Method and apparatus for providing a time based award
First Claim
1. A gaming system comprising:
- at least one server configured to communicate with at least one device, said at least one server and said at least one device configured to operate to;
(a) at a first point in time, determine a reference time, wherein at the first point in time, the reference time is different than the first point in time and the determined reference time is independent of any randomly generated outcome for any play of any game;
(b) at a second, subsequent point in time having a predetermined relationship to the determined reference time, designate a quantity of credits as available to be collected by a player, wherein;
(i) the quantity of credits has a value greater than zero,(ii) the quantity of credits is guaranteed to be available to be collected by the player upon the second point in time having the predetermined relationship to the determined reference time, and(iii) the determination to designate the quantity of credits as available to be collected by the player is independent of any randomly generated outcome for any play of any game; and
(c) display the quantity of credits designated as available to be collected by the player.
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Accused Products
Abstract
A method is provided for providing payments at a gaming device, where the payments may occur at predictable times and are of predictable amounts. In one or more embodiments, a gaming device may provide a guaranteed payment every hour on the hour, so long as a player meets one or more criteria. Criteria may include a total amount wagered, a total number of handle pulls completed, or a total amount of time spent at a gaming device. One or more embodiments provide a method for withholding value from a player in order that the value may delivered later in the form of a guaranteed payment. One or more embodiments provide a method whereby multiple gaming devices may provide payments simultaneously, thereby creating mutually reinforcing sounds and visual displays.
38 Citations
21 Claims
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1. A gaming system comprising:
at least one server configured to communicate with at least one device, said at least one server and said at least one device configured to operate to; (a) at a first point in time, determine a reference time, wherein at the first point in time, the reference time is different than the first point in time and the determined reference time is independent of any randomly generated outcome for any play of any game; (b) at a second, subsequent point in time having a predetermined relationship to the determined reference time, designate a quantity of credits as available to be collected by a player, wherein; (i) the quantity of credits has a value greater than zero, (ii) the quantity of credits is guaranteed to be available to be collected by the player upon the second point in time having the predetermined relationship to the determined reference time, and (iii) the determination to designate the quantity of credits as available to be collected by the player is independent of any randomly generated outcome for any play of any game; and (c) display the quantity of credits designated as available to be collected by the player. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A method of operating a gaming system through a data network, said method comprising:
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(a) at a first point in time, causing a server to determine a reference time, wherein at the first point in time, the reference time is different than the first point in time and the determined reference time is independent of any randomly generated outcome for any play of any game; (b) at a second, subsequent point in time having a predetermined relationship to the determined reference time, causing the server to designate a quantity of credits as available to be collected by a player, wherein; (i) the quantity of credits has a value greater than zero, (ii) the quantity of credits is guaranteed to be available to be collected by the player upon the second point in time having the predetermined relationship to the determined reference time, and (iii) the determination to designate the quantity of credits as available to be collected by the player is independent of any randomly generated outcome for any play of any game; and (c) causing at least one display device to display the quantity of credits designated as available to be collected by the player. - View Dependent Claims (9, 10, 11, 12, 13, 14)
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15. A non-transitory computer readable medium including a plurality of instructions, which when executed by at least one processor, cause the at least one processor to:
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(a) at a first point in time, determine a reference time, wherein at the first point in time, the reference time is different than the first point in time and the determined reference time is independent of any randomly generated outcome for any play of any game; (b) at a second, subsequent point in time having a predetermined relationship to the determined reference time, designate a quantity of credits as available to be collected by a player, wherein; (i) the quantity of credits has a value greater than zero, (ii) the quantity of credits is guaranteed to be available to be collected by the player upon the second point in time having the predetermined relationship to the determined reference time, and (iii) the determination to designate the quantity of credits as available to be collected by the player is independent of any randomly generated outcome for any play of any game; and (c) cause at least one display device to display the quantity of credits designated as available to be collected by the player. - View Dependent Claims (16, 17, 18, 19, 20, 21)
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Specification