Abstract:
The gaming system disclosed herein accounts for game play over a gaming session in determining a bonus game attribute for a triggered bonus game. The gaming system maintains a plurality of different bonus game attributes. Each different bonus game attribute is associated with a different bonus game attribute modification event and an initial probability of that bonus game attribute being selected for a play of a bonus game. For each bonus game attribute modification event that occurs, the gaming system modifies the probability that the associated bonus game attribute will be selected for a play of a bonus game. Upon an occurrence of a bonus game triggering event, the gaming system randomly selects one of the maintained bonus game attributes. The gaming system then displays a bonus game and determines a bonus game award utilizing the selected bonus game attribute.
Abstract:
The gaming system, gaming device and method disclosed herein determines whether to provide at least one of the plurality of progressive awards to the player based on that player's measured level of skill in: (i) a plurality of plays of a partial skill-based game, (ii) a skill-based progressive award sequence, or (iii) a plurality of plays of a partial skill-based game and a skill-based progressive award sequence. The determination is based on zero, one or more inputs made by the player which tend to measure that player's level of skill in at least one of a partial skill-based game and a skill-based progressive award sequence.
Abstract:
The present disclosure provides a gaming system including a central controller, a central display which includes a plurality of display segments and a plurality player stations. The display segments are configured to each separately display one of a plurality of games, to co-act to display a plurality of games, or to co-act to display one game. Each player station is configured to enable a player to play one or more of the games displayed by the display segments. The gaming system enables a plurality of players to play a group game on the central display, a plurality of players to simultaneously play multiple group games on the central display, and a plurality of players to each simultaneously play multiple individual games on the central display.
Abstract:
Methods and devices are provided for detecting and/or preventing cheating in online gaming. Some implementations provide gaming information in formats that are difficult for a bot to interpret, but which are preferably easy for humans to interpret. Some implementations of the invention involve the tracking and analysis of players' gaming activities. Some implementations of the invention provide a multi-tier approach to data analysis. Some analyses may be performed, for example, by a centralized computing device such as a server, whereas other analyses may be performed by a host device. In some implementations, “challenge and response” measures will be employed. Some implementations of the invention involve detection and prevention of collaboration between players.
Abstract:
An electronic gaming system includes a server and a plurality of electronic gaming machines, each machine including a logic system configured for communication with the server, a memory and a theoretical coin-out meter. The memory includes instructions executable by the logic system for running on the gaming machine a persistence game having one or more recordable persistence states leading to a redeemable persistence award. Each persistence state has a persistence value representing a portion of the persistence award. The persistence game is interruptible at a first machine and resumable at a second machine at a recorded persistence state. The theoretical coin-out meter stores unawarded persistence values accumulated by the machine from advancing the persistence game during game play among the one or more persistence states. A persistence award redeemed at one of the machines is reconciled with unawarded persistence values accumulated at another one or more of the machines.
Abstract:
In various embodiments, the present disclosure relates generally to gaming systems and methods for modifying one or more accumulated persistent elements.
Abstract:
Intelligent gaming tables and methods of providing game play through the gaming tables are described herein. The gaming table includes a table having a table surface, a plurality of player stations, and a common display configured to display gaming content to a plurality of players. The gaming table further includes an interface configured to communicate with a plurality of user input devices. The gaming table includes a gaming controller. The gaming controller is configured to communicate with the plurality of user input devices through the interface, receive location information relating to touches or contacts detected on the table surface, analyze the information relating to the touches or contacts, identify a user performing each of the touches or contacts with the table surface, and implement player input instructions contained within the information relating to the touches or contacts.
Abstract:
A method for providing a casino cribbage game includes receiving a bet from a player, dealing a plurality of player cards from at least one deck of cards to the player, dealing one or more crib cards from the at least one deck to a crib hand, receiving at least one discard from the player cards to define a player hand from the player cards remaining, moving the at least one discard to the crib hand, exposing a starter card from the at least one deck of cards, totaling a value of the player hand in conjunction with the starter card, totaling a value of the crib hand in conjunction with the starter card, and determining a payout by comparing at least one of the value of the player hand and the value of the crib hand to a pay table.
Abstract:
The present disclosure provides a gaming system including a central controller, a central display which includes a plurality of display segments and a plurality player stations. The display segments are configured to each separately display one of a plurality of games, to co-act to display a plurality of games, or to co-act to display one game. Each player station is configured to enable a player to play one or more of the games displayed by the display segments. The gaming system enables a plurality of players to play a group game on the central display, a plurality of players to simultaneously play multiple group games on the central display, and a plurality of players to each simultaneously play multiple individual games on the central display.
Abstract:
A gaming system including a game which utilizes a plurality of symbol generators. Each of the symbol generators is linked to at least another one of the symbol generators, such that the plurality of symbol generators are linked with each other to form a group of coupled symbol generators. In operation, for a play of a game, the gaming system activates (i.e., spins) one of the symbol generators. Due to the symbol generators being directly or indirectly coupled with one another, this activation of one of the symbol generators causes an activation of each of the linked symbol generators. Following the activation of the symbol generators, one of the symbol generators is deactivated (i.e., stopped) at a randomly selected orientation which causes each of the symbol generators to also be deactivated. The gaming system then evaluates any indicated symbols associated with the stopped symbol generators and provides one or more awards based on the evaluated symbol generators.