingo-type game.
  • HIDs human interface devices
  • Examples of different human interface devices (“HIDs”) may include, but are not limited to, one or more of the following (or combinations thereof):
  • Gaming Controller such as, for example, remote gaming controllers similar to those used for X-BoxTM, PlaystationTM, WiiTM, etc.
  • Mechanical vehicle components such as, for example, vehicle steering wheel, gear shift, gas pedal, brake pedal, clutch pedal, etc.
  • FIGS 10-13 illustrate various example embodiments of different Hybrid Arcade/Wager-Based Gaming procedures and/or procedural flows which may be used for facilitating activities relating to one or more of the Hybrid Arcade/Wager-Based Gaming aspects disclosed herein.
  • Figure 15 illustrates an example screenshots of a hybrid arcade/wager-based game GUIs which may be used for facilitating activities relating to one or more of the Hybrid Arcade/Wager-Based Gaming aspects disclosed herein.
  • at least a portion of the GUIs may be configured or designed for use at one or more mobile devices and/or at one or more casino gaming machines.
  • At least a portion of the various types of functions, operations, actions, and/or other features provided by the Hybrid Arcade/Wager-Based Gaming Procedures of Figures 10-13 may be implemented at one or more client systems(s), at one or more System Servers (s), and/or combinations thereof.
  • one or more of the Hybrid Arcade/Wager-Based Gaming procedures may be operable to utilize and/or generate various different types of data and/or other types of information when performing specific tasks and/or operations. This may include, for example, input data/information and/or output data/information.
  • the Hybrid Arcade/Wager-Based Gaming procedures may be operable to access, process, and/or otherwise utilize information from one or more different types of sources, such as, for example, one or more local and/or remote memories, devices and/or systems.
  • the Hybrid Arcade/Wager-Based Gaming procedures may be operable to generate one or more different types of output data/information, which, for example, may be stored in memory of one or more local and/or remote devices and/or systems.
  • Examples of different types of input data/information and/or output data/information which may be accessed and/or utilized by the Hybrid Arcade/Wager-Based Gaming procedures may include, but are not limited to, one or more of those described and/or referenced herein.
  • a given instance of the Hybrid Arcade/Wager-Based Gaming procedures may access and/or utilize information from one or more associated databases.
  • at least a portion of the database information may be accessed via communication with one or more local and/or remote memory devices. Examples of different types of data which may be accessed by the Hybrid Arcade/Wager-Based
  • Gaming procedures may include, but are not limited to, one or more of those described and/or referenced herein.
  • multiple instances or threads of the Hybrid Arcade/Wager-Based Gaming procedures may be concurrently implemented and/or initiated via the use of one or more processors and/or other combinations of hardware and/or hardware and software.
  • various aspects, features, and/or functionalities of the Hybrid Arcade/Wager-Based Gaming procedures may be performed, implemented and/or initiated by one or more of the various systems, components, systems, devices, procedures, processes, etc., described and/or referenced herein.
  • one or more different threads or instances of the Hybrid Arcade/Wager-Based Gaming procedures may be initiated in response to detection of one or more conditions or events satisfying one or more different types of minimum threshold criteria for triggering initiation of at least one instance of the Hybrid Arcade/Wager-Based Gaming procedures.
  • Various examples of conditions or events which may trigger initiation and/or implementation of one or more different threads or instances of the Hybrid Arcade/Wager-Based Gaming procedures may include, but are not limited to, one or more of those described and/or referenced herein.
  • one or more different threads or instances of the Hybrid Arcade/Wager-Based Gaming procedures may be initiated and/or implemented manually, automatically, statically, dynamically, concurrently, and/or combinations thereof. Additionally, different instances and/or embodiments of the Hybrid Arcade/Wager-Based Gaming procedures may be initiated at one or more different time intervals (e.g., during a specific time interval, at regular periodic intervals, at irregular periodic intervals, upon demand, etc.).
  • initial configuration of a given instance of the Hybrid Arcade/Wager-Based Gaming procedures may be performed using one or more different types of initialization parameters.
  • at least a portion of the initialization parameters may be accessed via communication with one or more local and/or remote memory devices.
  • at least a portion of the initialization parameters provided to an instance of the Hybrid Arcade/Wager-Based Gaming procedures may correspond to and/or may be derived from the input data/information.
  • FIG. 10 shows an illustrative example of an embodiment of a Hybrid Arcade-Wager Gaming Procedure 1000.
  • the Hybrid Arcade-Wager Gaming Procedure may facilitate, enable, initiate, and/or perform one or more of the following operation(s), action(s), and/or feature(s) (or combinations thereof):
  • Monitor occurrences of in-game activities, event(s) and/or achievement(s) during play of arcade-related (or non-wager based) portion of game 1013 This may include, for example, one or more of the following (or combinations thereof):
  • different sets of criteria may specify that a wager-based triggering event occurs when one or more of the following sequences of event(s)/activities occurs in-game:
  • n Specified number (n) of NPCs killed or destroyed (e.g., separate wager-based triggering event occurs each time 3 zombies killed),
  • n Specified number (n) of Wagering Objects collected by player's character (e.g., separate wager-based triggering event occurs each time 2 Wagering Objects collected by player's character).
  • wager-based virtual slot reel spin in response to player achieving an objective in the non-wager- based portion of the hybrid arcade/wager-based game, concurrently while player continues to engage in play of arcade-related portion of game.
  • one or more non-monetary payouts may also be distributed (e.g., within the non- wager-based portion of the hybrid arcade/wager-based game).
  • FIG 11 shows an illustrative example of a Wager-Based Event Procedure 1100 in accordance with a specific example embodiment.
  • the Wager-Based Event Procedure 1100 may be initiated or implemented concurrently during hybrid arcade/wager-based game play, allowing player to seamlessly continue arcade-style game play while wagering event is executed and outcome determined.
  • the Wager-Based Event Procedure may facilitate, enable, initiate, and/or perform one or more of the following operations), action(s), and/or feature(s) (or combinations thereof):
  • the pay table information may specify different payout amount(s) to be distributed to Player based on the outcome of the wager-based game event.
  • the payout amount(s) may be affected by, or influenced by, one or more aspects relating to the player's in-game activities, performance, achievements, accomplishments, earned points, etc. which occur (and/or do not occur) during play of the non-wager based portion of the game.
  • FIG. 13 shows an illustrative example of a Predetermined RNG Hybrid Arcade- Wager Gaming Procedure 1300 in accordance with a specific example embodiment.
  • the Predetermined RNG Hybrid Arcade-Wager Gaming Procedure may facilitate, enable, initiate, and/or perform one or more of the following operations), action(s), and/or feature(s) (or combinations thereof):
  • a respective, predetermined outcome e.g., RNG-based outcome
  • each spawned NPC may have associated therewith a respective RNG-based game of chance outcome, which has been determined before the initiation of the associated RNG-based game of chance (e.g., before spin of virtual slot reels), and which has been determined before a wager-based triggering event has occurred in association with that particular NPC.
  • the hybrid arcade/wager-based game may be configured or designed to prevent the player from being aware that the outcome of the wager-based game of chance has been predetermined. In such embodiments, even though the outcome of the wager-based game of chance has been predetermined, the hybrid arcade/wager-based game may be configured or designed to lead the player to believe that the outcome of the wager-based game of chance was determined after the occurrence of the wager-based triggering event, and subsequent execution of the wager-based game of chance.
  • the gaming device may be configured or designed to monitor activities in the entertainment portion (e.g., non-wager-based portion) of the hybrid arcade/wager-based game for occurrences of in-game event(s) which qualify as wager-based triggering event(s).
  • the gaming device may determine whether or not the occurrence of the detected in-game event qualifies as a wager-based triggering event. For example, the killing or destruction of an NPC in a zombie-themed hybrid arcade/wager-based game may correspond to an in-game event which qualifies as a wager-based triggering event.
  • the gaming device may initiate 1320 a wager-based game event in response to the detection of the wager-based triggering event, concurrently while allowing the player to continue to participate in arcade- related portion of game.
  • a wager-based triggering event occurs in the arcade (e.g., non-wager-based) portion of the hybrid arcade/wager-based game
  • the hybrid arcade/wager-based game may respond by automatically initiating a wager-based game event such as, for example, initiating wager-based spin of a set of virtual slot reels, while concurrently enabling the player to continue game play of the arcade-related portion of game.
  • the process of initiating a wager-based game event may include:
  • hybrid arcade/wager-based games are deployed in casino/regulated environments in which voluntary and/or mandatory rules/regulations are imposed (e.g., based on GLI standards, specific jurisdiction rules/regulations, and/or casino rules/regulations)
  • one or more mechanisms may be implemented (see, e.g., Figure 12) to cause wager-based game events to be initiated or triggered in a manner which conforms with governing rules/regulations.
  • a hybrid arcade/wager-based game may be configured or designed to automatically create conditions for a wager-based triggering event to occur in situations where there is lack of player input while credits are present, and gameplay is expected.
  • one or more hybrid arcade/wager-based games may be configured or designed to automatically cause wager-based game events to be initiated or triggered in accordance with specifically defined rules and/or criteria such as, for example, one or more of the following (or combinations thereof):
  • One wager-based event (e.g., virtual reel spin) about every 10 seconds (or sooner);
  • a player character's game world movement may be automatically controlled or influenced (e.g., via rail style, programmatically controlled gameplay destination paths, predetermined (and/or player-selectable) gameplay destination paths, etc.) to cause, satisfy, or achieve one or more identified or predefined goals/objectives. At least a portion of such goals/objectives may be defined by or generated by the hybrid arcade/wager-based game software and/or by local rules/regulations governing play of the hybrid arcade/wager-based game (e.g., in contrast to goals/objectives defined by the player).
  • a player character's game world movement may also be automatically controlled or influenced so as to avoid the need for player input, and/or so as to avoid the need for providing specific HID hardware.
  • a player character's game world movement may be automatically controlled or influenced in a manner which enables the player to interact with the gameplay elements via existing gaming cabinet hardware such as, for example, button panels, touchscreens, etc.
  • the player may see their character travel a short distance on a game world map before engaging in a battle, similar to the Zombie Rail Shooter mentioned in previous embodiments where short automated movement zones offer a quick "break" in action/wagering events (e.g., to thereby cause the game to be in conformance with standards governing the occurrence of wager-based game events, which may be imposed by local rules/regulations).
  • FIG. 12 shows an illustrative example of a Wager-Based Event Monitoring and Adjustment Procedure 1200 in accordance with a specific example embodiment.
  • the Wager-Based Event Monitoring and Adjustment Procedure may facilitate, enable, initiate, and/or perform one or more of the following operations), action(s), and/or feature(s) (or combinations thereof):
  • a minimum specified threshold criteria may be configured by the Casino such as, for example, one or more of the following (or combinations thereof):
  • One wager-based event (e.g., virtual reel spin) about every 10 seconds (or sooner);
  • a player characters game world movement may be automatically controlled (e.g., rail style and/or programmatically controlled predetermined (e.g., and/or selectable) gameplay destination paths) as to not facilitate the need for a specific HID, wherein the player could interact with the gameplay elements via current methods (e.g., button panel and/or touchscreen).
  • the player may see their character travel a short distance on a game world map before engaging in a battle, similar to the Zombie Rail Shooter mentioned in previous embodiments where short automated movement zones offer a quick "break" in action/wagering events (e.g., conforming to regulatory spins per minute).
  • Figure 15 shows a screenshot of an example embodiment of a Hybrid Arcade/Wager-Based Game GUI
  • Figure 15 shows an example screenshot of hybrid arcade/wager-based game GUI based on concept of a second person shooter zombie game.
  • the Hybrid Arcade/Wager-Based Game GUI 1500 may be configured or designed to display graphics, animation, images, video, text, and/or other types of content such as, for example, one or more of the following (or combinations thereof):
  • Player character/avatar content e.g., 1512
  • this may include an image of the character, a description of the character (e.g., Class A Merc), and other characteristics associated with the character such as, for example, character classification, skill level, strength, speed, power, knowledge, weapons, bet/wager multiplier value (e.g., 30x per kill), etc.
  • Wagering content e.g., 1514
  • the wagering content 1514 includes a wager value (e.g., $0.01) representing an amount to be automatically wagered for each wager-based event which occurs during play of the hybrid arcade/wager-based game.
  • Player credit information (e.g., 1516, 1524, 1522).
  • a second portion of player credit information 1524 may indicate recent credit(s) (e.g., "+4,720") awarded to the player (e.g., based on recent wager-based event), and a second portion of player credit information 1516 may indicate the player's current amount of total credits (e.g., 106,320 credits).
  • Wager-based event outcome information (e.g., 1522).
  • the wager-based event outcome information 1522 shows an amount of credits awarded to the player based on the most recent wager-based game event which was initiated and executed during play of the hybrid arcade/wager-based game.
  • Player character health status information (e.g., 1542).
  • Player character ammunition status information (e.g., 1544).
  • Player score information (e.g. 1530, 1532).
  • a second portion of player score information 1530 may represent the player's current total score achieved during the hybrid arcade/wager- based game play session.
  • a second portion of player score information 1532 may represent the player's score or award which has been awarded to the player based on a game play event activity and/or outcome achieved during the hybrid arcade/wager-based game play session.
  • NPC graphics/content e.g., 1528
  • a classic styled slot game (e.g., 1520) comprising 3 virtual slot reels is displayed, and configured or designed to offer a 1 line setup.
  • the hybrid arcade/wager-based game is configured or designed to use different player characters (e.g., "mercenaries", 1512) as bet multipliers.
  • the player may use the gaming device button panel to choose a wager amount "weapon” or "character” to use, say, an armored mercenary game character (e.g., 1512, Fig. 15) wielding a shotgun (e.g., equivalent to a 30 line max bet).
  • a bet multiplier of "30" (e.g., 30x) is associated with Class A Mercenary character 1512. Additionally, as illustrated in the example embodiment of Figure 15, the wagering denomination is $0.01 (e.g., 1514). Accordingly, since the selected game character/weapon (e.g., 1512) is configured to correspond to a 30x wager of the wagering denomination, this is equivalent to a $0.30 wager per kill (e.g., a $0.30 wager per kill of each NPC).
  • this event may qualify as a wager-based triggering event, which may cause the gaming machine to automatically place and initiate (using the player's funds) a $0.30 wager at the wager-based portion of the game (e.g., $0.30 wager automatically initiated at the slot game 1520).
  • the wager-based portion of the game is implemented as a RNG-based game of chance (e.g., such as a slot reel spin, roulette wheel spin, dice roll, etc.).
  • the outcome of the wager-based game event is determined after the wager-based triggering event has occurred.
  • the outcome of the wager-based game event is determined before the wager-based triggering event has occurred, but not revealed until after the wager-based triggering event has been initiated.
  • the outcome of the wager- based slot game 1520 results in the player winning 4,720 credits (1122), which may be automatically distributed to the player's account.
  • credits won by the player during play of the hybrid arcade/wager-based game may be converted into cash or other forms of monetary currency or credit.
  • various aspects of the present disclosure are directed to different gaming, wagering, and paytable techniques relating to skill-based, wager-based games ("skill-based wager games"), which, for example, may be deployed at different casino establishments.
  • one or more of the hybrid arcade/wager-based game embodiments described herein may be adapted, modified, configured and/or designed to function as a skill-based wager game.
  • one or more hybrid arcade/wager-based games may be configured or designed such that the outcomes and/or paytables of the wager-based game events are, at least partially, dependent on, or influenced by, the level of skill of the player.
  • hybrid arcade/wager-based games may be configured or designed to include both skill-based wager game portion(s) and a non-skill based wager game (e.g., RNG-based wager game) portion(s).
  • RNG-based wager game e.g., RNG-based wager game
  • one skill-based, wager-based gaming technique is directed to a skill-based wager game which has been configured or designed to provide a look and feel of game play similar to that of a typical arcade-type game.
  • the player puts in an amount of money to earn a credit.
  • the player uses that credit to start the game.
  • the player may use another credit to continue or to play again.
  • there are a number of different ways that a player may wager and win money playing the skill-based, wager-based game examples of which are briefly described below.
  • one or more skill-based wager games may be configured or designed to utilize "skill-based” or “achievement-based” paytables (or “payout tables") whereby the odds, awards, and/or payout(s) of one or more wager-based game events relating to the skill-based wager game are at least partially based on, or dependent on one or more of the following (or combinations thereof):
  • the player's game score (e.g., score relating to non-wager based portion of game).
  • Player's specified wager denomination or wager amount e.g., per wager-based game event.
  • one or more skill-based, wager-based games may be configured or designed to utilize a predefined score or a predefined set (or list) of scores with a respective monetary award or payout value associated with each different predefined score.
  • a casino or game host
  • the player may be awarded a monetary payout amount associated with the appropriate predefined score (e.g., Predefined Score A, in this example) at the end of the game (or at the end of that round or level of game play).
  • a score e.g., during game play of the skill-based, wager-based game
  • the player may be awarded a monetary payout amount associated with the appropriate predefined score (e.g., Predefined Score A, in this example) at the end of the game (or at the end of that round or level of game play).
  • PAY TABLE A which includes a list of predefined scores and respective payout awards for a pinball games as follows:
  • the player may receive a cash payout.
  • the player may receive the monetary payout in the form of credits. For example, if one casino credit was set to be equivalent to $1, the player may receive 50 credits at the pinball game, which may be used to fund subsequent gameplay, and/or which may be cashed out or redeemed for cash.
  • the casino may be able to define multiple different "pay tables" in which the associated payout(s) may be at least partially dependent upon on how much the player spends per credit.
  • the example PAY TABLE A (above) may be applicable to pinball gaming sessions in which the player has elected to wager $1 per credit.
  • multiple different pay tables may be provided and used to determine different payout amounts based on the initial amounts wagered or on the respective monetary value(s) associated with a credit.
  • multiple different pay tables e.g., Pay Tables Bl, B2
  • Pay Table Bl specifies a second set of payout criteria to be used for determining payouts in pinball games involving $0.25/credit wagers
  • Pay Table B2 specifies a second set of payout criteria to be used for determining payouts in pinball games involving $5/credit wagers.
  • a difficulty parameter setting which may be individually configured for each respective win value. For example, relative difficulty of accumulating points during game play may be higher for higher payout amounts, as compared to that of relatively lower payout amounts. By way of illustration, the relative difficulty of accumulating points in a $5/credit game may be higher than the relative difficulty of accumulating points in a $0.25/credit game.
  • multiple different types of difficulty parameters may be configured for a given skill-based, wager-based game.
  • one type of difficulty parameter may relate to game play difficulty, which, for example, may influence the degree of difficulty for satisfying or completing in-game tasks, objectives, events, conditions, etc.
  • Another type of difficulty parameter may relate to in-game point accumulation difficulty, which, for example, may influence the degree of difficulty relating to accumulating points during game play. For example, in a $0.25/credit game of pinball, 250 points may be awarded when the pinball contacts a particular target/object in the game. Alternatively, in a $5/credit game of pinball, 100 points may be awarded when the pinball contacts the same target/object in the game.
  • one or more of the difficulty parameter types described herein may be incorporated into a variety of different skill-based, wager-based games, including, for example, hybrid arcade/wager-based games, rail shooter type games, multi-player RPG-type games, etc.
  • one or more skill-based, wager-based games may be configured or designed to utilize a predefined set (or list) of payout(s) for each level of gameplay which is achieved or completed by the player.
  • a casino or game host
  • a respective monetary award or payout value may be associated with the achievement or completion of each different level of play.
  • a skill-based, wager-based pinball game is configured to award payouts in accordance with PAY TABLE C (below).
  • a player may begin playing the skill-based, wager-based game at Level 1. If, during Level 1 gameplay, the player achieves a score of at least 500,000, the player is awarded a payout of $1, in accordance with Pay Table C. Even if the player achieves or continues to achieve a score greater than 500,000 (e.g., player achieves a score of 10,000,000) in Level 1, the player only receives the $1 payout. In one embodiment, after achieving the Level 1 payout, the player may advance to Level 2. In accordance with Pay Table C, if the player achieves a score of at least 1,000,000 during Level 2 gameplay, the player awarded a payout of $5. In some embodiments, this $5 payout may be in addition to the $1 payout which the player earned during Level 1 gameplay. In at least one embodiment, if the player does not achieve a score of 1,000,000 during Level 2 game play, the player will not receive the $5 payout (but, may still receive the $1 payout for achieving a score of at least 500,000 during Level 1 gameplay).
  • Pay Table C if the player achieves a score of at least 2,000,000 during Level 3 gameplay, the player awarded a payout of $10, which may be in addition to any payout(s) awarded to the player during other levels of gameplay. Similarly, in accordance with Pay Table C, if the player achieves a score of at least 3,000,000 during Level 4 gameplay, the player awarded a payout of $50, which may be in addition to any payout(s) awarded to the player during other levels of gameplay. In some embodiments, if the player reaches the highest level of gameplay, the player may continue to play at that level, and may continue to receive payouts for achieving specific scores at that level.
  • Payout Table C if the player is playing at Level 4 and achieves a score of 3,000,000, the player may be awarded a payout of $50. If the player then continues gameplay at Level 4 and achieves a score of at least 6,000,000, the player may be awarded another payout of $50.
  • a player may be required to present his or her player's club card (or player tracking card) in order to play the skill-based, wager-based game.
  • the gaming system may monitor and track the player's game score, level of play, awarded payout(s), etc.
  • the gaming device and/or skill-based, wager-based game may be configured or designed to "carry over" the current game level to a new game. For example, in one embodiment, if a player plays a skill-based, wager-based game at Gaming Device A, and achieves Level 3 and then leaves (or quits the game), the next player who starts playing the skill-based, wager-based game at that that gaming device machine may begin playing at Level 3.
  • This game level "carry over” feature could be automatically reset in response to predefined events and/or conditions such as, for example, after a specified time interval has elapsed. It will be appreciated that such techniques may help prevent players from cheating or "gaming the system", for example, by attempting to repeat a level of play for which the player has already received the maximum award/payout for that level.
  • the gaming system and/or skill-based, wager-based game
  • the gaming system (and/or skill-based, wager-based game) may be configured or designed to dynamically adjust (e.g., increase/decrease, based on the player's assessed level of skill at the previous Level) the target score needed for achieving the Level 2 monetary payout.
  • the gaming system (and/or skill-based, wager-based game) is able to automatically and/or dynamically take into account each player's relative level of skill when determining the score(s) (or other objectives/milestones) needed to achieve the next monetary award/payout.
  • the skill-based, wager-based game may automatically and dynamically adapt to provide a challenging experience to players of differing levels of skill, including players having relatively high levels of skill, as well as players having relatively low levels of skill.
  • one or more skill-based, wager-based games may be configured or designed to utilize one or more multi-player, multi-bet pool(s) for wagering and monetary awards/payouts.
  • multi-player, multi-bet pool(s) for wagering and monetary awards/payouts.
  • 5 different gaming devices on a casino floor have been configured to enable player participation in a multi-player skill-based, wager-based pinball game.
  • one or more of the gaming devices may be physically located adjacent to one another.
  • the multiplayer game challenge is about to begin, and 5 players step up to the bank of gaming devices, and each player deposits $5 into their respective gaming device (e.g., $5 being the cost of one game play credit, in this example).
  • the five deposits of $5 each may be allocated to fund a wager pool of $25.
  • each player may then receive 3 balls for gameplay, and each player engages in gameplay of the skill-based, wager-based pinball game at their respective gaming device until the game is over at their respective gaming device. After all 5 players are finished (e.g., game over at each gaming device), the players' scores are compared, and monetary payouts may be automatically awarded or distributed based on one or more payout tables such as, for example, Pay Table D below.
  • ⁇ 3rd place e.g., person with third highest relative score of the multi-player participants wins 10% of the pool (e.g., $2.50).
  • the wager pool amount may be adjusted or modified based on how many players are participating in a given skill-based, wager-based game challenge. In some embodiments, there may need to be at least 2 players participating. In some two player game embodiments, instead of the 1st place player getting 50%, the 1 st place player may receive 75% of the wager pool, the 2nd place player may receive nothing, and the casino may receive get 25% of the wager pool.
  • one or more players may concurrently or simultaneously participate in the multiplayer, skill-based, wager-based game challenge.
  • one or more players may asynchronously participate in the multiplayer, skill-based, wager-based game challenge.
  • the multiplayer, skill-based, wager-based game challenge may be conducted over a specified time interval such as, for example, 24 hours, 2 days, 7 days, 30 days, etc.
  • a player may provide his or her player tracking card to sign up to participate in the game challenge, and may provide funds to cover the $5 credit/entry fee.
  • the player may initiate gameplay of the multiplayer, skill-based, wager-based game challenge any time during the "open challenge" period.
  • the game may display information to the player relating to the player's current (e.g., in real-time) standing or raking in the game challenge.
  • players could sign up for email/text alerts or notifications for notifying them of any changes in their relative rankings.
  • a player may be permitted to enter into the game challenge a second time by paying another $5 credit/entry fee.
  • the gaming system may be configured to select only the relatively highest score from that player's two game challenge entries, in order, for example, to help avoid outcomes where one person wins 1 st and 2 nd place (or 1 st and 3 rd place, or 2 nd and 3 rd place, etc.).
  • a weekly game challenge Pay Table E (below) may be configured to award payouts according to:
  • ⁇ 3rd place wins 10% of the pool (e.g., $250).
  • the casino or house would receive a flat $500 from the wager pool.
  • the amount of money required to enter the game challenge, and the percentage of the wager pool amount to be paid out to the highest scoring players may be dynamically configurable by the casino or house.
  • a wager may be made (or placed) on the outcome of a single wager-based game event, such as, for example, a slot reel spin.
  • the payout amount is determined based on the outcome of that specific wager-based game event.
  • a wager may be made (or placed) on other types of game-related events, activities, achievements, etc.
  • a wager (and/or associated pay table) may be based on (or placed on) the collective outcomes of a series of game-related activities or achievements.
  • a player may place a $5 wager at the gaming device on the outcome of the game.
  • the zombie-themed wager-based game of skill may be configured or designed to include a tiered pay table (e.g., Pay Table F) which is based on the total number of zombies killed by the player during a single gaming session of the zombie-themed wager-based game of skill.
  • a tiered pay table e.g., Pay Table F
  • Pay Table F A simplified example of such a pay table is illustrated by Pay Table F (below).
  • the player places a $5 wager at the gaming device to play one game of the zombie-themed wager-based game of skill, in which the player tries to kill as many zombies as possible during the gaming session.
  • the gaming session may be configured or designed to last a predetermined amount of time (e.g., 60 seconds).
  • the time period of the gaming session may be shortened or extended, depending upon various conditions/events which may occur during game play.
  • the player's payout amount is determined in accordance with the tiered payout parameters specified in Pay Table F.
  • the player will receive no payout. If the total number of zombies killed by the player during the gaming session is between 20-44, the player will receive $1 payout. If the total number of zombies killed by the player during the gaming session is between 40-69, the player will receive $10 payout. If the total number of zombies killed by the player during the gaming session is between 70- 99, the player will receive $50 payout. If the total number of zombies killed by the player during the gaming session is 100 or more, the player will receive $100 payout.
  • wagers may be made (or placed) on other types of game-related events, activities, achievements, etc.
  • a player may make one wager to play a game (or a level within a game) in its entirety. That game may or may not have "levels" associated with it. For each game or level, the player's skill may be demonstrated via his accomplishments in the game. Examples of different types of game- related accomplishments indicative of a player's skill level may include, but are not limited to: game score achieved, total points earned, number of objectives completed (e.g., number of zombie kills), hit-to-miss ratio, head-shot frequency, etc.
  • a skill-based wager game may utilize one or more "achievement-based" pay tables (such as that illustrated by Pay Table F). For example, in one embodiment, a higher game score may result in a higher win/payback in the skill-based wager game (or within a level of the skill-based wager game).
  • One potential issue associated with wager-based games of skill relates to the problem of highly skilled players "breaking the bank", for example, by consistently performing so well in the game so as to be able to always obtain a payout which is larger than the initial wager, thereby making the skill-based wager game economically nonviable.
  • skill-based wager games may be configured or designed to automatically and dynamically adjust, control and/or influence the amount of available wager-related achievement opportunities for a given game/level which can be attained by a player.
  • skill-based wager games incorporating this feature do not guarantee that there will always be sufficient randomly -generated opportunities within the game/level to enable the player to attain the highest (or relatively higher) payout tiers of the skill-based wager game pay table.
  • a skill-based wager game may be configured or designed to randomly determine or predetermine (e.g., for a given wager-related gaming session) the maximum (and/or minimum) number/amount of wager-related achievement opportunities which are available to be attained by the player during that wager-related gaming session.
  • the game may be configured or designed such that there is no guarantee that the game will actually generate at least 100 zombies for the player to kill.
  • the skill-based zombie game may use an RNG engine (or other randomized mechanism) for determining the maximum number of zombies which may be spawned in-game during the wager-based gaming session.
  • the skill-based wager game may randomly determine that a maximum of 104 zombies may be spawned in-game during the first wager-based gaming session; whereas, in a second wager-based gaming session, the skill-based wager game may randomly determine that a maximum of 68 zombies may be spawned in-game during the second wager-based gaming session. Accordingly, in the first wager-based gaming session it would be possible for the player to achieve the top tier payout of $100 by killing at least 100 zombies in 60 seconds.
  • Figure 16 shows an illustrative example of an Achievement-Based Gaming and Wagering Procedure 1600 in accordance with a specific example embodiment.
  • the Achievement-Based Gaming and Wagering Procedure may facilitate, enable, initiate, and/or perform one or more of the following operation(s), action(s), and/or feature(s) (or combinations thereof):
  • a skill-based wager game may be configured or designed to randomly determine or predetermine (e.g., for a given wager-related gaming session) the maximum (and/or minimum) number/amount of wager-related achievement opportunities which are available to be attained by the player during that wager-related gaming session.
  • the skill-based zombie game may use an RNG engine (or other randomized mechanism) for determining the maximum number of zombies (e.g., 88) which may be spawned in-game during the wager-based gaming session.
  • RNG engine may be used to control an NPC spawn timer, for example, to control how frequently zombies are spawned during a given time interval.
  • types of randomized in-game environmental variables may be used to limit the player's in-game achievement/milestones.
  • the spawning location of one or more zombies in the virtual world may be automatically and/or dynamically adjusted to positively or negatively influence the total number of zombies which the player is able to kill during the gaming session.
  • the zombies may each have a respective amount of "health", resulting in each zombie requiring a randomly generated number of "hits" by a shot/bullet before that zombie is killed, thereby making the total number of zombies killed dependent upon on how many bullets the player has at his disposal.
  • maximum value e.g., as determined by RNG
  • the gaming session may be configured or designed to last a predetermined amount of time (e.g., 60 seconds).
  • the time period of the gaming session may be shortened or extended, depending upon various conditions/events which may occur during game play. For example, in one embodiment, time period of gaming session may be automatically and dynamically extended past 60 seconds to allow player to kill a predetermined minimum number of zombies.
  • game determines that Player killed 75 zombies during skill-based gaming session.
  • the game's pay table may be configured to award different payout amounts, based on the time it took for the player to achieve the objective (e.g., based on how long it took player to kill 100 zombies, where larger payout amounts are awarded for shorter time values).
  • the skill-based wager game may require the player to achieve a designated objective during a given time interval in order for the gaming session to continue.
  • the skill-based wager gaming session may be configured or designed to last a minimum of 30 seconds (e.g., to accommodate nonskilled players), and thereafter, may require that the player kill another zombie every n seconds (e.g., every 5 seconds) in order for the gaming session to continue. If the player does not kill the zombie within the allotted time window, the gaming session may automatically end.
  • the skill-based wager game may be configured or designed to dynamically manipulate in-game variables in order to increase or decrease the chances of the player achieving the objective within the allotted timeframe.
  • this wager may be significantly larger than a typical wager on a spin of the slot machine, as it encompasses activity that may unfold over a span of time (e.g., measured in minutes).
  • the game may spawn a random number of zombies within a virtual playing field.
  • the placement of these zombies within the playing field may be random.
  • the number of zombies killed within the allotted time may determine the payout to the player using a graduated or tiered payout schedule (or pay table) (e.g. 10 zombies pays 1, 20 zombies pays 2, 30 zombies pays 5, 40 zombies pays 10, etc).
  • the payout schedule may look similar to the following:
  • the numeric value of the payout (e.g., "40 zombies pays 10", payout is “ 10")
  • the payout value (e.g., " 10") may represent different types of "payout units", which may vary, depending upon each skill-based wager game and associated paytable(s). For example, a payout of "10” may represent: lOx the wager amount, or 10 credits, or 10 dollars, or 10 cents, or 10 free dinners, or 10 entries in a raffle, etc.
  • the initial number of zombies may be predetermined (e.g., fixed or constant) or variable (e.g., randomly determined). In some embodiments, the initial placement of the zombies may be predetermined (e.g., fixed or constant) or variable (e.g., randomly determined). In some embodiments, the length of the player's gaming session (e.g., amount of time given to the player) may be predetermined (e.g., fixed or constant) or variable (e.g., randomly determined).
  • the placement of the zombies may be used to establish or influence the difficulty of the game. Since the player is limited in the amount of time he has to kill zombies, the farther away the zombie is from the player's avatar in the virtual world may affect how much time it takes for the player to reach (travel to) the zombie. Since, in this particular example, time is a key limiting factor in how the outcome of the game is determined, the placement of these zombies has a significant impact on the number of actual zombies which may be killable within the N seconds of game play. Therefore, the payout of the game may be randomly determined based on the virtual limitations of travel in the virtual world.
  • the achievement metric may be a score.
  • each zombie kill may attribute a different number of points to the player's score based on any number of varying factors, such as the zombie's color, difficulty, rarity, or what body part the player hit the zombie on (e.g. a zombie head-shot may be worth 100 points, while hitting a zombie in the foot may be worth only 5 points.), etc.
  • the payout schedule may be similar to that described above, but may be modified to be based on "Player Score acquired in under 120 seconds" instead of
  • Example Skill-Based Wager Game Embodiment 2 ZOMBIES v2
  • this wager is significantly larger than a typical wager on a spin of the slot machine, as it encompasses activity that may unfold over a span of time.
  • a random number of zombies may spawn in random locations within the virtual world.
  • the game may randomly spawn more zombies by waiting a randomly determined amount of time before spawning a random number of additional zombies (zero or more) in random locations around the virtural playing field.
  • the initial number of zombies may be predetermined (e.g., fixed or constant) or variable (e.g., randomly determined).
  • the initial placement of the zombies may be predetermined (e.g., fixed or constant) or variable (e.g., randomly determined).
  • the amount of time between subsequent zombie spawns may be predetermined (e.g., fixed or constant) or variable (e.g., randomly determined).
  • the number of zombies spawned following the initial set of zombies may be may be predetermined (e.g., fixed or constant) or variable (e.g., randomly determined).
  • the spawning of additional zombies may continue to occur until some amount of time has passed, the amount of time being based on the design of the game. In one embodiment, this amount of time may be fixed and the player may know how much time he has to accomplish his task. In an alternate embodiment, the amount of time given the player is randomly chosen, and the player may or may not be notified of how long he has to accomplish his task. In one embodiment, the achievement metric of the game may be based on how many zombies were killed after some amount of time has passed.
  • the overall payout can be based on (or influenced by) one or more of the following (or combinations thereof): (a) the placement of the zombies within the virtual game world; (b) the rate at which zombies are spawned; (c) how many zombies can be spawned during a given time interval; and/or (d) the amount of time that the player has to kill zombies. For example, if the game, through random determination, only spawns 39 zombies within N seconds, then the player may never have access to the prizes that are awarded for killing 40 or more zombies.
  • the payout schedule may be based on some form of "Score" representing a measurement of the player's achievements, skill and/or performance in accomplishing the game objectives.
  • the player may be required to kill relatively more zombies within a given time interval to be awarded a higher payout amount.
  • the payout may be based on the amount of time it takes for the player to kill N zombies, with a lower time equating to a higher payout. For example, killing 50 zombies in under 20 seconds may pay 500, while killing the same 50 zombies in 250 seconds may pay 0.
  • a score metric may be used instead of a kill count.
  • each different skill-based gaming session that is initiated may have associated therewith a different respective set of randomized in-game variables which may influence or affect: the difficulty of game play, the value of the achievement metric used to determine payouts, and/or the payout amounts.
  • multiple different game-related achievement metrics e.g., time and score
  • a payout schedule may be configured as follows: 50 zombies in 30 seconds (or less) pays 500, 40 zombies in under 45 seconds pays 100, 30 zombies in under 60 seconds pays 50, 30 zombies in under 90 seconds pays 10, and 25 zombies in under 120 seconds pays 1.
  • the payout schedule may be configured as follows:
  • the player would be paid the highest amount indicted by the criteria that he met. For example, if the player's score is 350, and it took him 55 seconds to achieve that score, the player would be paid 50. If the player's score is 250, and it took him 55 seconds to achieve that score, the player would be paid 10. If the player's score is 350, and it took him 65 seconds to achieve that score, the player would be paid 25.
  • Example Skill-Based Wager Game Embodiment 4 MATCH 3 (BEJEWELED) VI
  • the skill-based wager game is an object matching game having functionality similar to that of the arcade game BejeweledTM.
  • the player places a wager at the beginning of a "Board" of gems.
  • this wager is significantly larger than a typical wager on a spin of the slot machine, as it encompasses activity that may unfold over a span of time measured.
  • the player is expected to identify and select 3 or more gems of the same type (e.g. Red gems, Blue gems, etc.) that are touching each other (left, right, top, bottom, diagonally) on the playing board.
  • gems e.g. Red gems, Blue gems, etc.
  • the game's pay table may be based on two different game-related achievement metrics, namely: (1) how many total gems the player is able to match and remove, using this "minimum of 3" rule, and (2) the total amount of time it takes the player to accomplish the removal of the gems.
  • An example achievement-based pay table incorporating these achievement metrics may be configured as follows:
  • the payout table may be configured as follows:
  • the payout is 10;
  • the payout is 50;
  • the payout is 200;
  • the design of the skill-based wager game may incorporate and track different types achievement metrics such as, for example, Match 3 (Achievement Metric A) and Match 4 (Achievement Metric B).
  • the skill-based wager game may require the player to accomplish or achieve X matched gems using Match-3 or better, while also requiring Y matched gems using Match-4 or better.
  • An example achievement-based pay table incorporating these achievement metrics may be configured as follows:
  • this concept may be extendable to Match 5, Match 6, etc.
  • this concept of configuring a payout schedule based on multiple different achievement metrics may also be incorporated into a skill-based wager Zombie game, for example, by requiring a player achieve X number of Zombie Headshots, Y number of Zombie Chest-or-Head shots, etc.
  • the skill-based wager game may use a score-based the achievement metric, and may associate different score values with different properties of the gems (e.g., +3 points for each green gem cleared, +5 points for each red gem cleared, +9 points for each blue gem cleared, +2 points for each triangle gem cleared, +3 points for each square gem cleared, +6 points for each diamond gem cleared, etc.).
  • different score values e.g., +3 points for each green gem cleared, +5 points for each red gem cleared, +9 points for each blue gem cleared, +2 points for each triangle gem cleared, +3 points for each square gem cleared, +6 points for each diamond gem cleared, etc.
  • the difficulty level of the skill-based wager game may be controlled (e.g., increased/decreased) by configuring the gaming parameters such that certain gem colors/shapes are generated more frequently than others.
  • the skill-based wager game may be configured or designed to include Artificial
  • AI Intelligence
  • this determination may be based on a variety of different factors, such as, for example, the distribution of colors on the game board immediately prior to the generation of more gems, the layout of gems on the top "row” of the playing board, etc.
  • the skill-based wager game provides a game designer with numerous different options for: introducing in-game randomization which affects or influences one or more achievement-based metrics achievement-based objectives, and for influencing or controlling the overall payout(s) to the player(s).
  • the randomized in-game elements which affect the generation and/or clearing of new gems may have an effect on the ability of the player to achieve certain achievement metrics. For example, in one embodiment, if the wager-related achievement metric is based on the number of gems cleared except for Red gems, the overall probability that the player will be able to achieve more difficult achievement metrics and/or higher payout values may be influenced and/or controlled by adjusting (e.g., increasing/decreasing) the probability of red gems being randomly generated/spawned into the gaming environment.
  • this wager is significantly larger than a typical wager on a spin of the slot machine, as it encompasses activity that may unfold over a span of time.
  • the goal of the game is for the player to complete the course in the least amount of time.
  • the player's achievement metric is therefore tied to the amount of time it takes him to complete the race.
  • the goal of the game may be for the player to drive as far as possible during a specified time interval (e.g., 120 seconds).
  • the achievement metric may be based on how far the player gets at the end of the specified time interval.
  • the length of the time interval may be increased and/or decreased, depending upon tne occurrence(s) of various in-game events, conditions, achievements, etc.
  • the race may have various obstacles and/or objects that the player may contend with (and/or interact with) during game play. These obstacles and/or objects may be designed to make it more helpful or more difficult for the player to complete the race rapidly (and/or to achieve higher payout amounts). In one embodiment, these obstacles/objects may be randomly distributed throughout the race track, or generation/placement of the obstacles/objects may be in some way controlled by a randomized mechanism or process (such as an RNG engine).
  • the obstacles/objects may be placed at fixed or constant locations throughout the gaming environment (e.g., at different locations throughout the race track), for each different gaming session. In other embodiments, the obstacles/objects may be placed in random locations throughout the gaming environment, for each different gaming session.
  • each of the obstacles/objects may have respective properties or characteristics associated therewith which may (positively or negatively) affect or influence the player's in-game performance or accomplishments.
  • at least a portion of the values associated with the properties/characteristics of each obstacle/object may be randomly determined each time a new obstacle/object is generated or spawned in the gaming environment.
  • obstacles may be items like rocks, potholes, orange traffic cones, detours, wildlife (deer, bears, rabbits, etc), pedestrians, etc., each of which may have a varying degree of penalty associated with them.
  • this penalty may take the form of an immediate modification of the current timer, may take the form of a slow-down of the player's car, may take the form of a broken piece(s) of the player's car (busted wheel, weakened suspension, etc), and/or may take the form of some other negative consequence of interacting with the obstacle.
  • each obstacle may be designed such that it may provide some negative influence of the player's achievement metric, and the randomness applied when generating the obstacle may be a factor in determining the degree of influence that the obstacle's negative effect will have on the player's performance.
  • the randomness of the obstacles may be such that it is somewhat easier to make it through the first half of the race, but nearly impossible (or actually impossible) to complete the second half of the race in a timeframe that would result in any payout to the player.
  • one or more obstacles may be configured to function as in-game hindrances, which may take the form of computer-controlled racers (AI racers) that are racing simultaneous with the player's vehicle.
  • AI racers computer-controlled racers
  • properties/characteristics associated with each of the AI racers e.g. the aggressiveness of the AI racer, the suicidal tendencies of the AI racer, etc.
  • the qualities of the player's car may be dynamically influenced or affected (e.g., during game play) by randomly introduced in-game element(s), event(s), variable(s) and/or condition(s).
  • this wager is significantly larger than a typical wager on a spin of the slot machine, as it encompasses activity that may unfold over a span of time.
  • the expectation is that, during the course of the race, the player's vehicle may drive over/past, or may interact with, various objects, tokens, prizes, etc. placed throughout the race track.
  • Some of the introduced items/objects may be of similar type to each other, but may each have randomly assigned properties/characteristics associated therewith. Other introduced items/objects may be of different types.
  • each prize introduced into the gaming environment may be worth a random number of points that gets added to a player's score (e.g., achievement metric).
  • the score may be simply based on the number of prizes picked up.
  • points awarded for each prize may be based on the type of prize interacted with (e.g. a bronze ring may be worth 1 points, a silver worth 5, and a gold worth 10, etc.).
  • the payout to the player may be based on the total number of points earned upon completion of the track or race or other in-game objective(s).
  • the player must simply complete the race to get paid. In other embodiments, the player may only get paid if he completes the race within a certain amount of time. In other embodiments, the player may only get paid if he completes accomplishes or achieves a specific set of in-game objectives during game play. In some embodiments, the player may be paid based on how many points he has accumulated after a certain timeframe has elapsed. This elapsed timeframe may be either a fixed timeframe or a randomly determined timeframe.
  • the randomness of where and how the prizes/objects are placed on the virtual race track can greatly affect the amount of time it takes the player to complete the race. For example, if a prize is placed on the inside edge of a high-radius corner in the track, it is expected that the player may easily pick up that prize. However, if a prize is placed outside the outer edge of a low-radius corner, it is expected that it may cost significant time for the player to pick up that object.
  • the prize may be configured or designed to appear on the track only when the player's vehicle gets within a predetermined proximity to the prize's location. This gives the player very little time to react and modify the course of his virtual car in order to acquire the prize.
  • the proximity value may be randomly determined, which influences the relative ease or difficulty in the player being able to collect that prize during game play.
  • a wager may be made (or placed) on the outcome of a specific achievement metric relating to the skill- based wager game and/or game level.
  • the player's accomplishments or achievements of one or more in-game objectives during a given skill- based wager gaming session may be accumulated to provide an achievement metric (e.g. a Score) for that gaming session.
  • an achievement metric e.g. a Score
  • Skill-based wager games may be configured or designed to include achievement-based pay tables.
  • the achievement metric may be used to
  • the ability for the player to actually achieve any given level of payout may be at least partially influenced or controlled by the randomly generated nature of the in-game achievement-based opportunities available to the player during the gaming session.
  • different types of weighted randomization mechanisms may be used to drive the introduction of randomized in-game object(s), obstacle(s), element(s), event(s), variable(s) and/or condition(s) into the gaming environment for influencing or controlling the player's ability to achieve or satisfy one or more in-game achievement objectives (e.g., relating to the achievement metric(s) used for determining wager-based payouts) which will be used to determine the amount of payout (if any) to be distributed to the player.
  • in-game achievement objectives e.g., relating to the achievement metric(s) used for determining wager-based payouts
  • the introduction of randomized in-game object(s), obstacle(s), element(s), event(s), variable(s) and/or condition(s) during game play may be used as an automated mechanism for ensuring that the distribution of skill-based wager game payout(s) across multiple different gaming sessions predictably conforms with published win probabilities, published pay table criteria, regulatory guidelines, and/or other desired standards.
  • one or more hybrid arcade/wager-based games may be configured or designed to incorporate one or more aspects of the skill-based/achievement-based wagering techniques described herein.
  • Figure 17 shows an illustrative example of a Skill-Based Hybrid Arcade/Wager-Based Game (HAWG)
  • the Skill-Based HAWG Procedure may facilitate, enable, initiate, and/or perform one or more of the following operation(s), action(s), and/or feature(s) (or combinations thereof):
  • player places a $5 wager at the gaming device to play one game of the zombie-themed wager- based game of skill, in which the player tries to kill as many zombies as possible during the gaming session.
  • a skill-based wager game may be configured or designed to randomly determine or predetermine (e.g., for a given wager-related gaming session) the maximum (and/or minimum) number/amount of wager-related achievement opportunities which are available to be attained by the player during that wager-related gaming session.
  • Player participates in skill-based HAWG gaming session. 1714. For example, once the gaming session is started, the player may have 60 seconds to kill as many zombies as possible. In one embodiment, new zombies are spawned over time up to maximum value (e.g., as determined by RNG) for that wager-based game session.
  • maximum value e.g., as determined by RNG
  • payouts and non-monetary payouts 1720 are distributed (e.g., within the non- wager-based portion of the hybrid arcade/wager-based game).
  • game determines that Player killed 75 zombies during skill-based gaming session.
  • the format of at least some of the hybrid arcade-style, wager-based games may also focus on “linear”, “non-linear (e.g., open world)", Massively Multiplayer Online “MMO”, and/or Role-Playing ("RPG”) type video and/or arcade-style games such as, for example, “Half-Life”, “Grand Theft Auto”, “World of Warcraft”, and "Final
  • Fantasy (e.g., respectively). Such games may be collectively referred to herein as "RPG” type games, and may feature a player character that is moved through the game world via player input (e.g., HID). This allows for an increased sense of excitement through gameplay by providing a multitude of player-choice possibilities through a wide-array of path directions.
  • player input e.g., HID
  • the format of the hybrid arcade-style, wager-based game may facilitate a gameplay environment in which multiplayer functionality takes place.
  • the multiplayer gameplay may have multiple "enrollment" aspects in which one particular player could be on location at a casino playing a hybrid arcade/wager- based game, while another different player could be at a different location (e.g., a location outside the casino which may be accessible via network access to a home/personal computer and/or mobile device) playing the same hybrid arcade/wager-based game, but without the wagering aspect found in the casino environment.
  • a non-wagering game such as this is commonly known as a "free to play” game, in which the player is allowed to download and install said game on their own devices, which then allows the player progress through the game in a manner substantially similar to that of the hybrid arcade/wager-based game except that the wagering component (e.g., regulated gambling component) of the game is omitted.
  • the wagering component e.g., regulated gambling component
  • Examples of some popular "free to play” games may include: “TERA”, “Marvel Puzzle Quest", “Planetside 2", etc. Gaming situations such as this may promote a "clicks to bricks" outcome where a casino property could promote or solicit home users to "login over the weekend to play Super Awesome RPG! Free!
  • Such property advertisement may entice more patrons to visit the casino in order to "win big” on their favorite hybrid arcade/wager-based game.
  • the various hybrid arcade/wager-based gaming techniques described herein may also be utilized for enabling enhanced slot machine gambling with new and exciting twists, while still being compliant with local/state Federal gaming regulations.
  • the assemblage and representation of graphical elements of the RPG type hybrid arcade/wager-based games may be configured or designed such that the visual result (e.g., as experienced by the player) resembles that of a traditional, arcade-style RPG-type game, and may be further configured or designed such that the interaction by the player (e.g., via HID, EGM button panel and/or possible touchscreen) facilitates wagered gameplay, for example, by providing opportunities to the player (e.g., during play of the RPG-type hybrid arcade/wager-based game) to selectively participate in wager-based activities/events which conform to appropriate gaming regulations and jurisdictional requirements.
  • the visual relationship between player and machine may be enhanced and improved, thereby increasing player immersion and facilitating longer more exciting gambling durations without the need to implement new and/or reconfigured back-end delivery structure(s).
  • the RPG e.g., Role Playing Game
  • the RPG hybrid arcade/wager-based game may be setup/configured/built substantially differently (e.g., than that of rail-type games), while still utilizing similar concepts, triggering mechanisms and gameplay criteria.
  • the focus on the wagering event may change depending on the structure, style, and theme of the RPG game.
  • the wager event was triggered after (or in response to) an NPC being destroyed; whereas an RPG version of the game may be configured or designed to trigger a wager-based gaming event to occur when a player character deals damage to an NPC and/or attacks an NPC.
  • the wagering event be based on more simplified criteria such as the destruction of an object rather than on more complex criteria such as the degree of damage dealt to the object.
  • wager-based triggering events e.g., for initiating pre-approved RNG-based games of chance
  • the specific case previously described where the NPC was destroyed by a single damage dealing attack may be a result of a wild symbol and or mini bonus win line configuration, which may be displayed to the player via graphics and/or animations.
  • a player could be engaged in a battle where multiple attacks from NPCs and/or other player(s) may be exchanged.
  • a patron could be "battling" a giant monster for a few minute duration where each (e.g., or at least one) attack made by the player initiates a separate wager-based spin of the RNG-based slot game.
  • RPG hybrid arcade/wager-based games battles between players and NPC's may follow a "turn based" style, e.g. player move, NPC move, player move, NPC move - until the battle is over (e.g., either the player or NPC gets destroyed).
  • Some RPG hybrid arcade/wager-based game embodiments may have multiple "hero's" controlled by one player.
  • one embodiment of an RPG hybrid arcade/wager-based game may be configured or designed to be substantially similar in gameplay to the RPG-based game "Final Fantasy", in which the player controls (3) hero characters as "they" travel across the lands in search of their quest related tasks.
  • hero characters may encounter numerous NPC's along their travels, and when doing so, the team of hero's may encounter a cornucopia of NPC's in no specific amount and/or arrangement.
  • one NPC encounter may entail the 3 hero characters battling 4 ogres, or 8 small gremlins, or 1 behemoth, or a combination thereof such as, 1 behemoth 1 ogre and 4 small gremlins.
  • How the player decides to battle each group may depend on one or more factors such as, for example: the player's preferences, the player characters abilities, the type of NPC's (e.g., fighting style, weaknesses, strengths) about to be battled, wagering criteria relating to one or more player characters, etc.
  • a player may acquire "skill points, battle points and/or experience points" from non-monetary payouts of wager-based game event outcomes. The player may then "spend” on their character to increase abilities and/or learn new skills. For example, a warrior character has just defeated a large bosslike NPC, upon doing so, the player is awarded (3) "points" which may be used by the player (e.g., if desired) to upgrade his/her character's abilities/game play characteristics, such as, for example:
  • a heavy plate armor set costs 5 points
  • the player may also choose to not spend points at the current time in order to save and gather more points for higher ranked (e.g., more costly) abilities and/or items.
  • one or more of the player's associated skill attributes may be dynamically and individually adjustable (e.g., increased/decreased) based on various criteria such as, for example: wager-based game event outcomes, objects collected, and/or other gameplay activities which may occur during play of the arcade-style portion of the hybrid arcade/wager-based game.
  • enhancing a character's skills/abilities may affect the odds of winning a wager-based game event.
  • enhancing a character's skills/abilities may affect the odds of winning a wager-based game event, particularly where the wager- based game event is based off of an RNG and results are predetermined. In this way, the player is incentivized to work towards building his/her character to become a powerful force to be reckoned with.
  • An additional benefit in providing functionality for enabling a player to increase his/her gameplay skill attributes relates to the ability to periodically add visually appealing effects and designs that may be built upon throughout an extended period of gameplay.
  • hybrid arcade/wager-based games may be configured or designed in a manner such that the respective wager event outcomes associated with a given wager-based triggering event may be predetermined before the occurrence of the wager-based triggering event.
  • a hybrid arcade/wager-based game may be configured or designed to:
  • the hybrid arcade/wager-based game may be configured or designed to facilitate, enable, initiate, and/or perform one or more of the following operation(s), action(s), and/or feature(s) (or combinations thereof):
  • the hybrid arcade/wager-based game may be configured or designed to: link a second predetermined wager-based game event outcome to the Second NPC; detect a second in-game interaction with the Second NPC, the second in-game interaction being caused based on input from the player during play of the non-wager based gaming portion; determine if the second in-game interaction with the Second NPC qualifies as a wager-based triggering event; if it is determined that the occurrence of the second in-game interaction with the Second NPC qualifies as a wager-based triggering event, initiate the second wager-based game event; and reveal, after initiation of the second wager-based game event, the second predetermined wager-based game event outcome as the outcome of the second wager-based game event which was initiated in response to the occurrence of the second in-game interaction with the Second NPC.
  • the hybrid arcade/wager-based game may be configured or designed to: link a second predetermined wager-based game event outcome to the Second Object; detect a second in-game interaction with the Second Object, the second in-game interaction being caused based on input from the player during play of the non-wager based gaming portion; determine if the second in-game interaction with the Second Object qualifies as a wager-based triggering event; if it is determined that the occurrence of the second in-game interaction with the Second Object qualifies as a wager-based triggering event, initiate the second wager-based game event; and reveal, after initiation of the second wager-based game event, the second predetermined wager-based game event outcome as the outcome of the second wager-based game event which was initiated in response to the occurrence of the second in-game interaction with the Second Object.
  • the hybrid arcade/wager-based game may be configured or designed to: link a second predetermined wager-based game event outcome to the Second Achievement; detect a that the Second Achievement has been accomplished or satisfied during play of the non-wager based gaming portion; determine if the accomplishing of the Second Achievement qualifies as a wager-based triggering event; if it is determined that the accomplishing of the Second Achievement qualifies as a wager-based triggering event, initiate the second wager-based game event; and reveal, after initiation of the second wager-based game event, the second predetermined wager-based game event outcome as the outcome of the second wager-based game event which was initiated in response to the accomplishing of the Second Achievement.
  • each spawned NPC may have associated therewith a respectively different, predetermined RNG-based outcome.
  • each spawned NPC has associated therewith a respective RNG-based game of chance outcome, which may be determined before the initiation of the wager-based game event (e.g., before initiation of the RNG-based game of chance), and which may be determined before a wager-based triggering event has occurred for that particular NPC.
  • each NPC Spawning Event may initiate, trigger or cause the gaming machine to perform or execute a plurality of operations for determining a respective RNG-based game of chance outcome to be associated with each spawned dark monger gremlin (NPC).
  • the plurality of operations may include, but are not limited to, one or more of the following (or combinations thereof):
  • the predetermined RNG-based outcome may result in monetary payouts and/or non-monetary payouts.
  • the gaming device may respond by making a call to a Random Number Generator (RNG) in order to obtain a predetermined outcome of a future wager-based gaming event associated with the specific NPC.
  • RNG Random Number Generator
  • the call to the Random Number Generator (RNG) may be made before the occurrence of a wager- based triggering event in order to predetermine an outcome of the future wager-based gaming event.
  • the gaming device when a wager-based triggering event is detected in association with an identified NPC (e.g., killing or damaging an NPC), the gaming device may be configured or designed to respond by automatically initiating and/or performing one or more operations, including, for example:
  • gaming event symbols to be displayed in connection with the wager-based game event.
  • a wager-based game event e.g., virtual slot reel spin
  • a maximum permitted wager amount may be placed on the outcome of a virtual slot reel spin, and the virtual slot reel spin initiated.
  • ⁇ Causing anticipation animation to be displayed at the gaming device display e.g., spinning reels, NPC damage animations, etc.
  • the wager-based game event outcome (e.g., which is to be initiated in response to the detection of the wager-based triggering event associated with the identified NPC).
  • the outcome of the wager-based game of chance is a win or payout
  • "loot piles" may be displayed adjacent to the damaged NPC.
  • Player may also be notified of any non-monetary payouts, free spins, bonus rounds and the like, which may be awarded or distributed to the player based on one or more wager-based game event outcome(s).
  • the RPG hybrid arcade/wager-based game may be configured or designed to provide opportunities in which the player is awarded specific "points" (e.g., mentioned previously) to upgrade their character stats. For example, a player may be awarded a nonmonetary payout of points based upon the outcome of a wager-based game event initiated during play of the RPG hybrid arcade/wager-based game.
  • points e.g., mentioned previously
  • the RPG hybrid arcade/wager-based game may be configured or designed to include functionality for enabling the player to acquire or purchase various types of in-game resources (e.g., items, skills, and abilities, etc.) using points that were awarded to the player from non-monetary payouts of wager-based game events.
  • the hybrid arcade/wager-based game may be configured or designed to offer the ability for a player to exchange earned points for other types of artifacts such as, for example: scrolls, gems, crystals, pendants and/or other artifacts that possess special abilities/attributes.
  • the format or theme of the hybrid arcade/wager-based games may be directed to "sports" style arcade games (e.g., including motorsports), such as, for example, "NBA JAM”, “Golden Tee”, “San Francisco Rush”, “Need for Speed”, etc.
  • Such games may feature a player character(s) and/or a player vehicle(s) and/or vessel(s), wherein the player has control over his or her character/vehicle via HID interaction (e.g., XBOX controller, steering wheel/foot-pedal combo, etc.).
  • HID interaction e.g., XBOX controller, steering wheel/foot-pedal combo, etc.
  • Sports-type hybrid arcade/wager-based games may be setup (e.g., built) completely different (e.g., from rail-type or RPG-type games), while still utilizing concepts, triggering mechanisms and gameplay criteria which may be common to some or all types of hybrid arcade/wager-based games.
  • focus on the wager-based game event(s) may change depending on the structure, style, and theme of the Sports-type hybrid arcade/wager-based game. For example, in the Rail-themed and RPG- themed hybrid arcade/wager-based games, initiation of at least some of the wager-based gaming events were triggered in response to events/conditions which occurred to NPCs, such as for example, the destruction of an NPC, damage to an NPC, attack on an NPC, etc. In contrast, in sports-themed hybrid arcade/wager-based games, initiation of at least some of the wager-based gaming events may be automatically triggered in response to actions and/or activities performed by the player (or performed by the player's character).
  • a player may control one or more characters, and based on the type of sport, specific gameplay actions or events may be configured or defined to correspond to wager-based triggering events (e.g., for triggering initiation of one or more wager-based game events). Examples of such specific gameplay actions or events may include, but are not limited to, one or more of the following (or combinations thereof):
  • Sinking a ball e.g., birdie, bogey in golf.
  • a player may control one or more "vehicles" and, based on the type of sport, specific gameplay actions or events may be configured or defined to conespond to wager-based triggering events (e.g., for triggering initiation of one or more wager-based game events).
  • specific gameplay actions or events may include, but are not limited to, one or more of the following (or combinations thereof):
  • Time based durations e.g., drag racing, "endless-driver", oval-track.
  • a "point” may be defined or interpreted as a term that references one gaining a level in score in relation to a specific game in which they are involved (e.g., as opposed to "points" that may be known in relation to EGM gameplay (e.g., leaderboard points) and/or player club card points).
  • one or more one or more specific sets of wager-based triggering events may be predefined for triggering initiation of one or more approved wager-based game events (e.g., RNG-based games of chance) which conform with regulatory /jurisdictional requirements.
  • Wager Triggering object(s) provides player with the ability to selectively initiate a wager-based game event and/or to selectively cause a wager-based triggering event to occur, as desired.
  • a wager-based triggering event occurs when a player's character collects a Wager Triggering Ring
  • the player may elect to not initiate any wagers during play of the hybrid arcade/wager-based game, for example, by avoiding collection of Wager Triggering object(s).
  • the frequency and pace of the wagering events may be directly controlled by the player during active play of the arcade-style portion of the hybrid arcade/wager-based game.
  • a related benefit of using symbols such as Wager Triggering object(s) to initiate wager-based game events is that it provides the ability for each player to establish and control his/her prefened pace of gambling during play of the hybrid arcade/wager-based game. For example, by purposefully interacting with Wager Triggering object(s) relatively infrequently during gameplay, a player may maintain a relatively slow pace of gambling during play of the hybrid arcade/wager-based game. In contrast, by purposefully interacting with Wager Triggering object(s) relatively frequently during gameplay, a player may maintain a relatively fast pace of gambling during play of the hybrid arcade/wager-based game.
  • the player may choose steer the vehicle so that it interacts with the next displayed "Wager Ring," thereby initiating a wager-based gaming event (e.g., virtual slot reel spin).
  • the player may relax/enjoy the moment, and then continue on.
  • a fast paced player (who prefers faster paced gambling) may purposefully chose to drive relatively fast, and steer his/her vehicle so as to interact with each Wager Triggering object which is displayed during gameplay, thereby initiating multiple wager-based gaming events (e.g., virtual slot reel spins) within a given time interval in order to maintain a relatively fast pace of gambling during play of the hybrid arcade/wager-based game.
  • wager-based gaming events e.g., virtual slot reel spins
  • the slow paced player and fast paced player could each be playing the same driving-type hybrid arcade/wager-based game at two different, adjacent gaming machines, and have completely different gameplay experiences. Yet both players may be enjoying themselves equally as much due to the flexibility of design of the hybrid arcade/wager-based game configuration and the ability for each player to establish and control his/her preferred pace of gambling during play of the hybrid arcade/wager-based game.
  • each Wager Triggering object introduced into the gaming environment may have associated therewith a respectively different, predetermined RNG-based outcome.
  • the gaming device may respond by making a call to a Random Number Generator (RNG) in order to obtain a predetermined outcome of a future wager-based gaming event which will be initiated in response to the player's vehicle/character interacting with the identified Wager Triggering object.
  • RNG Random Number Generator
  • the predetermined RNG-based game of chance outcome associated with a given Wager Triggering object is generated/determined before the initiation of the corresponding RNG-based game of chance, and is generated/determined before the player's vehicle/character has interacted with the identified Wager Triggering object.
  • At least some hybrid arcade/wager-based game embodiments may be configured or designed to provide the ability to selectively toggle certain HUD elements, timers, checkpoints, and the like. Additionally, at least some hybrid arcade/wager-based game embodiments may be configured or designed to provide capability of supporting multiplayer events and/or tournaments (e.g., in which timer-based events occur). For example, a casino property may have a promotion setup where groups of people/teams may be "racing" to get the most "spins" within a specific timeframe. In doing so, timers, points, and other various details may be displayed to the patron(s).
  • Wager Triggering object(s) and/or other symbols for triggering wager-based game events may be distributed at various locations of the virtual game play field/arena/court of the hybrid arcade/wager-based game.
  • a player may selectively choose to navigate his/her character, during gameplay, to interact with one or more Wager Triggering object(s) (to thereby trigger initiation of one or more wager-based game event) and/or to avoid interacting with one or more Wager Triggering object(s) (to thereby prevent initiation of one or more wager-based game events).
  • a respective, predetermined RNG- based game of chance outcome may be generated/determined before (e.g., in advance of) the occurrence of each specific player character game play activity or achievement which causes or triggers a wager event.
  • Examples of such player character game play activities may include, but are not limited to, one or more of the following (or combinations which may include, but are not limited to, one or more of the following (or combinations thereof):
  • a wager-based triggering event may be defined to occur whenever a player's character performs a flip during game play.
  • the gaining device may make a call to the Random Number Generator (RNG) in order to obtain a predetermined outcome of a future wager-based gaming event which may be subsequently initiated if/when the system detects that the player's character has performed a flip during game play.
  • RNG Random Number Generator
  • a wager-based game event will be automatically initiated by the system, and the outcome of the wager-based game event will correspond to the predetermined RNG outcome.
  • the gaming device may make another call to the Random Number Generator (RNG) to obtain a next predetermined outcome to be associated with a next wager-based game event which will be triggered by the player's character performing another flip during game play.
  • a player may initiate a wager-based triggering event, such as, for example, when a player character does a "ninja flip" while jumping.
  • a player character may be able to jump repeatedly.
  • the code of the game may implement or initiate a series of calls, checks, and/or other operations such as, for example:
  • some of all of the above-described activities may occur while the player's character is still in the air (e.g., w/in a few milliseconds)
  • the occurrence of various types of scoring events during gameplay may trigger the automatic initiation of one or more wager-based game event(s), thereby allowing players to get a "real win" feel (e.g., if winnings are applicable).
  • an occurrence of such a scoring event during gameplay may be treated by the hybrid arcade/wager-based game as the occurrence of a wager-based triggering event, which, in turn, may trigger the automatic initiation of a respective wager-based game event.
  • the court may have multiple Wager Triggering object(s) distributed throughout.
  • a player may choose to navigate his/her character in various directions, such as, for example: (a) towards a displayed Wager Triggering Ring to thereby initiate one or more wager-based gaming events; (b) away from the displayed Wager Triggering object(s) to thereby prevent initiation any wager-based gaming events; and/or (c) directly towards the basket to score (e.g., which, in some embodiments, may also trigger initiation of a wager-based gaming event).
  • One perceived benefit of configuring or designing a sports-type hybrid arcade/wager-based game to initiate a wager-based game event in response to an occurrence of a game-related scoring event is that it helps to create a positive association (e.g., in the player's mind) between a game-based achievement (e.g., scoring of a basket), and the associated wager-based game event. Consequently, such a positive association may help encourage the player to have thoughts or perceptions such as, for example, "my luck may come when I score an actual basket" (e.g., the "real win” perception).
  • This comparison to gameplay may be comparatively similar to the comparison made between the "fast” and “slow” paced gamblers-each is based on player interaction, the methods & designs thereof, and the visual and mental relationships between said elements which promote a fun and flexible environment capable of providing satisfactory results to target specific and wide-ranged demographics.
  • a player may select from various characters (etc.), wherein each of the individual characters is configured or designed to have associated therewith a respective bet line value (e.g., 1-line, 3-lines, 5-lines, 10-lines, 30-lines etc.) and/or wager multiplier value (e.g., lx, 3x, 8x, lOx, 25x, 30x, etc.).
  • a respective bet line value e.g., 1-line, 3-lines, 5-lines, 10-lines, 30-lines etc.
  • wager multiplier value e.g., lx, 3x, 8x, lOx, 25x, 30x, etc.
  • a player may select from various characters (etc.), wherein each character has associated therewith a
  • a player may select from various characters (etc.), and use a standard wager selection process for wager selection/configuration (e.g., in which the player manually selects desired wagering criteria such as, for example, base wagering amount, number of bet line(s) to be wagered, wager multiplier value(s), etc.
  • At least a portion of the various wager-related parameters may be coded into hybrid arcade/wager-based game software/hardware, and utilized for defining and/or determining the different sets of pre- configured wager-related parameters which may be available for player selection in a given hybrid arcade/wager- based game.
  • the RPG hybrid arcade/wager-based game implemented at an EGM may be configured or designed to enable a player to selectively choose from a set of characters, and the basis for wager differentiation is reflected via which move, ability, skill, spell, etc. is initiated by the player and performed by the player's character (e.g., after wager funding and/or during play at) the EGM.
  • the "max bet" or relatively highest wager multiplier value may correspond to the "strongest" moves/abilities for a given character
  • the "min bet” or relatively lowest wager multiplier value may correspond to the "weakest" moves/abilities for that character.
  • a Second Person hybrid arcade/wager-based game may be configured or designed to enable a player to select from various characters, where each character has associated therewith a corresponding bet wager multiplier value.
  • the wagering outcomes may be based on a series of themed slot reel symbols rather than a specific type of NPC battled (e.g. the destruction of a tiny gremlin may net the same winnings as a demon boss etc.). This may help to avoid the need of using large and possibly confusing pay tables wherein hundreds of different NPC's and/or "Wager Triggering objects" may need to be shown.
  • themed reel symbols allows HAWG design to remain clean and simple to play and understand like standard slot machines.
  • the number and/or type of activities which may be performed by a player's character may depend on various wager-related parameters, such as, for example, the number of lines of the virtual slot interface being wagered upon.
  • each character may only have as many moves as bet multiplier selections allowed.
  • each player character may only have 5 moves/abilities each (e.g., corresponding to their respective wager multipliers lx, 2x, 3x, 5x, lOx), and depending on which one is selected, a specific sequence of player character animation would play when initiated.
  • the number and type of player character moves/abilities available to be selected by the player may be substantially increased. Additionally, in at least some embodiments, the number and type of player character moves/abilities available to be selected by the player (e.g., for each RPG character) may be automatically and dynamically increased/decreased depending on the number of wager lines selected by the player.
  • the player's may automatically be provided with the ability to perform an additional "healing" ability (e.g., in addition to the character's other 5 available activities/abilities).
  • an additional "healing” ability e.g., in addition to the character's other 5 available activities/abilities.
  • the player may in fact initiate a wager-based event by simply healing themselves during a round of play.
  • Similar techniques may be implemented for sports related hybrid arcade/wager-based games. For example, in a basketball-themed hybrid arcade/wager-based game, a player may be able to initiate a wager based event by stealing the ball from an opponent. Other factors influencing how the wager initiation is handled may include, but are not limited to, one or more of the following (or combinations thereof): • style of activity involved (e.g., layup, slam dunk, etc.);
  • a non-monetary payout opportunity may be made available only if the player selects the "max bet" and other game conditions are met, such as, for example, the player's character performs a slam dunk, and a predetermined symbol appears on the bet line of the slot game interface.
  • a player could successfully play and slam dunk all day long (getting wins if applicable), but if they are only betting minimum (or are only betting less than "max bet"), such activity may not meet the specific requirements needed to initiate additional enhanced outcomes, non-monetary payouts, bonuses, awards, etc.
  • some or all of these gaming/wagering rules are clearly defined to the player in a manner which conforms with appropriate gaming jurisdictions and/or regulations.
  • hybrid arcade/wager-based games may not require that character selection be associated with wager or line multipliers.
  • the player may be allowed to dynamically select the wager-related parameters (e.g., line/bet multipliers), wager denomination(s), etc.) to be applied to the wager-based game event(s).
  • RNG engines may be utilized to generate random numbers, game event outcome(s), and/or wager event outcome(s).
  • an RNG engine may be implemented using a standard Mersenne Twister algorithm.
  • the RNG engine may generate a seed value based on values of several different parameters, such as, for example:
  • the seed value is determined by using an XOR operator to combine all four of the variables.
  • the RNG engine may start generating numbers on a separate thread. This thread may be constantly running in the background resulting in millions of numbers being discarded per second.
  • the GetRandomNumberRange function When a component of the hybrid arcade/wager-based game requests a random number, it may call the GetRandomNumberRange function one or more times (e.g., depending on the number of reels). For example, for a 3 reel slot game, the GetRandomNumberRange function may be called three (3) times (e.g., 1 RNG call per reel).
  • one or more calls to the RNG engine may occur each time an NPC is spawned in the game. For example, if a new NPC is spawned in a hybrid arcade/wager-based game which uses a 3 reel virtual slot game to implement wager-based game events, three separate GetRandomNumberRange function calls may be made to the RNG engine to obtain 3 different random numbers, which represent a predetermined outcome of the wager-based 3 -reel slot game event which will be initiated if/when the newly spawned NPC is destroyed (or damaged in some embodiments).
  • one or more calls to the RNG engine may occur each time a new Wager Triggering Symbol is "spawned" or introduced into the gaming environment.
  • a new Wager Triggering Symbol is introduced into the gaming environment of a driving-type hybrid arcade/wager-based game which uses a 3 reel virtual slot game to implement wager-based game events
  • three separate GetRandomNumberRange function calls may be made to the RNG engine to obtain 3 different random numbers, which represent a predetermined outcome of the wager-based 3 -reel slot game event which will be initiated if/when the player's character or vehicle interacts with the identified Wager Triggering Symbol.
  • the GetRandomNumberRange function may utilize 2 parameters representing, for example, a minimum value (e.g., zero) and a maximum value (e.g., 255).
  • a minimum value e.g., zero
  • a maximum value e.g., 255
  • the value of each generated RNG number may be automatically scaled by performing the following operations:
  • the 3 numbers that are generated in connection with the spawning of an identified NPC are securely encrypted and stored inside of (or otherwise stored in a manner which associated with or linked to) the identified NPC/ Wager Triggering Symbol, in the order that the 3 RNG numbers were generated.
  • FIG. 1 illustrates a simplified block diagram of a specific example embodiment of a Hybrid Arcade/Wager-Based (e.g., "HAWG") Gaming System 100 which may be implemented via a computerized data network.
  • HAW Hybrid Arcade/Wager-Based Gaming System
  • FIG. 1 illustrates a simplified block diagram of a specific example embodiment of a Hybrid Arcade/Wager-Based (e.g., "HAWG") Gaming System 100 which may be implemented via a computerized data network.
  • different embodiments of Hybrid Arcade/Wager-Based Gaming Systems may be configured, designed, and/or operable to provide various different types of operations, functionalities, and/or features generally relating to Hybrid Arcade/Wager-Based Gaming System technology.
  • Hybrid Arcade/Wager-Based Gaming System(s) may provide may enable or provide different types of advantages and/or benefits to different entities interacting with the Hybrid Arcade/Wager-Based Gaming System(s).
  • At least some Hybrid Arcade/Wager-Based Gaming System(s) may be configured, designed, and/or operable to provide a number of different advantages and/or benefits and/or may be operable to initiate, and/or enable various different types of operations, functionalities, and/or features, such as, for example, one or more of those described and/or referenced herein.
  • at least a portion of the various functions, actions, operations, and activities performed by one or more component(s) of the Hybrid Arcade/Wager-Based Gaming System may be initiated in response to detection of one or more conditions, events, and/or other criteria satisfying one or more different types of minimum threshold criteria, such as, for example, one or more of those described and/or referenced herein.
  • the Hybrid Arcade/Wager-Based Gaming System 100 may include a plurality of different types of components, devices, modules, processes, systems, etc., which, for example, may be implemented and/or instantiated via the use of hardware and/or combinations of hardware and software.
  • the Hybrid Arcade/Wager-Based Gaming System may include one or more types of systems, components, devices, processes, etc. (e.g., or combinations thereof) described and/or referenced herein.
  • the Hybrid Arcade/Wager-Based Gaming (e.g., HAWG) System 100 may include a plurality of different types of components, devices, modules, processes, systems, etc., which, for example, may be implemented and/or instantiated via the use of hardware and/or combinations of hardware and software.
  • the Hybrid Arcade/Wager-Based Gaming System may include one or more of the following types of systems, components, devices, processes, etc. (e.g., or combinations thereof):
  • Local Casino System(s) 122 operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein.
  • one or more Local Casino System(s) 122 may include, but are not limited to, one or more of the following (or combinations thereof):
  • Casino Gaming System Server(s) 120 In at least one embodiment, the Casino Gaming System
  • Server(s) may be operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein.
  • Class 2 RNG System(s)/Service(s) 124 operable to perform and/or implement various types of
  • Class 2 RNG System(s)/Service(s) 124 may be operable to dynamically generate and/or provide Class 2 gaming type RNG outcomes to be used by Hybrid Arcade/Wager-Based Gaming devices as "predetermined" RNG outcome(s) relating to Class 2 type wager-based game event(s) occurring at the Hybrid Arcade/Wager-Based Gaming devices.
  • Class 3 RNG System(s)/Service(s) 126 operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein.
  • Class 3 RNG System(s)/Service(s) 126 may be operable to dynamically generate and/or provide Class 3 gaming type RNG outcomes to be used by Hybrid Arcade/Wager-Based Gaming devices as "predetermined" RNG outcome(s) relating to Class 3 type wager-based game event(s) occurring at the Hybrid Arcade/Wager-Based Gaming devices,
  • EMMs Electronic Gaming Machine(s) 128 operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein.
  • Client Computer System(s) 130 operable to perform and/or implement various types of functions
  • 3 rd Party System(s) 150 operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein.
  • Remote/Internet-based Gaming Service(s) 190 operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein.
  • one or more Remote/Internet-based Gaming Service(s) 190 may include, but are not limited to, one or more of the following (or combinations thereof):
  • Class 2 RNG System(s)/Service(s) 194 operable to perform and/or implement various types of
  • Class 2 RNG System(s)/Service(s) 194 may be operable to dynamically generate and/or provide Class 2 type RNG outcomes to be used by remote Hybrid Arcade/Wager-Based Gaming devices as "predetermined" RNG outcome(s) relating to Class 2 type wager-based game event(s) occurring at the Hybrid Arcade/Wager-Based Gaming devices.
  • Class 3 RNG System(s)/Service(s) 196 operable to perform and/or implement various types of
  • Class 3 RNG System(s)/Service(s) 196 may be operable to dynamically generate and/or provide Class 3 type RNG outcomes to be used by remote Hybrid Arcade/Wager-Based Gaming devices as "predetermined" RNG outcome(s) relating to Class 3 type wager-based game event(s) occurring at the Hybrid Arcade/Wager-Based Gaming devices.
  • Remote Database System(s) 180 operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein,
  • o Gaming Server(s) 192 operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein.
  • Remote System(s)/Service(s) 170 which, for example, may include, but are not limited to, one or more of the following (e.g., or combinations thereof):
  • Mobile Device(s) 160 may be operable to perform
  • the Hybrid Arcade/Wager-Based Gaming System may be operable to utilize and/or generate various different types of data and/or other types of information when performing specific tasks and/or operations. This may include, for example, input data/information and/or output data/information.
  • the Hybrid Arcade/Wager-Based Gaming System may be operable to access, process, and/or otherwise utilize information from one or more different types of sources, such as, for example, one or more local and/or remote memories, devices and/or systems.
  • the Hybrid Arcade/Wager-Based Gaming System may be operable to generate one or more different types of output data/information, which, for example, may be stored in memory of one or more local and/or remote devices and/or systems.
  • Examples of different types of input data/information and/or output data/information which may be accessed and/or utilized by the Hybrid Arcade/Wager-Based Gaming System may include, but are not limited to, one or more of those described and/or referenced herein.
  • multiple instances or threads of the Hybrid Arcade/Wager-Based Gaming System may be concurrently implemented and/or initiated via the use of one or more processors and/or other combinations of hardware and/or hardware and software.
  • various aspects, features, and/or functionalities of the Hybrid Arcade/Wager-Based Gaming System may be performed, implemented and/or initiated by one or more of the various systems, components, systems, devices, procedures, processes, etc., described and/or referenced herein.
  • a given instance of the Hybrid Arcade/Wager-Based Gaming System may access and/or utilize information from one or more associated databases.
  • at least a portion of the database information may be accessed via communication with one or more local and/or remote memory devices. Examples of different types of data which may be accessed by the Hybrid Arcade/Wager-Based Gaming System may include, but are not limited to, one or more of those described and/or referenced herein.
  • various different types of encryption/decryption techniques may be used to facilitate secure communications between devices in Hybrid Arcade/Wager-Based Gaming System(s) and/or Hybrid Arcade/Wager-Based Gaming Network(s).
  • security techniques may include, but are not limited to, one or more of the following (e.g., or combinations thereof): random number generators, SHA-1 (e.g., Secured Hashing Algorithm), MD2, MD5, DES (e.g., Digital Encryption Standard), 3DES (e.g., Triple DES), RC4 (e.g., Rivest Cipher), ARC4 (e.g., related to RC4), TKIP (e.g., Temporal Key Integrity Protocol, uses RC4), AES (e.g., Advanced Encryption Standard), RSA, DSA, DH, NTRU, and ECC (e.g., elliptic curve cryptography), PKA (e.g.
  • one or more different threads or instances of the Hybrid are provided. According to different embodiments, one or more different threads or instances of the Hybrid
  • Arcade/Wager-Based Gaming System may be initiated in response to detection of one or more conditions or events satisfying one or more different types of minimum threshold criteria for triggering initiation of at least one instance of the Hybrid ArcadeAVager-Based Gaming System.
  • Various examples of conditions or events which may trigger initiation and/or implementation of one or more different threads or instances of the Hybrid Arcade/Wager-Based Gaming System may include, but are not limited to, one or more of those described and/or referenced herein.
  • Hybrid Arcade/Wager-Based Gaming System of Figure 1 is but one example from a wide range of Hybrid ArcadeAVager-Based Gaming System embodiments which may be implemented.
  • Other embodiments of the Hybrid Arcade/Wager-Based Gaming System may include additional, fewer and/or different components/features that those illustrated in the example Hybrid ArcadeAVager-Based Gaming System embodiment of Figure 1.
  • Hybrid Arcade/Wager-Based Gaming techniques described herein may be implemented in hardware and/or hardware+software. For example, they can be implemented in an operating system kernel, in a separate user process, in a library package bound into network applications, on a specially constructed machine, or on a network interface card. In a specific embodiment, various aspects described herein may be implemented in software such as an operating system or in an application running on an operating system.
  • Hardware and/or software+hardware hybrid embodiments of the Hybrid ArcadeAVager-Based Gaming techniques described herein may be implemented on a general-purpose programmable machine selectively activated or reconfigured by a computer program stored in memory.
  • programmable machine may include, for example, mobile or handheld computing systems, PDA, smart phones, notebook computers, tablets, netbooks, desktop computing systems, system servers, cloud computing systems, network devices, etc.
  • FIG. 2 shows an example block diagram of an electronic gaming system 200 in accordance with a specific embodiment.
  • Electronic gaming system 200 may include electronic gaming devices (e.g., electronic gaming terminals, electronic gaming machines, wager-based video gaming machines, etc.) 251, which may be coupled to network 205 via a network link 210.
  • Network 205 may be the internet or a private network.
  • One or more video streams may be received at video/multimedia server 215 from EGDs 251.
  • Video/Multimedia server 215 may transmit one or more of these video streams to one or more: mobile devices 245, 255, electronic gaming devices (e.g., EGD) 251, and/or other remote electronic device.
  • Video/Multimedia server 215 may transmit these video streams via network link 210 and network 205.
  • Electronic gaming system 200 may include an accounting/transaction server 220, a gaming server 225, an authentication server 230, a player tracking server 235, a voucher server 240, and a searching server 242.
  • Accounting/transaction server 220 may compile, track, store, and/or monitor cash flows, voucher transactions, winning vouchers, losing vouchers, and/or other transaction data for the casino operator and for the players. Transaction data may include the number of wagers, the size of these wagers, the date and time for these wagers, the identity of the players making these wagers, and the frequency of the wagers. Accounting/transaction server 220 may generate tax information relating to these wagers. Accounting/transaction server 220 may generate profit/loss reports for predetermined gaming options, contingent gaming options, predetermined betting structures, and/or outcome categories.
  • Gaming server 225 may generate gaming options based on predetermined betting structures and/or outcome categories. These gaming options may be predetermined gaming options, contingent gaming options, and/or any other gaming option disclosed in this disclosure.
  • Authentication server 230 may determine the validity of vouchers, players' identity, and/or an outcome for a gaming event.
  • Player tracking server 235 may track a player's betting activity, a player's preferences (e.g., language, drinks, font, sound level, etc.). Based on data obtained by player tracking server 235, a player may be eligible for gaming rewards (e.g., free play), promotions, and/or other awards (e.g., complimentary food, drinks, lodging, concerts, etc.).
  • gaming rewards e.g., free play
  • promotions e.g., complimentary food, drinks, lodging, concerts, etc.
  • Voucher server 240 may generate a voucher, which may include data relating to gaming options. For example, data relating to the structure may be generated. If there is a time deadline, that information may be generated by voucher server 240. Vouchers may be physical (e.g., paper) or digital.
  • Searching server 242 may implement a search on one or more gaming devices to obtain gaming data.
  • Searching server 242 may implement a messaging function, which may transmit a message to a third party (e.g., a player) relating to a search, a search status update, a game status update, a wager status update, a confirmation of a wager, a confirmation of a money transfer, and/or any other data relating to the player's account.
  • the message can take the form of a text display on the gaming device, a pop up window, a text message, an email, a voice message, a video message and the like.
  • Searching server 242 may implement a wagering function, which may be an automatic wagering mechanism. These functions of searching server 242 may be integrated into one or more servers.
  • Searching server 242 may include one or more searching structures, one or more searching algorithms, and/or any other searching mechanisms.
  • the search structures may cover which hybrid arcade/wager- based games paid out the most money during a time period, which hybrid arcade/wager-based games kept the most money from players during a time period, which hybrid arcade/wager-based games are most popular (e.g., top games), which hybrid arcade/wager-based games are least popular, which hybrid arcade/wager-based games have the most amount of money wager during a period, which hybrid arcade/wager-based games have the highest wager volume, which hybrid arcade/wager-based games are more volatile (e.g., volatility, or deviation from the statistical norms, of wager volume, wager amount, pay out, etc.) during a time period, and the like.
  • Search may also be associated with location queries, time queries, and/or people queries.
  • the searching structures may be predetermined searching structures. For example, the method may start searching a second device, then a second device, then a third device, up to an N th device based on one or more searching parameters (e.g., triggering event). In one example, the search may end once one or more triggering events are determined. In another example, the search may end once data has been received from a predetermined number (e.g., one, two, ten, one hundred, all) of the devices. In another example, the search may be based on a predetermined number of devices to be searched in combination with a predetermined number of search results to be obtained. In this example, the search structure may be a minimum of ten devices to be searched, along with a minimum of five gaming options to be determined.
  • searching parameters e.g., triggering event
  • the search may end once one or more triggering events are determined.
  • the search may end once data has been received from a predetermined number (e.g., one, two, ten, one hundred, all) of the
  • searching structures may be based on one or more specific game types and/or themes (e.g., second person shooter types, second person rail types, TV themes, Movie themes, multiplayer types, etc.). Searching structure may search one or more of these games.
  • specific game types and/or themes e.g., second person shooter types, second person rail types, TV themes, Movie themes, multiplayer types, etc.
  • the searching structure may be based on a player's preferences, past transactional history, player input, a particular game, a particular EGD, a particular casino, a particular location within a casino, game outcomes over a time period, payout over a time period, and/or any other criteria.
  • Searching algorithms may be dynamic searching programs, which may be modified based on one or more past results.
  • the search algorithm may determine that a specific triggering event occurs with a ninety percent success rate on a second EGD, a ten percent success rate on a second EGD, a fifty percent success rate on a third EGD, and a seventy percent success rate on a fourth EGD.
  • the search algorithm may generate a search priority based on the probability of success, which may lead to the second EGD being searched second, the fourth EGD being searched second, the third EGD being searched third, and the second EGD being searched fourth.
  • FIG 3 illustrates a network diagram of an example embodiment of a Gaming Network 300 which may be configured or designed to implement various hybrid arcade/wager-based gaming techniques described and/or referenced herein.
  • different embodiments of Gaming Networks may be configured, designed, and/or operable to provide various different types of operations, functionalities, and/or features generally relating to Gaming Network technology.
  • many of the various operations, functionalities, and/or features of the Gaming Network(s) and/or Gaming System(s) disclosed herein may provide may enable or provide different types of advantages and/or benefits to different entities interacting with the Gaming Network(s).
  • At least some Gaming Network(s) may be configured, designed, and/or operable to provide a number of different advantages and/or benefits and/or may be operable to initiate, and/or enable various different types of operations, functionalities, and/or features, such as, for example, one or more of the following (e.g., or combinations thereof):
  • Examples of various types of games which may be played may include, but are not limited to, one or more hybrid arcade/wager-based game(s) such as those described and/or referenced herein.
  • Enable casino venues to provide opportunities for their players/players to participate in live, multiplayer, wager- based, arcade-style video games where players from different casinos, different locations, and/or different EGDs, are able to compete against one another in a multiplayer, hybrid arcade/wager-based gaming environment.
  • players can be located at the same and/or at remote gaming venues that are connected via a wide area network such as the Internet, cellular networks, VPNs, cloud-based networks, etc.
  • EGDs for enabling casino players/players to participate in wager-based, arcade-style video games.
  • Players may be allowed to manually switch or change their opponents (e.g., in heads-up game play).
  • Players may be automatically switched (e.g., by gaming system) to play different opponents (e.g., auto switching feature; useful for tournament play).
  • ⁇ Gaming system may perform automated matching of players in tournament (e.g., based on various criteria such as, for example: skill level, experience, random, social relationships, etc.).
  • tournament e.g., based on various criteria such as, for example: skill level, experience, random, social relationships, etc.
  • multi-property network connections between various different casino venues e.g., located at different geographic locations
  • a central clearing house may be utilized for financial transactions (e.g., deposit, debit of player accounts, payouts, lines of credit, etc.) relating to the hybrid arcade/wager-based game sessions.
  • financial transactions e.g., deposit, debit of player accounts, payouts, lines of credit, etc.
  • arcade/wager-based game sessions such as, for example: time limit per play, amount per wager, max wager, maximum wager, rules to facilitate speed of game play, rules imposed for conformance with regulatory or jurisdiction requirements, etc.
  • time limit per play such as, for example: time limit per play, amount per wager, max wager, maximum wager, rules to facilitate speed of game play, rules imposed for conformance with regulatory or jurisdiction requirements, etc.
  • the system may be configured or designed to automatically enter default wager for that player.
  • the Gaming Network 300 may include a plurality of different types of components, devices, modules, processes, systems, etc., which, for example, may be implemented and/or instantiated via the use of hardware and/or combinations of hardware and software.
  • the Gaming Network may include one or more of the following types of systems, components, devices, processes, etc. (e.g., or combinations thereof):
  • Display System Server(s) 304 may be configured or designed to implement and/or facilitate management of content (e.g., graphics, images, text, video fees, etc.) to be displayed and/or presented at one or more EGDs (e.g., or at one or more groups of EGDs), dealer displays, administrator displays, etc.
  • content e.g., graphics, images, text, video fees, etc.
  • the Table Multimedia System Server(s) may be configured or designed to generate, implement and/or facilitate management of content (e.g., graphics, images, text, video fees, audio feeds, etc.), which, for example, is to be streamed or provided to one or more EGDs (e.g., or to one or more groups of EGDs).
  • content e.g., graphics, images, text, video fees, audio feeds, etc.
  • the Messaging System Server(s) may be any one of the Messaging System Server(s)
  • the Mobile System Server(s) may be configured or designed to implement and/or facilitate management of communications and/or data exchanged with various types of mobile devices, including for example: player-managed mobile devices (e.g., smart phones, PDAs, tablets, mobile computers), casino-managed mobile devices (e.g., mobile gaming devices), etc.
  • player-managed mobile devices e.g., smart phones, PDAs, tablets, mobile computers
  • casino-managed mobile devices e.g., mobile gaming devices
  • the Financial System Server(s) may be configured or designed to implement and/or facilitate tracking, management, reporting, and storage of financial data and financial transactions relating to one or more hybrid arcade/wager-based game sessions.
  • at least some Financial System Server(s) may be configured or designed to keep track of the game accounting (e.g., money in, money out) for a virtual hybrid arcade/wager-based game being played, and may also be configured or designed to handle various financial transactions relating to player wagers and payouts.
  • Financial Servers may be configured or designed to monitor each remote player's account information, and may also manage or handle funds transfers between each player's account and the active game server (e.g., associated with the player's game session).
  • the Player Tracking System Server(s) may be configured or designed to implement and/or facilitate management and exchange of player tracking information associated with one or more EGDs, hybrid arcade/wager-based game sessions, etc.
  • a Player Tracking System Server may include at least one database that tracks each player's hands, wins/losses, bet amounts, player preferences, etc., in the network.
  • the presenting and/or awarding of promotions, bonuses, rewards, achievements, etc. may be based on a player's play patterns, time, games selected, bet amount for each game type, etc.
  • a Player Tracking System Server may also help establish a player's preferences, which assists the casino in their promotional efforts to: award player comps
  • Data Tracking & Analysis System(s) 318 may be configured or designed to implement and/or facilitate management and analysis of game data.
  • the Data Tracking & Analysis System(s) may be configured or designed to aggregate multisite hybrid arcade/wager-based gaming trends, local wins, jackpots, etc.
  • Gaming System Server(s) (e.g., 322, 324).
  • different game servers may be configured or designed to be dedicated to one or more specifically designated type(s) of game(s).
  • Each game server has game logic to host one of more virtual hybrid arcade/wager-based game sessions.
  • At least some game server(s) may also be capable of keeping track of the game accounting (e.g., money in, money out) for a virtual hybrid arcade/wager-based game being played, and/or for updating the Financial Servers at the end of each game.
  • the game server(s) may also operable to generate the EGD graphics primitives (e.g., game virtual objects and game states), and may further be operable to update EGDs when a game state change (e.g., new card dealt, player upped the ante, player folds/busts, etc.) may be detected.
  • EGD graphics primitives e.g., game virtual objects and game states
  • a game state change e.g., new card dealt, player upped the ante, player folds/busts, etc.
  • Jurisdictional Regulatory Monitoring & Enforcement System(s) may be configured or designed to handle tracking, monitoring, reporting, and enforcement of specific regulatory requirements relating to wager-based gameplay activities in one or more jurisdictions.
  • the Authentication & Validation System(s) may be configured or designed to determine and/or authenticate the identity of the current player at a given EGD.
  • the current player may be required to perform a log in process at the EGD in order to access one or more features.
  • the EGD may be adapted to automatically determine the identity of the current player based upon one or more external signals such as, for example, scanning of a barcode of a player tracking card, an RFID tag or badge worn by the current player which provides a wireless signal to the EGD for determining the identity of the current player.
  • various security features may be incorporated into the EGD to prevent unauthorized players from engaging in certain types of activities at the EGD.
  • the Authentication & Validation System(s) may be configured or designed to authenticate and/or validate various types of hardware and/or software components, such as, for example, hardware/software components residing at a remote EGDs, game play information, wager information, player information and/or identity, etc. Examples of various authentication and/or validation components are described in U.S. Patent No. 6,620,047, titled, "ELECTRONIC GAMING APPARATUS HAVING AUTHENTICATION DATA SETS,” incorporated herein by reference in its entirety for all purposes.
  • each casino venue may correspond to a real-world, physical casino which is located at a particular geographic location.
  • a portion of the multiple different casino venues may be affiliated with each other (e.g., Harrah's Las Vegas, Harrah's London). In other embodiments, at least a portion of the multiple different casino venues do not share any affiliation with each other.
  • EGDs Electronic gaming devices 332, 334, 336, 342, 344, 346.
  • the EGDs may be configured or designed to facilitate and enable players to participate in wager-based, arcade-style video game sessions (e.g., and/or other types of hybrid arcade/wager-based game sessions).
  • Different EGDs may be physically located in one or more different casino venues, and may be connected via a communication network.
  • EGDs may be implemented as stationary machines.
  • at least some EGDs may be implemented using mobile devices (e.g., tablets, smartphones, laptops, PC's, and the like).
  • the Game History Server(s) may be configured or designed to track all (e.g., or selected) game types and game play history for all (e.g., or selected) hybrid arcade/wager-based games.
  • a Game History Server may also assist the casino manager in case of disputes between players and the casino by, for example, providing the ability to "replay" (e.g., by virtually recreating the game events) the game in dispute, step by step, based on previously stored game states. Such dispute resolution capability is a desirable feature in hybrid arcade/wager-based game environments.
  • Remote Database System(s) which, for example, may be operable to store and provide access to various types of information and data described herein.
  • Mobile Game Device(s) 336, 346 may be operable to
  • a variety of different game states may be used to characterize the state of current and/or past events which are occurring (e.g., or have occurred) at a given EGD.
  • a valid current game state may be used to characterize the state of game play (e.g., and/or other related events, such as, for example, mode of operation of the EGD, etc.) at that particular time.
  • multiple different states may be used to characterize different states or events which occur at the EGD at any given time.
  • a single state embodiment forces a decision such that one valid current game state is chosen.
  • multiple possible game states may exist simultaneously at any given time in a game, and at the end of the game or at any point in the middle of the game, the EGD may analyze the different game states and select one of them based on certain criteria.
  • the multiple state embodiment(s) allow all potential game states to exist and move forward, thus deferring the decision of choosing one game state to a later point in the game.
  • the multiple game state embodiment(s) may also be more effective in handling ambiguous data or game state scenarios.
  • a variety of different entities may be used (e.g., either singly or in combination) to track the progress of game states which occur at a given gaming EGD.
  • entities may include, but are not limited to, one or more of the following (e.g., or combination thereof): master controller system, display system, gaming system, local game tracking component(s), remote game tracking component(s), etc.
  • game tracking components may include, but are not limited to: automated sensors, manually operated sensors, video cameras, intelligent playing card shoes, RFID readers/writers, RFID tagged chips, objects displaying machine readable code/patterns, etc.
  • local game tracking components at the EGD may be operable to automatically monitor game play activities at the EGD, and/or to automatically identify key events which may trigger a transition of game state from one state to another as a game progresses.
  • key events may include, but are not limited to, one or more of the following (e.g., or combination thereof):
  • FIGS 4, 5, 6, and 14 show block diagrams of different example embodiments of electronic gaming machines (e.g., EGMs) or electronic gaming devices ("EGDs) which may be used for facilitating, enabling, initiating, and/or implementing one or more of the hybrid arcade/wager-based gaming aspects described herein.
  • EGMs electronic gaming machines
  • EGDs electronic gaming devices
  • FIG. 4 shows a block diagram 400 of electronic gaming device 400, in accordance with a specific embodiment.
  • Electronic gaming device 400 may include a processor 402, a memory 404, a network interface 422, input devices 428, and a display 426.
  • Processor 402 may generate gaming options based on predetermined betting structures and/or outcome categories. Predetermined betting structures may utilize more than one outcome category to generate via processor 402 gaming options. Predetermined betting structures may combine any outcome category with any other outcome category to gaming options.
  • Processor 402 may offer a gaming option which is structured so that the gaming option relates to more than one EGD. Processor 402 may generate contingent gaming options and/or predetermined gaming options.
  • Contingent gaming options 410 may be structures such that when a triggering event occurs over one or more than one gaming event, racing event, and/or sporting event, the wager is activated.
  • Network interface 422 may allow electronic gaming device 400 to communicate with remote devices/systems such as, for example, video/multimedia server(s), accounting/transaction server(s), gaming server(s), authentication server(s), player tracking server(s), voucher server(s), etc.
  • Input devices 428 may be mechanical buttons, electronic buttons, a touchscreen, a microphone, cameras, an optical scanner, or any combination thereof.
  • Input devices 428 may be utilized to make a wager, to make an offer to buy or sell a voucher, to determine a voucher's worth, to cash in a voucher, to modify (e.g., change sound level, configuration, font, language, etc.) electronic gaming device 400, to select a movie or music, to select type of content to be displayed on main and/or auxiliary screen(s) of EGD, or any combination thereof.
  • modify e.g., change sound level, configuration, font, language, etc.
  • Arcade-Style Game Engine 442 may be configured or designed to manage the arcade-style game play portion (or entertainment portion) of the hybrid arcade/wager-based game.
  • Wager-Based Game Engine 444 may be configured or designed to manage the wager-based game event portion(s) of the hybrid arcade/wager-based game.
  • Random Number Generator (RNG) Engine 446 may include software and/or hardware algorithm and/or processes which are used to generate random outcomes, and may be used by the Wager-Based Game Engine to generate wager-based game event outcomes, at least a portion of which may correspond to predetermined wager- based game event outcomes (as described in greater detail below).
  • Display 426 may show video streams from one or more gaming devices, gaming objects from one or more gaming devices, computer generated graphics, predetermined gaming options, and/or contingent gaming options.
  • Memory 404 may include various memory modules 440.
  • Memory 404 via various memory modules 440 may include a future betting module 406, a predetermined game options module 408, a contingent game options module 410, a confirmation module 412, a validation module 414, a voucher module 416, a reporting module 418, a maintenance module 420, a player tracking preferences module 424, a searching module 430, and an account module 432.
  • Future betting module 406 may store data relating to the predetermined betting structure.
  • Processor 402 may utilize data in future betting module 406 to generate predetermined gaming options and/or contingent gaming options.
  • Any other processor e.g., gaming server 225, any virtualized gaming server, etc. may implement these functions of processor 402.
  • Predetermined game options module 408 may store data relating to predetermined gaming options, which may be offered to a player.
  • Contingent game options module 410 may store data relating to contingent gaming options, which may be offered to a player.
  • Confirmation module 412 may utilize data received from a voucher, the transaction history of the voucher (e.g., the voucher changed hands in a secondary market), and/or the identity of the player to confirm the value of the voucher.
  • confirmation module 412 may utilize game event data, along with voucher data to confirm the value of the voucher.
  • Validation module 414 may utilize data received from a voucher to confirm the validity of the voucher.
  • Voucher module 416 may store data relating to generated vouchers, redeemed vouchers, bought vouchers, and/or sold vouchers .
  • Reporting module 418 may generate reports related to a performance of electronic gaming device 400, electronic gaming system(s), hybrid arcade/wager-based game(s), video streams, gaming objects, credit device(s), identification device(s), etc.
  • reporting module 418 may reside on a central server and can aggregate and generate real time statistics on betting activities at one or more hybrid arcade/wager-based games at one or more participating casino's.
  • the aggregate betting statistics may include trends (e.g., aggregate daily wager volume and wager amount by game types, by casinos, and the like), top games with the most payouts, top tables with the most payouts, top search structures used by players, most popular hybrid arcade/wager-based game(s) by wager volume, most searched for game, hybrid arcade/wager-based game(s) with least payouts, weekly trends, monthly trends, and other statistics related to game plays, wagers, people, location, and searches.
  • trends e.g., aggregate daily wager volume and wager amount by game types, by casinos, and the like
  • top games with the most payouts top tables with the most payouts
  • top search structures used by players most popular hybrid arcade/wager-based game(s) by wager volume, most searched for game, hybrid arcade/wager-based game(s) with least payouts, weekly trends, monthly trends
  • the information and statistics generated by the server-based reporting module 418 can be displayed publicly or privately.
  • popular trending and statistical information on wager volume and wager amount for the top ten hybrid arcade/wager-based games can be publicly displayed in a casino display system so that players can study and decide what game to play, where, when, etc.
  • Such a public display of general statistics can also be posted on the Internet, sent out as a text, an email, or multimedia message to the player's smart phones, tablets, desktop computer, etc.
  • the trending and statistical information can also be distributed privately to privileged players such as casino club members.
  • Maintenance module 420 may track any maintenance that is implemented on electronic gaming device 400 and/or electronic gaming system 200. Maintenance module 420 may schedule preventative maintenance and/or request a service call based on a device error.
  • Player tracking preferences module 424 may compile and track data associated with a players preferences.
  • Searching module 430 may include one or more searching structures, one or more searching algorithms, and/or any other searching mechanisms.
  • the searching structures may be predetermined searching structures. For example, the method may start searching a second device, then a second device, then a third device, up to an N th device based on one or more searching parameters (e.g., triggering event).
  • searching parameters e.g., triggering event
  • the search may end once one or more triggering events are determined.
  • the search may end once data has been received from a predetermined number (e.g., one, two, ten, one hundred, all) of the devices.
  • the search may be based on a predetermined number of devices to be searched in combination with a predetermined number of search results to be obtained.
  • the search structure may be a minimum of ten devices to be searched, along with a minimum of five gaming options to be determined.
  • the searching structures may be based on one or more specific games (e.g., baccarat tables, roulette tables, blackjack tables, poker tables, craps tables, Sic Bo tables, etc.). Searching structure may search one or more of these games.
  • games e.g., baccarat tables, roulette tables, blackjack tables, poker tables, craps tables, Sic Bo tables, etc.
  • the searching structure may be based on a player's preferences, past transactional history, player input, a particular hybrid arcade/wager-based game or game type, a particular EGD, a particular casino, a particular location within a casino, game outcomes over a time period, payout over a time period, and/or any other criteria.
  • Searching algorithms may be dynamic searching programs, which may be modified based on one or more past results, as described previously.
  • the search algorithm may generate a search priority based on the probability of success various events and/or conditions, as described previously.
  • the search algorithm may utilize any dynamic feedback procedure to enhance current and/or future searching results.
  • Account module 432 may include data relating to an account balance, a wager limit, a number of wagers placed, credit limits, any other player information, and/or any other account information.
  • Data from account module 432 may be utilized to determine whether a wager may be accepted. For example, when a search has determined a triggering event, the device and/or system may determine whether to allow this wager based on one or more of a wager amount, a number of wagers, a wager limit, an account balance, and/or any other criteria.
  • modules discussed in block diagram 400 may reside locally in gaming terminal 400.
  • the functions performed by these modules may be implemented in one or more remote servers.
  • modules 406-420 and 424 may each be on a remote server, communicating with gaming terminal 400 via a network interface such as Ethernet in a local or a wide area network topology.
  • these servers may be physical servers in a data center.
  • these servers may be virtualized.
  • the functions performed by these modules may be implemented as web services.
  • the predetermined game options module 408 may be implemented in software as a web service provider. Gaming terminal 400 would make service requests over the web for the available predetermined wager options to be displayed. Regardless of how the modules and their respective functions are implemented, the interoperability with the gaming terminal 400 is seamless.
  • reporting module 418 may reside on a central server and can aggregate and generate real time statistics on betting activities at one or more hybrid arcade/wager-based games at one or more participating casino's.
  • the aggregate betting statistics may include trends (e.g., aggregate daily wager volume and wager amount by game types, by casinos, and the like), top games with the most payouts, top EGDs with the most payouts, top search structures used by players, most popular hybrid arcade/wager-based game(s) by wager volume, most searched for game(s), EGDs with least payouts, weekly trends, monthly trends, and other statistics related to game plays, wagers, people, location, and searches.
  • the information and statistics generated by the server-based reporting module 418 can be displayed publicly or privately.
  • popular trending and statistical information on wager volume and wager amount for the top ten hybrid arcade/wager-based games can be publicly displayed in a casino display system so that players can study and decide what game to play, where, when, etc.
  • Such a public display of general statistics can also be posted on the Internet, sent out as a text, an email, or multimedia message to the player's smart phones, tablets, desktop computer, etc.
  • the trending and statistical information can also be distributed privately to privileged players such as casino club members.
  • FIG. 5 is a simplified block diagram of an exemplary intelligent multi-player electronic gaming system 500 in accordance with a specific embodiment.
  • gaming system 500 may be implemented as a gaming server.
  • gaming system 500 may be implemented as an electronic gaming machine (e.g., EGM) or electronic gaming device (e.g., EGD).
  • EGM electronic gaming machine
  • EGD electronic gaming device
  • gaming system 500 includes at least one processor 510, at least one interface 506, and memory 516. Additionally, as illustrated in the example embodiment of Figure 5, gaming system 500 includes at least one master gaming controller 512, a multi-touch sensor and display system 590, a plurality of peripheral device components 550, and various other components, devices, systems such as, for example, one or more of the following (e.g., or combinations thereof):
  • Candle control system which, for example, may include functionality for determining and/or controlling the appearances of one or more candles, etc.;
  • Gaming chip/wager token tracking components 570
  • Audio/video processors 583 which, for example, may include functionality for detecting, analyzing and/or managing various types of audio and/or video information relating to various activities at the gaming system.
  • Various interfaces 506b (e.g., for communicating with other devices, components, systems, etc.);
  • Arcade-Style Game Engine(s) 541 may be configured or designed to manage the arcade-style game play portion (or entertainment portion) of the hybrid arcade/wager-based game.
  • Wager-Based Game Engine(s) 543 may be configured or designed to manage the wager-based game event portion(s) of the hybrid arcade/wager-based game.
  • Random Number Generator (RNG) Engine(s) 545 may include software and/or hardware algorithm and/or processes which are used to generate random outcomes, and may be used by the Wager-Based Game Engine to generate wager-based game event outcomes, at least a portion of which may correspond to predetermined wager- based game event outcomes (as described in greater detail below).
  • Monetary Payout Manager 522 may be configured or designed to include functionality for determining the appropriate monetary payout(s) (if any) to be distributed to player(s) based on the outcomes of the wager-based game events which are initiated during play of one or more hybrid arcade/wager-based games.
  • Non-Monetary Payout Manager 524 may be configured or designed to include functionality for determining the appropriate non-monetary payout(s) (if any) to be awarded or distributed to player(s) based on the outcomes of the wager-based game events which are initiated during play of one or more hybrid arcade/wager-based games.
  • One or more cameras may be used to monitor, stream and/or record image content and/or video content relating to persons or objects within each camera's view.
  • camera 562 may be used to generate a live, real-time video feed of a player (e.g., or other person) who is currently interacting with the EGD.
  • camera 562 may be used to verify a user's identity (e.g., by authenticating detected facial features), and/or may be used to monitor or tract facial expressions and/or eye movements of a user or player who is interacting with the gaming system.
  • display system 590 may include one or more of the following (e.g., or combinations thereof):
  • Multipoint sensing device(s) 592 e.g., multi-touch surface sensors/components
  • display surface(s) 595 may include one or more display screens utilizing various types of display technologies such as, for example, one or more of the following (e.g., or combinations thereof): LCDs (e.g., Liquid Crystal Display), Plasma, OLEDs (e.g., Organic Light Emitting Display), TOLED (e.g., Transparent Organic Light Emitting Display), Flexible (e.g., F)OLEDs, Active matrix (e.g., AM)
  • LCDs e.g., Liquid Crystal Display
  • Plasma e.g., Liquid Crystal Display
  • OLEDs e.g., Organic Light Emitting Display
  • TOLED e.g., Transparent Organic Light Emitting Display
  • Flexible e.g., F
  • Active matrix e.g., AM
  • OLED Passive matrix (e.g., PM) OLED, Phosphor-escent (e.g., PH) OLEDs, SEDs (e.g., surface-conduction electron-emitter display), EPD (e.g., ElectroPhoretic display), FEDs (e.g., Field Emission Displays) and/or other suitable display technology.
  • EPD displays may be provided by E-ink of Cambridge, MA.
  • OLED displays of the type list above may be provided by Universal Display Corporation, Ewing, NJ.
  • master gaming controller 512 may include one or more of the following (e.g., or combinations thereof):
  • ⁇ Logic devices 513 which may include one or more processors 510;
  • Memory 516 which may include one or more of the following (e.g., or combinations thereof):
  • configuration software 514 non-volatile memory 519, EPROMS 508, RAM 509, associations 518 between indicia and configuration software, etc.;
  • Peripheral Devices 550 may include one or more of the following (e.g., or combinations thereof):
  • Non-volatile memory 519a e.g., and/or other types of memory
  • Meters 559 e.g., hard and/or soft meters
  • processor 510 and master gaming controller 512 are included in a logic device 513 enclosed in a logic device housing.
  • the processor 510 may include any conventional processor or logic device configured to execute software allowing various configuration and reconfiguration tasks such as, for example: a) communicating with a remote source via communication interface 506, such as a server that stores authentication information or games; b) converting signals read by an interface to a format corresponding to that used by software or memory in the gaming system; c) accessing memory to configure or reconfigure game parameters in the memory according to indicia read from the device; d) communicating with interfaces, various peripheral devices and/or I/O devices; e) operating peripheral devices such as, for example, card readers, paper ticket readers, etc.; f) operating various I/O devices such as, for example, displays 535, input devices 530; etc.
  • the processor 510 may send messages including game play information to the displays 535 to inform players of game play/event information, wagering information, and/or other desired information.
  • the gaming system may include card readers such as used with credit cards, or other identification code reading devices to allow or require player identification in connection with play of the card game and associated recording of game action.
  • card readers such as used with credit cards, or other identification code reading devices to allow or require player identification in connection with play of the card game and associated recording of game action.
  • a player identification interface can be implemented in the form of a variety of magnetic card readers commercially available for reading a player-specific identification information.
  • the player-specific information can be provided on specially constructed magnetic cards issued by a casino, or magnetically coded credit cards or debit cards frequently used with national credit organizations such as Visa, Mastercard, American Express, or banks and other institutions.
  • the gaming system may include other types of participant identification mechanisms which may use a fingerprint image, eye blood vessel image reader, or other suitable biological information to confirm identity of the player.
  • Such personalized identification information could also be used to confirm credit use of a smart card, transponder, and/or player's personal player input device (e.g., UID).
  • the gaming system 500 also includes memory 516 which may include, for example, volatile memory (e.g., RAM 509), non-volatile memory 519 (e.g., disk memory, FLASH memory, EPROMs, etc.), unalterable memory (e.g., EPROMs 508), etc.
  • volatile memory e.g., RAM 509
  • non-volatile memory 519 e.g., disk memory, FLASH memory, EPROMs, etc.
  • unalterable memory e.g., EPROMs 508
  • the memory may be configured or designed to store, for example: 1) configuration software 514 such as all the parameters and settings for a game playable on the gaming system; 2) associations 518 between configuration indicia read from a device with one or more parameters and settings; 3) communication protocols allowing the processor 510 to communicate with peripheral devices and I/O devices 4) a secondary memory storage device 515 such as a non-volatile memory device, configured to store gaming software related information (e.g., the gaming software related information and memory may be used to store various audio files and games not currently being used and invoked in a configuration or reconfiguration); 5) communication transport protocols (e.g., such as, for example, TCP/IP, USB, Firewire, IEEE1394, Bluetooth, IEEE 802.
  • configuration software 514 such as all the parameters and settings for a game playable on the gaming system
  • communication protocols allowing the processor 510 to communicate with peripheral devices and I/O devices
  • the master gaming controller 512 communicates using a serial communication protocol.
  • serial communication protocols include but are not limited to USB, RS-232 and Netplex (e.g., a proprietary protocol developed by IGT, Reno, NV).
  • a plurality of device drivers 552 may be stored in memory 516.
  • Example of different types of device drivers may include device drivers for gaming system components, device drivers for gaming system components, etc.
  • the device drivers 552 utilize a communication protocol of some type that enables communication with a particular physical device.
  • the device driver abstracts the hardware implementation of a device. For example, a device drive may be written for each type of card reader that may be potentially connected to the gaming system.
  • Examples of communication protocols used to implement the device drivers include Netplex , USB, Serial, Ethernet, Firewire, 1/0 debouncer, direct memory map, serial, PCI, parallel, RF, BluetoothTM, near-field communications (e.g., using near-field magnetics), 802.11 (e.g., WiFi), etc.
  • Netplex is a proprietary IGT standard while the others are open standards.
  • a new device driver may be loaded from the memory 516 by the processor 510 to allow communication with the device.
  • one type of card reader in gaming system 500 may be replaced with a second type of card reader where device drivers for both card readers are stored in the memory 516.
  • the software units stored in the memory 516 may be upgraded as needed. For instance, when the memory 516 is a hard drive, new games, game options, various new parameters, new settings for existing parameters, new settings for new parameters, device drivers, and new communication protocols may be uploaded to the memory from the master gaming controller 512 or from some other external device. As another example, when the memory 516 includes a CD/DVD drive including a CD/DVD designed or configured to store game options, parameters, and settings, the software stored in the memory may be upgraded by replacing a second CD/DVD with a second CD/DVD.
  • the software stored in the flash and/or EPROM memory units may be upgraded by replacing one or more memory units with new memory units which include the upgraded software.
  • one or more of the memory devices, such as the hard-drive may be employed in a game software download process from a remote software server.
  • the gaming system 500 may also include various authentication and/or validation components 544 which may be used for authenticating/validating specified gaming system components such as, for example, hardware components, software components, firmware components, information stored in the gaming system memory 516, etc.
  • various authentication and/or validation components are described in U.S. Patent No. 6,620,047, entitled, "ELECTRONIC GAMING APPARATUS HAVING AUTHENTICATION DATA SETS,” incorporated herein by reference in its entirety for all purposes.
  • Sensors 560 may include, for example, optical sensors, pressure sensors, RF sensors, Infrared sensors, motion sensors, audio sensors, image sensors, thermal sensors, biometric sensors, etc. As mentioned previously, such sensors may be used for a variety of functions such as, for example: detecting the presence and/or monetary amount of gaming chips which have been placed within a player's wagering zone; detecting (e.g., in real time) the presence and/or monetary amount of gaming chips which are within the player's personal space; etc.
  • the sensors 560 and/or input devices 530 may be implemented in the form of touch keys selected from a wide variety of commercially available touch keys used to provide electrical control signals. Alternatively, some of the touch keys may be implemented in another form which are touch sensors such as those provided by a touchscreen display.
  • the gaming system player may include input functionality for enabling players to provide their game play decisions/instructions (e.g., and/or other input) to the EGD using the touch keys and/or other player control sensors/buttons. Additionally, such input functionality may also be used for allowing players to provide input to other devices in the casino gaming network (e.g., such as, for example, player tracking systems, side wagering systems, etc.)
  • Wireless communication components 556 may include one or more communication interfaces having different architectures and utilizing a variety of protocols such as, for example, 802.11 (e.g., WiFi), 802.15 (e.g., including BluetoothTM), 802.16 (e.g., WiMax), 802.22, Cellular standards such as CDMA, CDMA2000, WCDMA, Radio Frequency (e.g., RFID), Infrared, Near Field Magnetic communication protocols, etc.
  • the communication links may transmit electrical, electromagnetic or optical signals which carry digital data streams or analog signals representing various types of information.
  • NFCIP-1 Near Field Communication - Interface and Protocol
  • ECMA International e.g., www.ecma-international.org
  • Power distribution components 558 may include, for example, components or devices which are operable for providing wireless power to other devices.
  • the power distribution components 558 may include a magnetic induction system which is adapted to provide wireless power to one or more portable UIDs at the gaming system.
  • a UID docking region may include a power distribution component which is able to recharge a UID placed within the UID docking region without requiring metal-to-metal contact.
  • motion/gesture detection component(s) 551 may be configured or designed to detect player movements and/or gestures and/or other input data from the player.
  • each gaming system may have its own respective motion/gesture detection component(s).
  • motion/gesture detection component(s) 551 may be implemented as a separate sub-system of the gaming system which is not associated with any one specific gaming system or device.
  • FIG 14 shows an example block diagram of an alternate embodiment of an electronic gaming machine which may be configured or designed to implement one or more of the hybrid arcade/wager-based gaming aspects described herein.
  • the electronic gaming machine 1400 may include, but are not limited to, one or more of the following component(s) (or combinations thereof):
  • GPU Graphics Processor
  • FIG 6 is a simplified block diagram of an exemplary mobile gaming device 600 in accordance with a specific embodiment.
  • one or more players may participate in a wager-based, arcade- style video game session using mobile gaming devices.
  • the mobile gaming device may be configured or designed to include or provide functionality which is similar to that of an electronic gaming device (e.g., EGD) such as that described, for example, in Figure 4.
  • EGD electronic gaming device
  • mobile gaming device 600 may include a variety of components, modules and/or systems for providing various functionality.
  • mobile gaming device 600 may include Mobile Device Application components (e.g., 660), which, for example, may include, but are not limited to, one or more of the following (e.g., or combinations thereof):
  • ⁇ UI Components 662 such as those illustrated, described, and/or referenced herein.
  • Database Components 664 such as those illustrated, described, and/or referenced herein.
  • Processing Components 666 such as those illustrated, described, and/or referenced herein.
  • Components 668 which, for example, may include components for facilitating and/or enabling the mobile gaming device to perform and/or initiate various types of operations, activities, functions such as those described herein.
  • the mobile gaming device may include Mobile Device App Component(s) which have been configured or designed to provide functionality for enabling or implementing at least a portion of the various hybrid arcade/wager-based game techniques at the mobile gaming device.
  • various aspects, features, and/or functionalities of the mobile gaming device may be performed, implemented and/or initiated by one or more of the following types of systems, components, systems, devices, procedures, processes, etc. (e.g., or combinations thereof):
  • Figure 7 illustrates an example embodiment of a system server 780 which may be used for implementing various aspects/features described herein.
  • the system server 780 includes at least one network device 760, and at least one storage device 770 (e.g., such as, for example, a direct attached storage device).
  • system server 780 may be suitable for implementing at least some of the hybrid arcade/wager- based game techniques described herein.
  • network device 760 may include a master central processing unit (e.g., CPU) 762, interfaces 768, and a bus 767 (e.g., a PCI bus).
  • the CPU 762 may be responsible for implementing specific functions associated with the functions of a desired network device. For example, when configured as a server, the CPU 762 may be responsible for analyzing packets; encapsulating packets; forwarding packets to appropriate network devices; instantiating various types of virtual machines, virtual interfaces, virtual storage volumes, virtual appliances; etc.
  • the CPU 762 preferably accomplishes at least a portion of these functions under the control of software including an operating system (e.g., Linux), and any appropriate system software (e.g., such as, for example, AppLogic(e.g., TM) software).
  • an operating system e.g., Linux
  • any appropriate system software e.g., such as, for example, AppLogic(e.g., TM) software.
  • CPU 762 may include one or more processors 763 such as, for example, one or more processors from the AMD, Motorola, Intel and/or MIPS families of microprocessors. In an alternative embodiment, processor 763 may be specially designed hardware for controlling the operations of system server 780. In a specific embodiment, a memory 761 (e.g., such as non-volatile RAM and/or ROM) also forms part of CPU 762. However, there may be many different ways in which memory could be coupled to the system. Memory block 761 may be used for a variety of purposes such as, for example, caching and/or storing data, programming instructions, etc.
  • processors 763 such as, for example, one or more processors from the AMD, Motorola, Intel and/or MIPS families of microprocessors.
  • processor 763 may be specially designed hardware for controlling the operations of system server 780.
  • a memory 761 e.g., such as non-volatile RAM and/or ROM
  • Memory block 761 may be used for a variety of purposes such as
  • the interfaces 768 may be typically provided as interface cards (e.g., sometimes referred to as "line cards").
  • one or more of the interfaces 768 may be provided as on-board interface controllers built into the system motherboard. Generally, they control the sending and receiving of data packets over the network and sometimes support other peripherals used with the system server 780.
  • the interfaces that may be provided may be FC interfaces, Ethernet interfaces, frame relay interfaces, cable interfaces, DSL interfaces, token ring interfaces, Infiniband interfaces, and the like.
  • various very high-speed interfaces may be provided, such as fast Ethernet interfaces, Gigabit Ethernet interfaces, ATM interfaces, HSSI interfaces, POS interfaces, FDDI interfaces, ASI interfaces, DHEI interfaces and the like.
  • Other interfaces may include one or more wireless interfaces such as, for example, 802.11 (e.g., WiFi) interfaces, 802.15 interfaces (e.g., including BluetoothTM), 802.16 (e.g., WiMax) interfaces, 802.22 interfaces, Cellular standards such as CDMA interfaces, CDMA2000 interfaces, WCDMA interfaces, TDMA interfaces, Cellular 3G interfaces, etc.
  • 802.11 e.g., WiFi
  • 802.15 interfaces e.g., including BluetoothTM
  • 802.16 e.g., WiMax
  • 802.22 interfaces e.g., Cellular standards such as CDMA interfaces, CDMA2000 interfaces, WCDMA interfaces, TDMA interfaces, Cellular 3G interfaces, etc.
  • one or more interfaces may include ports appropriate for communication with the appropriate media. In some cases, they may also include an independent processor and, in some instances, volatile RAM. The independent processors may control such communications intensive tasks as packet switching, media control and management. By providing separate processors for the communications intensive tasks, these interfaces allow the master microprocessor 762 to efficiently perform routing computations, network diagnostics, security functions, etc.
  • some interfaces may be configured or designed to allow the system server 780 to communicate with other network devices associated with various local area network (e.g., LANs) and/or wide area networks (e.g., WANs).
  • Other interfaces may be configured or designed to allow network device 760 to communicate with one or more direct attached storage device(s) 770.
  • FIGURE 7 illustrates one specific network device described herein, it is by no means the only network device architecture on which one or more embodiments can be implemented.
  • an architecture having a single processor that handles communications as well as routing computations, etc. may be used.
  • other types of interfaces and media could also be used with the network device.
  • network device may employ one or more memories or memory modules (e.g., such as, for example, memory block 765, which, for example, may include random access memory (e.g., RAM)) configured to store data, program instructions for the general-purpose network operations and/or other information relating to the functionality of the various hybrid arcade/wager-based game techniques described herein.
  • the program instructions may control the operation of an operating system and/or one or more applications, for example.
  • the memory or memories may also be configured to store data structures, and/or other specific non- program information described herein.
  • machine-readable media that include program instructions, state information, etc. for performing various operations described herein.
  • machine-readable storage media include, but are not limited to, magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks; magneto -optical media such as floptical disks; and hardware devices that may be specially configured to store and perform program instructions, such as read-only memory devices (e.g., ROM) and random access memory (e.g., RAM).
  • Some embodiments may also be embodied in transmission media such as, for example, a carrier wave travelling over an appropriate medium such as airwaves, optical lines, electric lines, etc.
  • transmission media such as, for example, a carrier wave travelling over an appropriate medium such as airwaves, optical lines, electric lines, etc.
  • program instructions include both machine code, such as produced by a compiler, and files containing higher level code that may be executed by the computer using an interpreter.
  • FIG. 8 illustrates an example of a functional block diagram of a Gaming System Server in accordance with a specific embodiment.
  • the Virtual Live electronic gaming device System Server may be operable to perform and/or implement various types of functions, operations, actions, and/or other features, such as, for example, one or more of those described and/or referenced herein.
  • the Gaming System Server may include a plurality of components operable to perform and/or implement various types of functions, operations, actions, and/or other features such as, for example, one or more of the following (e.g., or combinations thereof):
  • Context Interpreter e.g., 802 which, for example, may be operable to automatically and/or dynamically analyze contextual criteria relating to a detected set of event(s) and/or condition(s), and automatically determine or identify one or more contextually appropriate response(s) based on the contextual interpretation of the detected event(s)/condition(s).
  • contextual criteria which may be analyzed may include, but are not limited to, one or more of the following (e.g., or combinations thereof): o location-based criteria (e.g., geolocation of mobile gaming device, geolocation of EGD, etc.)
  • Time Synchronization Engine (e.g., 804) which, for example, may be operable to manage universal time
  • ⁇ Search Engine e.g., 828, which, for example, may be operable to search for transactions, logs, game history information, player information, hybrid arcade/wager-based game information, etc., which may be accessed from one or more local and/or remote databases.
  • Configuration Engine e.g., 832 which, for example, may be operable to determine and handle configuration of various customized configuration parameters for one or more devices, component(s), system(s), process(es), etc.
  • Time Interpreter e.g., 8128 which, for example, may be operable to automatically and/or dynamically modify or change identifier activation and expiration time(s) based on various criteria such as, for example, time, location, transaction status, etc.
  • Authentication Validation Component(s) e.g., 847) (e.g., password, software/hardware info, SSL certificates) which, for example, may be operable to perform various types of authentication/validation tasks such as one or more of those described and/or referenced herein.
  • Transaction Processing Engine e.g., 822 which, for example, may be operable to handle various types of transaction processing tasks such as, for example, one or more of those described and/or referenced herein.
  • OCR Processing Engine e.g., 834 which, for example, may be operable to perform image processing and optical character recognition of images such as those captured by a gaming device camera, for example.
  • Database Manager e.g., 8266 which, for example, may be operable to handle various types of tasks relating to database updating, database management, database access, etc.
  • the Database Manager may be operable to manage game history databases, player tracking databases, etc.
  • Log Component(s) e.g., 809 which, for example, may be operable to generate and manage transactions history logs, system errors, connections from APIs, etc.
  • Status Tracking Component(s) e.g., 812 which, for example, may be operable to automatically and/or
  • Gateway Component(s) which, for example, may be operable to facilitate and manage communications and transactions with external Payment Gateways.
  • Web Interface Component(s) e.g., 808 which, for example, may be operable to facilitate and manage
  • API Interface(s) to Gaming System Server(s) which, for example, may be operable to facilitate and manage communications and transactions with API Interface(s) to Gaming System Server(s)
  • API Interface(s) to 3rd Party System Server(s) which, for example, may be operable to facilitate and manage communications and transactions with API Interface(s) to 3rd Party System Server(s)
  • processors 810 may include one or more
  • CPUs which are deployed in many of today's consumer electronic devices, such as, for example, CPUs or processors from the Motorola or Intel family of microprocessors, etc.
  • at least one processor may be specially designed hardware for controlling the operations of a gaming system.
  • a memory e.g., such as non-volatile RAM and/or ROM
  • the CPU may be responsible for implementing specific functions associated with the functions of a desired network device. The CPU preferably accomplishes all these functions under the control of software including an operating system, and any appropriate applications software.
  • Memory 816 which, for example, may include volatile memory (e.g., RAM), non-volatile memory (e.g., disk memory, FLASH memory, EPROMs, etc.), unalterable memory, and/or other types of memory.
  • the memory 816 may include functionality similar to at least a portion of functionality implemented by one or more commonly known memory devices such as those described herein and/or generally known to one having ordinary skill in the art.
  • one or more memories or memory modules e.g., memory blocks
  • the program instructions may control the operation of an operating system and/or one or more applications, for example.
  • the memory or memories may also be configured to store data structures, metadata, identifier information/images, and/or information/data relating to other features/functions described herein.
  • Interface(s) 806 which, for example, may include wired interfaces and/or wireless interfaces. In at least one implementation, the interface(s) 806 may include functionality similar to at least a portion of functionality implemented by one or more computer system interfaces such as those described herein and/or generally known to one having ordinary skill in the art.
  • Device driver(s) 842 In at least one implementation, the device driver(s) 842 may include functionality similar to at least a portion of functionality implemented by one or more computer system driver devices such as those described herein and/or generally known to one having ordinary skill in the art.
  • ⁇ Messaging Server Component(s) 836 which, for example, may be configured or designed to provide various functions and operations relating to messaging activities and communications.
  • Network Server Component(s) 837 which, for example, may be configured or designed to provide various functions and operations relating to network server activities and communications.
  • FIG. 9 shows a block diagram illustrating components of a gaming system 900 which may be used for implementing various aspects of example embodiments.
  • the components of a gaming system 900 for providing game software licensing and downloads are described functionally.
  • the described functions may be instantiated in hardware, firmware and/or software and executed on a suitable device.
  • the functions of the components may be combined.
  • a single device may comprise the game play interface 911 and include trusted memory devices or sources 909.
  • the gaming system 900 may receive inputs from different groups/entities and output various services and or information to these groups/entities.
  • game players 925 primarily input cash or indicia of credit into the system, make game selections that trigger software downloads, and receive entertainment in exchange for their inputs.
  • Game software content providers provide game software for the system and may receive compensation for the content they provide based on licensing agreements with the gaming machine operators.
  • Gaming machine operators select game software for distribution, distribute the game software on the gaming devices in the system 900, receive revenue for the use of their software and compensate the gaming machine operators.
  • the gaming regulators 930 may provide rules and regulations that must be applied to the gaming system and may receive reports and other information confirming that rules are being obeyed.
  • the game software license host 901 may be a server connected to a number of remote gaming devices that provides licensing services to the remote gaming devices.
  • the license host 901 may 1) receive token requests for tokens used to activate software executed on the remote gaming devices, 9) send tokens to the remote gaming devices, 3) track token usage and 4) grant and/or renew software licenses for software executed on the remote gaming devices.
  • the token usage may be used in utility based licensing schemes, such as a pay-per-use scheme.
  • a game usage-tracking host 922 may track the usage of game software on a plurality of devices in communication with the host.
  • the game usage-tracking host 922 may be in communication with a plurality of game play hosts and gaming machines. From the game play hosts and gaming machines, the game usage tracking host 922 may receive updates of an amount that each game available for play on the devices may be played and on amount that may be wagered per game. This information may be stored in a database and used for billing according to methods described in a utility based licensing agreement.
  • the game software host 902 may provide game software downloads, such as downloads of game software or game firmware, to various devious in the game system 900. For example, when the software to generate the game is not available on the game play interface 911, the game software host 902 may download software to generate a selected game of chance played on the game play interface. Further, the game software host 902 may download new game content to a plurality of gaming machines via a request from a gaming machine operator.
  • game software downloads such as downloads of game software or game firmware
  • the game software host 902 may also be a game software configuration-tracking host 913.
  • the function of the game software configuration-tracking host is to keep records of software configurations and/or hardware configurations for a plurality of devices in communication with the host (e.g., denominations, number of paylines, paytables, max/min wagers). Details of a game software host and a game software configuration host that may be used with example embodiments are described in co-pending U.S. patent no. 6,645,077, by Rowe, titled, "Gaming Terminal Data Repository and Information System," filed December 91, 9000, which is incorporated herein in its entirety and for all purposes.
  • a game play host device 903 may be a host server connected to a plurality of remote clients that generates games of chance that are displayed on a plurality of remote game play interfaces 911.
  • the game play host device 903 may be a server that provides central determination for a bingo game play played on a plurality of connected game play interfaces 911.
  • the game play host device 903 may generate games of chance, such as slot games or video card games, for display on a remote client.
  • a game player using the remote client may be able to select from a number of games that are provided on the client by the host device 903.
  • the game play host device 903 may receive game software management services, such as receiving downloads of new game software, from the game software host 902 and may receive game software licensing services, such as the granting or renewing of software licenses for software executed on the device 903, from the game license host 901.
  • game software management services such as receiving downloads of new game software
  • game software licensing services such as the granting or renewing of software licenses for software executed on the device 903, from the game license host 901.
  • the game play interfaces or other gaming devices in the gaming system 900 may be portable devices, such as electronic tokens, cell phones, smart cards, tablet PC's and PDA's.
  • the portable devices may support wireless communications and thus, may be referred to as wireless mobile devices.
  • the network hardware architecture 916 may be enabled to support communications between wireless mobile devices and other gaming devices in gaming system.
  • the wireless mobile devices may be used to play games of chance.
  • the gaming system 900 may use a number of trusted information sources.
  • Trusted information sources 904 may be devices, such as servers, that provide information used to authenticate/activate other pieces of information.
  • CRC values used to authenticate software, license tokens used to allow the use of software or product activation codes used to activate software are examples of trusted information that might be provided from a trusted information source 904.
  • Trusted information sources may be a memory device, such as an EPROM, that includes trusted information used to authenticate other information.
  • a game play interface 911 may store a private encryption key in a trusted memory device that is used in a private key-public key encryption scheme to authenticate information from another gaming device.
  • a trusted information source 904 When a trusted information source 904 is in communication with a remote device via a network, the remote device will employ a verification scheme to verify the identity of the trusted information source. For example, the trusted information source and the remote device may exchange information using public and private encryption keys to verify each other's identities. In another example of an embodiment, the remote device and the trusted information source may engage in methods using zero knowledge proofs to authenticate each of their respective identities. Details of zero knowledge proofs that may be used with example embodiments are described in US publication no. 9003/0203756, by Jackson, filed on April 95, 9002 and titled, "Authentication in a Secure Computerized Gaming System, which is incorporated herein in its entirety and for all purposes.
  • Gaming devices storing trusted information might utilize apparatus or methods to detect and prevent tampering.
  • trusted information stored in a trusted memory device may be encrypted to prevent its misuse.
  • the trusted memory device may be secured behind a locked door.
  • one or more sensors may be coupled to the memory device to detect tampering with the memory device and provide some record of the tampering.
  • the memory device storing trusted information might be designed to detect tampering attempts and clear or erase itself when an attempt at tampering may be detected.
  • the gaming system 900 of example embodiments may include devices 906 that provide authorization to download software from a second device to a second device and devices 907 that provide activation codes or information that allow downloaded software to be activated.
  • the devices, 906 and 907 may be remote servers and may also be trusted information sources.
  • One example of a method of providing product activation codes that may be used with example embodiments is describes in previously incorporated U.S. patent no. 6,264,561.
  • a device 906 that monitors a plurality of gaming devices to determine adherence of the devices to gaming jurisdictional rules 908 may be included in the system 900.
  • a gaming jurisdictional rule server may scan software and the configurations of the software on a number of gaming devices in communication with the gaming rule server to determine whether the software on the gaming devices is valid for use in the gaming jurisdiction where the gaming device is located.
  • the gaming rule server may request a digital signature, such as CRC's, of particular software components and compare them with an approved digital signature value stored on the gaming jurisdictional rule server.
  • the gaming jurisdictional rule server may scan the remote gaming device to determine whether the software is configured in a manner that is acceptable to the gaming jurisdiction where the gaming device is located. For example, a maximum wager limit may vary from jurisdiction to jurisdiction and the rule enforcement server may scan a gaming device to determine its current software configuration and its location and then compare the configuration on the gaming device with approved parameters for its location.
  • a gaming jurisdiction may include rules that describe how game software may be downloaded and licensed.
  • the gaming jurisdictional rule server may scan download transaction records and licensing records on a gaming device to determine whether the download and licensing was carried out in a manner that is acceptable to the gaming jurisdiction in which the gaming device is located.
  • the game jurisdictional rule server may be utilized to confirm compliance to any gaming rules passed by a gaming jurisdiction when the information needed to determine rule compliance is remotely accessible to the server.
  • Game software, firmware or hardware residing a particular gaming device may also be used to check for compliance with local gaming jurisdictional rules.
  • a software program including jurisdiction rule information may be downloaded to a secure memory location on a gaming machine or the jurisdiction rule information may be downloaded as data and utilized by a program on the gaming machine.
  • the software program and/or jurisdiction rule information may check the gaming device software and software configurations for compliance with local gaming jurisdictional rules.
  • the software program for ensuring compliance and jurisdictional information may be installed in the gaming machine prior to its shipping, such as at the factory where the gaming machine is manufactured.
  • the gaming devices in game system 900 may utilize trusted software and/or trusted firmware.
  • Trusted firmware/software is trusted in the sense that is used with the assumption that it has not been tampered with.
  • trusted software/firmware may be used to authenticate other game software or processes executing on a gaming device.
  • trusted encryption programs and authentication programs may be stored on an EPROM on the gaming machine or encoded into a specialized encryption chip.
  • trusted game software e.g., game software approved for use on gaming devices by a local gaming jurisdiction may be required on gaming devices on the gaming machine.
  • the devices may be connected by a network 916 with different types of hardware using different hardware architectures.
  • network efficient devices 910 may be used to actively monitor and maintain network efficiency.
  • software locators may be used to locate nearby locations of game software for peer-to-peer transfers of game software.
  • network traffic may be monitored and downloads may be actively rerouted to maintain network efficiency.
  • One or more devices in example embodiments may provide game software and game licensing related auditing, billing and reconciliation reports to server 912.
  • a software licensing billing server may generate a bill for a gaming device operator based upon a usage of games over a time period on the gaming devices owned by the operator.
  • a software auditing server may provide reports on game software downloads to various gaming devices in the gaming system 900 and current configurations of the game software on these gaming devices.
  • the software auditing server 912 may also request software configurations from a number of gaming devices in the gaming system. The server may then reconcile the software configuration on each gaming device.
  • the software auditing server 912 may store a record of software configurations on each gaming device at particular times and a record of software download transactions that have occurred on the device. By applying each of the recorded game software download transactions since a selected time to the software configuration recorded at the selected time, a software configuration is obtained.
  • the software auditing server may compare the software configuration derived from applying these transactions on a gaming device with a current software configuration obtained from the gaming device. After the comparison, the software-auditing server may generate a reconciliation report that confirms that the download transaction records are consistent with the current software configuration on the device. The report may also identify any inconsistencies.
  • both the gaming device and the software auditing server may store a record of the download transactions that have occurred on the gaming device and the software auditing server may reconcile these records.
  • RNG I/O component(s) may include
  • a series of calls/checks may be automatically performed by the EGM to access at least one local and/or remote RNG server/service, such as, for example, one or more of the following (or combinations thereof):
  • Remote Class 2 RNG System(s)/Service(s) e.g., 194, Figure 1
  • Remote Class 3 RNG System(s)/Service(s) e.g., 196, Figure 1
  • individual NPC spawning events may each trigger a respective predetermined RNG outcome retrieval event, and each retrieved predetermined RNG outcome value may be stored (e.g., in encrypted form) in EGM memory and associated with its respective, spawned NPC.
  • a HAWG-based EGM may be configured or designed to automatically and/or dynamically access or retrieve one or more "batches” or “pools” of predetermined RNG outcomes from one or more local and/or remote RNG server(s)/service(s), which, in turn, enables more intense gambling intervals to occur at the hybrid arcade/wager-based game without “stressing” the system and/or without causing the occurrence of "lag” (e.g., delay and/or a drop in frames per second) in game play and/or wager-based gaming events.
  • lag e.g., delay and/or a drop in frames per second
  • RNG wager-based games e.g., such as video slot games, etc.
  • RNG wager-based games e.g., such as video slot games, etc.
  • Such traditional wager-based game design techniques have, in the past, proved to be sufficiently adequate with respect to minimizing the occurrence of lag in electronic wager-based games (such as, for example, video slot games, video poker games, etc.).
  • next-generation wager-based games such as, for example, the various hybrid arcade/wager-based game types described herein
  • Occurrences of such lag may be attributable to a number of different factors, including, for example, the "stressing" of local system resources, communication latency, etc.
  • stressing the "stressing" of local system resources, communication latency, etc.
  • multiple calls, checks, interactions, NPC spawning, and/or other activities may all occur within the same few milliseconds, causing the gaming system resources to be "stressed", and resulting in lag.
  • lag may occur as a result of the RNG Engine being unable to generate real-time RNG outcomes fast enough.
  • communication latency Another factor which may also contribute to lag is communication latency, which, for example, may be caused by delays in communicating with remote devices/servers.
  • One such design technique is to configure or design a hybrid arcade/wager- based game to automatically and/or dynamically access or retrieve, before the triggering of one or more future wager-based game events, one or more "batches” or “pools" of predetermined RNG outcomes from local and/or remote RNG server(s)/service(s).
  • Such a technique enables more intense gambling intervals to occur at the hybrid arcade/wager-based game without “stressing” the system and/or without causing the occurrence of "lag” (e.g., delay and/or a drop in frames per second) in game play and/or wager-based gaming events.
  • lag e.g., delay and/or a drop in frames per second
  • a HAWG-based EGM may be configured or designed to automatically and/or dynamically access or retrieve one or more "batches” or “pools” of predetermined RNG outcomes from one or more local and/or remote RNG server(s)/service(s), which, in turn, enables more intense gambling intervals to occur at the hybrid arcade/wager-based game without “stressing” the system and/or without causing the occurrence of "lag” (e.g., delay and/or a drop in frames per second) in game play and/or wager-based gaming events.
  • lag e.g., delay and/or a drop in frames per second
  • a hybrid arcade/wager-based game (and/or EGM on which the HAWG game is hosted) may be configured or designed to automatically and/or dynamically retrieve or "grab" predetermined RNG outcomes (and/or other data) from remote RNG server(s)/service(s) (and/or other remote systems/services) prior to extreme HAWG gameplay intervals, which may then allow the system to handle all current and future operations (e.g., including during extreme HAWG gameplay intervals) while avoiding the possibility of lag interfering with real-time gameplay and/or real-time wager-based events.
  • at least a portion of the retrieved data may be encrypted (e.g., during communication and/or while stored in memory) in a manner which conforms with desired or imposed security regulations/standards.
  • the portions of gameplay which correspond to automated rail movement of the player's character may be identified as preferable times (e.g., of non-extreme game play) for automatically and/or dynamically initiating the retrieving of one or more "batches" or "pools" of predetermined RNG outcomes.
  • a specific game-level area may include a total of 20 newly spawned NPCs.
  • the hybrid arcade/wager-based game may cause the EGM to automatically and/or dynamically retrieve one or more "batches” or “pools" of predetermined RNG outcomes (e.g., totaling 20 predetermined RNG outcomes) from one or more local and/or remote RNG server(s)/service(s).
  • predetermined RNG outcomes e.g., totaling 20 predetermined RNG outcomes
  • At least one "batch retrieval" of predetermined RNG outcomes may be called before
  • At least one "batch retrieval" of predetermined RNG outcomes may be called after gameplay
  • At least one "batch retrieval" of predetermined RNG outcomes may be called before wager
  • At least one "batch retrieval" of predetermined RNG outcomes may be called after wager

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Abstract

L'invention concerne des techniques de jeu et de pari relatives à des jeux de pari basés sur les compétences. Des paris peuvent être effectués sur les résultats de mesures de réalisations spécifiques relatives au jeu de pari basé sur les compétences. Les accomplissements ou réalisations d'un ou de plusieurs objectifs du jeu peuvent être utilisés pour déterminer le montant ou les montants de gain monétaire et/ou non monétaire attribués au joueur.
PCT/US2016/063210 2015-11-19 2017-01-05 Techniques de jeu et de pari relatives à un jeu basé sur les compétences Ceased WO2018017149A2 (fr)

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CA3004911A CA3004911A1 (fr) 2015-11-19 2017-01-05 Techniques de jeu et de pari relatives a un jeu base sur les competences
SG11201803981YA SG11201803981YA (en) 2015-11-19 2017-01-05 Gaming and wagering techniques relating to skill-based gaming
AU2017299360A AU2017299360A1 (en) 2015-11-19 2017-01-05 Gaming and wagering techniques relating to skill-based gaming
JP2018525425A JP2019505246A (ja) 2015-11-19 2017-01-05 スキルベースゲームに関連するゲームおよび賭け技術
CN201780006925.9A CN110383352A (zh) 2015-11-19 2017-01-05 与基于技巧的游戏有关的游戏以及筹码技术
PH12018501082A PH12018501082A1 (en) 2015-11-19 2018-05-18 Gaming and wagering techniques relating to skill-based gaming

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CN111111185A (zh) * 2019-12-02 2020-05-08 腾讯科技(深圳)有限公司 目标动画的播放方法和装置、存储介质及电子装置
US10825301B2 (en) 2014-12-12 2020-11-03 Synergy Blue Llc Techniques for facilitating multiplayer/tournament hybrid skill-based, wager-based gaming via computer networks
US10909809B2 (en) 2014-12-12 2021-02-02 Synergy Blue Llc Graphical user interface and computer processing techniques for facilitating user interaction with electronic gaming devices
US11055964B2 (en) 2014-12-12 2021-07-06 Synergy Blue Llc Interactive event outcome reveal techniques implemented in wager-based video games and non-wager-based video games

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US10825301B2 (en) 2014-12-12 2020-11-03 Synergy Blue Llc Techniques for facilitating multiplayer/tournament hybrid skill-based, wager-based gaming via computer networks
US10909809B2 (en) 2014-12-12 2021-02-02 Synergy Blue Llc Graphical user interface and computer processing techniques for facilitating user interaction with electronic gaming devices
US11055964B2 (en) 2014-12-12 2021-07-06 Synergy Blue Llc Interactive event outcome reveal techniques implemented in wager-based video games and non-wager-based video games
WO2020076478A1 (fr) * 2018-10-07 2020-04-16 Synergy Blue, Llc Jeux de casino réglementés d'habileté à plusieurs niveaux et machines de jeu dans lesquelles des joueurs reçoivent des sessions de jeu gratuites
US10950092B2 (en) 2018-10-07 2021-03-16 Synergy Blue Llc Skillful multi-level games and gaming machines in which players are granted free play sessions
CN111111185A (zh) * 2019-12-02 2020-05-08 腾讯科技(深圳)有限公司 目标动画的播放方法和装置、存储介质及电子装置
CN111111185B (zh) * 2019-12-02 2022-03-11 腾讯科技(深圳)有限公司 目标动画的播放方法和装置、存储介质及电子装置

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