Player-activated feature
First Claim
Patent Images
1. A method of providing a player-activated game comprising:
- providing a plurality of visually distinguishable indicia to a player;
visually cuing said indicia one at a time in a time-weighted manner thereby establishing uneven indicium selection difficulty;
receiving a stop signal from the player, said signal resulting in a selection of the visually cued indicium when said stop signal is received; and
establishing a game outcome based on said indicium selection.
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Abstract
A method to provide a player-activated game. The present method is characterized in that the player selects an indicium among a plurality of displayed indicia cued in a one at a time manner and in a time-weighted manner. The indicium selection is completed when the player actuates a control, resulting in a stop signal being transmitted and the cuing process being stop with one of the indicia remaining cued. An outcome is established based on the indicium selected through this process. Embodiments of the method include electronic and electromechanical gaming machines and gaming-machine add-on devices.
22 Citations
26 Claims
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1. A method of providing a player-activated game comprising:
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providing a plurality of visually distinguishable indicia to a player;
visually cuing said indicia one at a time in a time-weighted manner thereby establishing uneven indicium selection difficulty;
receiving a stop signal from the player, said signal resulting in a selection of the visually cued indicium when said stop signal is received; and
establishing a game outcome based on said indicium selection. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)
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16. A gaming machine for providing a player-activated game comprising:
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display means providing a plurality of visually distinguishable indicia to a player;
control means for receiving a stop signal from the player; and
game controller means for providing a play of said game, wherein said game controller means is adapted;
(a) to visually cue the indicia one at a time in an uneven time weighted manner thereby establishing uneven indicium selection difficulty;
(b) to stop the cuing process upon reception of a stop signal, resulting in a selection of the cued indicium upon reception of said stop signal; and
(c) to establish a game outcome based on said selected indicium. - View Dependent Claims (17, 18, 19, 20, 21, 22, 23, 24)
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25. A computer program embodied in an electric or an electromagnetic carrier signal having codes adapted, when performed by a CPU of a device:
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to visually cue an indicium at a time in a time-weighted manner a plurality of visually distinguishable indicia, thereby establishing uneven indicium selection difficulty;
to receive a stop signal from the player, said signal resulting in a selection of the visually cued indicium when said stop signal is received; and
to establish a game outcome based on said indicium selection.
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26. A computer program embodied on a computer readable medium or processor-readable memory having codes adapted, when performed by a CPU of a device:
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to visually cue an indicium at a time in a time-weighted manner a plurality of visually distinguishable indicia, thereby establishing uneven indicium selection difficulty;
to receive a stop signal from the player, said signal resulting in a selection of the visually cued indicium when said stop signal is received; and
to establish a game outcome based on said indicium selection.
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Specification