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Patent Searching and Data


Title:
SKILL BASED GAMBLING GAME
Document Type and Number:
WIPO Patent Application WO/2015/168748
Kind Code:
A1
Abstract:
A skill based game is disclosed. The game is structured into levels, and prizes are potentially or actually awarded based upon the number of levels completed, optionally including determining prizes from a potential prize pool by a secondary game.

Inventors:
FONG ROBERT (AU)
ALI LUKIE (AU)
Application Number:
PCT/AU2015/050228
Publication Date:
November 12, 2015
Filing Date:
May 08, 2015
Export Citation:
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Assignee:
ROYAL WINS PTY LTD (AU)
International Classes:
A63F9/24; A63F13/00; G06F17/00
Foreign References:
US20130053118A12013-02-28
US20040259631A12004-12-23
US20130281171A12013-10-24
US5961384A1999-10-05
Attorney, Agent or Firm:
FRANKE HYLAND (394 Lane Cove RoadMacquarie Park, New South Wales 2113, AU)
Download PDF:
Claims:
Claims

1 . A method of operating an electronic game, the game including at least a component of skill and a random component, the game being structured in a plurality of levels, and wherein players seek to win prizes, wherein the completion of one or more levels is at least a component of determining the prize which is won by a player.

2. A method according to claim 1 , wherein completion of each level causes a potential prize to be added to a prize pool, and wherein upon the game play ceasing, a secondary game determines whether the player wins the potential prizes in the prize pool.

3. A method according to claim 2, wherein the outcome of the secondary game may be to win some or all of the potential prizes in the prize pool.

4. A method according to claim 2 or claim 3, wherein the probability of the player winning the secondary game is increased when there are fewer or a smaller potential prizes in the prize pool.

5. A method according to claim 1 , wherein the prize won is determined directly by the highest level reached by the player.

6. A method according to claim 5, wherein prior to play, the player selects from a plurality of game play options, each option being associated with a different degree of difficulty and a corresponding potential return.

7. In an electronic game, a method for determining the prizes payable to a player, the game including at least a component of skill and a random component, the game being structured in a plurality of levels, and wherein the completion of one or more levels by a player contributes to the quantum of a prize which is or may be won by a player.

8. A method according to claim 7, wherein potential prizes accumulate based upon the completion of levels, and a secondary game is played at the end of the game to determine whether any or all of the potential prizes are won.

9. A method according to claim 7, wherein potential prizes accumulate based upon the completion of levels, and a secondary game is played at the end of each level to determine whether any or all of the potential prizes are won.

10. A method according to claim 7, wherein potential prizes accumulate based upon the completion of levels, and at the end of the game all of the prizes corresponding to levels completed by the player are won.

Description:
SKILL BASED GAMBLING GAME

Technical Field

[001 ] The present invention relates to electronic games, in which prizes, money, credit or other value may be won by the player, and in which the game outcomes are at least partly determined by the skill of the player as well as chance.

Background of the Invention

[002] Skill based gaming is a form of electronic gaming, in which the return to players is based at least partly upon the skill of the player. This is in contrast to conventional slot games, in which the software is configured to ensure that no possible skill or technique used by the player influences the game outcome, only chance.

[003] Skill based games may have a large or small component of skill. There may be rewards of increased status, medals, features and the like in addition to the winnings from wagers placed by the player on the game outcome.

[004] One particular difficulty faced by game designers and operators is that the return to player (RTP) may be very volatile. A large number of highly skilled players on a strongly skill based game may result in a very high RTP for the players group as a whole, exceeding 100% of wagers. On the other hand, if a game is predominantly played by relatively low skilled players, the RTP for the operator may be very low.

[005] An issue with this for new players is that at a lower skill level, they have poor prospects of obtaining a relatively high return. Where there are monetary prizes at stake, and wagers t be placed, this may discourage new players from joining a well-established game, as they expect to do poorly relative to players that have been playing for a long time. This is not what the operator desires, as there are clear advantages to building onto the player base and have a long running game, which new payer continue to join.

[006] It is an object of the present invention to provide a skill based game in which players perceive that they have a realistic prospect of return, regardless of their skill level.

Summary of the Invention

[007] In a broad form, the present invention provides a method of operating an electronic game, which is structured in levels. The highest level which is completed is used to determine the prize, or at least the potential prize..

[008] According to one aspect, the present invention provides a method of operating an electronic game, the game including at least a component of skill and a random component, the game being structured in a plurality of levels, and wherein players seek to win prizes, wherein the completion of a level is at least a component of determining the prize which is won by a player.

[009] According to another aspect, the present invention provides, in an electronic game, a method for determining the prizes payable to a player, the game including at least a component of skill and a random component, the game being structured in a plurality of levels, and wherein the completion of one or more levels by a player contributes to the quantum of a prize which is or may be won by a player.

[0010] In one implementation, the prize won is determined directly by the highest level reached by the player. The player selects from a plurality of game play options, each option being associated with a different degree of difficulty and a corresponding potential return.

[0011] In another implementation, completion of each level causes a potential prize to be added to a prize pool, and upon the game play ceasing, a secondary game determines whether the player wins the potential prizes in the prize pool.

[0012] The outcome of the secondary game may be to win some or all of the potential prizes in the prize pool. The prize pool may include monetary awards, free games, credits, status increases for the player, virtual components (such as clothing, accessories, tools or weapons), or other tangible or intangible benefits.

[0013] In some implementations, the probability of the player winning the secondary game is increased when there are fewer potential prizes in the prize pool. This allows for a more even RTP for all players, so that new players have more chance of winning at least some return from their game play.

[0014] Accordingly, implementation of the invention allows for both large potential prizes for skilled players, and allowing for some return to new and unskilled players.

Brief Description of the Drawings

[0015] Illustrative embodiments of the present invention will now be described with reference to the accompanying figures, in which:

Figure 1 shows a graph of possible returns for a first player option according to a first implementation;

Figure 2 shows a graph of possible returns for a second player option according to a first implementation;

Figure 3 shows a notional selection screen according to a first implementation;

Figure 4 shows a selection of an option according to a first implementation;

Figure 5 shows a notional first screen according a first implementation;

Figure 6 shows another screen according to a first implementation;

Figure 7 shows another screen according to a first implementation;

Figure 8 shows another screen according to a first implementation;

Figure 9 a notional selection screen according to a second implementation;

Figure 10 shows a notional further screen according to a second implementation;

Figure 1 1 shows a notional further screen according to a second implementation;

Figure 12 shows a notional further screen according a second implementation;

Figure 13 shows a notional further screen according a second implementation; and

Figure 14 shows a notional prize awarding screen according to a second implementation.

Detailed Description of the invention

[0016] While the present invention will be described with reference to specific implementations, these are intended to be illustrative of the inventive concept, and not limitative. For example, many different types of games could be provided, with smaller or greater component of skill and chance. The games may be played against the system, or may be in part of wholly against other players. The details of the game play at each level are not important to the overall concept which the following description seeks to illustrate.

[0017] The present invention refers to a prize being won by the player. The prizes may be monetary, being actual funds or credits; free spins or free games; virtual prizes, such as clothing, accessories, tools, weapons, different player icons, or other in game features; status increases for the player, pints or awards which contribute to status or virtual rewards, or other tangible or intangible benefits. They may be combinations of two or more types of prizes.

[0018] The present invention will be described primarily with respect to an online game, accessed either via a conventional web interface, or via an app on a tablet, smartphone or other suitable device. However, the invention could be implemented in a gaming machine, or in any other suitable way. It is not dependent upon any particular platform.

[0019] Figures 1 and 2 illustrate examples of notional returns, based on a 21 level game. Figure 1 illustrates the potential wins (vertical axis) for completing certain levels, shown on the horizontal axis, for the hardest option. Figure 2 is a similar illustration, for the easiest option.

[0020] The games themselves could be of any type, but specifically contemplated for the purposes of the examples below is a game called Moji Mania. In this game, the player takes control of a Moji riding 1 of 4 hoverboards, wherein different hoverboards represent easy, medium, hard and nightmare difficulty. Each difficulty level has different top prizes that can be further changed by increasing the amount bet. The easy level has the best board, easiest progression to later levels, lower entry wager, and lower prizes. The nightmare level has worst board, harder progression to later levels, higher entry wager and larger potential prizes. . The goal is to knock the other opposing Moji(s) off the platform and into the lava to advance to the next level. Every level adds harder opponents and even extra opponents, making it more difficult to complete. Every level has an associated prize, once the player loses they win the prize for the last level reached.

[0021 ] Figure 9 shows a screen at the start of play. The player has the option to select form four options, A to D, with increasing value of prizes that can be won. However, the buy in price also increases, from 10 to 100 credits between games A and D, with B and C intermediate. This allows for a skilled player to decide to make a larger wager, and potentially win a much larger prize.

[0022] Figure 10 shows where a player has selected game C. The screen shows a status screen on the left (where in practice the game itself is shown), an indicator of the game level that the payer has reached, and a prize meter. At present, this is empty, as the player has just commenced playing game level 1 , as indicated by the bottom rectangle being highlighted.

[0023] Figure 1 1 indicates that the player has won. In accordance with a predetermined pay table, 100 credits is added to the prize meter. At figure 1 1 , the player commences to play level 2. A cross is through level 1 , indicating that it is complete, and level 2 is highlighted in the level indicator. The prize meter shows that 100 credits is added to the prize meter.

[0024] Figure 12 indicates that the player has completed level 2. They have accordingly had a further 500 credits added to the prize meter. The player then commences level 3.

[0025] At figure 13, the screen indicates that the player has not completed level 3, and has lost. The level indicator shows levels 1 and 2 as competed, and level 3 highlighted as being played. The prize meter shows 600 credits. [0026] Figure 14 illustrates the operation of a secondary game. The prize meter outcome is not automatically won: the secondary game determines whether the prize is won or not. In this implementation, the secondary game is a simple simulated reel game with four reels. These are spun, and to win, must indicate the word OPEN from left to right across the reels, but in any position on the reels. In this case, the reels (shown below the prize meter) indicate the word OPEN, and the player wins.

[0027] The chance of winning the secondary game forms part of the RTP, along with the difficulty of each level and the credits won by completing it. Thus, prizes can be relatively large if the secondary game is unlikely to be won. In one implementation, the chances of winning the secondary game generally increase, so that if all levels are completed, it is a certainty that all prizes are won.

[0028] It will be appreciated that the secondary game could be of any suitable type, employing any time of game. It is preferred that the game is a simple random game, and not skill based. For example, the type of secondary or bonus games conventionally used in slot games could be used.

[0029] Although in this implementation the whole prize was either awarded or not, the invention could be implemented so that partial prizes can be won, or that a percentage of the prize meter total is won.

[0030] The examples have been provided with reference to a game with 4 or 5 levels, for the purposes of simplicity. However, it will be appreciated that the number of levels is arbitrary, and subject to the requirements of the game and the operator, any suitable number could be used.

[0031] The following tables illustrate game notional outcomes for alternatives. Following is a table of round ( level) reached, prize, number of players reaching a given level ( hits), prizes, the probability of winning the prize in the secondary game, and the corresponding RTP.

BOARD A

DIFFICULT AS HAVE THE WEAKEST BOARD - LOWER REWARD BUT COST IS LOW (10 CREDITS)

PLAYERS USUALLY ONLY REACH LEVEL 1 - 7 (HITS COLUMN)

PfWIN)

The flowing table is similar, but for the option with the best board.

BOARD D

EASIER AS HAVE BEST BOARD - HIGHER REWARD BUT COST IS MORE (100). PLAYERS USUALLY REACH LEVEL 5- 12 (HITS COLUMN)

RO

1 3.75 8 100 2.0% 0.150 0.15%

5000 100.00% 90.83 90.83%

[0032] Another implementation will now be described, with reference to figures 3 to 8. According to this implementation, at the end of play, i.e. when a player runs out of lives, the prize displayed at the level in which the game ended is paid (no secondary feature is played as in the first implementation). Further, the initial buy in price is the same for all options with the expected prize returns being the same for all options.

[0033] Figure 3 illustrates a notional screen for this implementation. This screen has a number of possible game selections, A to D. A is easy; D is difficult. For a constant wager, or a single game, the player can select which option to pursue. For example, the table under option A indicates that completing the first level will earn 1 credit, and completing 4 levels will earn 10 credits. The potential winnings progress through option B, C and D. For level D, completing all 4 levels will win 1000 credits, but this is very difficult.

[0034] Figure 4 illustrates that the player has selected game C. At figure 5, the left box indicates the status, and on the right is the prize meter. For this game, the prizes are purely credits, which are the equivalent of cash in the corresponding currency. This is purely for simplicity of explanation, and it will be appreciated that additional prize components can be added as discussed above.

[0035] In figure 5, the game C is started, and the potential prize of 5 is highlighted. The player then plays the first level of the game. At figure 6, it is indicated that the player has won, and progresses to level 2, with the prospect of winning 10 credits. At figure 7, the player has won level 2, and progresses to level 3.

[0036] At figure 8, the player has lost. They therefore win 30 credits. According to this implementation, the credits do not accumulate from level to level, and the player is awarded the displayed prize at the level they ended the game.

[0037] The features within the game can be adjusted to alter the winning probabilities, based on performance and statistics. This is described in more detail in the co-pending Australian provisional application having the same filing date, entitled 'RTP Management in Skill based Gaming', and the co-pending PCT application with the same title.