`IPR of U.S. Pat. 6,174,237
`
`
`
`US. Patent Aug. 11,1987
`
`Sheet] of5
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`4,685,677
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`US. Patent Aug. 11,1987
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`4,685,677
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`US. Patent Aug. 11,1987.
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`US. Patent Aug. 11, 1987
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`Sheet4of5
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`US. Patent Aug. 11,1987
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`SheetS of5
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`4,685,677
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`is moved from one commercial establishment to another
`or when a new set of players begin to play the game.
`Such a device would eliminate the need for operator
`estimation and could more fairly control the award of
`free play credits.
`It is accordingly an object of the present invention to
`provide such an automatic control system for a coin
`operated device which can monitor and automatically
`adjust the percentage of free games awarded.
`It is a further object of the invention to provide a
`comprehensive control system which can monitor game
`play, validate game play data and periodically adjust
`the award levels when valid data is available.
`It is a further object of the invention to provide a
`control system which, if desired, can be manually oper-
`ated rather than automatically controlled.
`A further object of the invention is to provide an
`automatic control system which lets the operator select
`the percentage of replays to be awarded and then ad-
`justs the point values required for free play as necessary
`to achieve the desired percentage.
`Other objects and advantages of the invention will be
`apparent from the remaining portion of the specifica-
`tion.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`FIG. 1 is a block diagram of a computer control
`system forming a part of the present invention.
`FIG. 2 is a schematic illustrating the manner in which
`the operator inputs data to the control system of FIG. 1.
`FIG. 3 is a diagram useful in explaining the move-
`ment of data from the various memory locations in the
`control system.
`FIGS. 4 through 11 are flow diagrams useful in ex—
`plaining the operation of the invention.
`
`SUMMARY OF THE INVENTION
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`AUTOMATIC REPLAY CONTROL SYSTEM AND
`METHOD FOR AMUSEMENT DEVICES
`
`BACKGROUND OF THE INVENTION
`
`This invention relates to coin operated amusement
`devices, such as pinball machines, video games and the
`like. More specifically, it relates to the commercial type
`of device usually found in game arcades, restaurants and
`other commercial establishments. Such devices usually
`include a computer control system which, responsive to
`player inputs, operates the game. Typically the control
`system will detect switch closures caused by hitting
`targets, etc., and responsive thereto update player
`scores and award replays (free games). The computer
`control system usually includes a microprocessor, asso-
`ciated memory and interface devices for connecting the
`processor system to the switches, lights, solenoids and
`other associated devices (including, in the case of video
`games, a CRT).
`While such devices are resonably satisfactory, there is
`a desire to maintain the game as competitive as possible
`at each particular establishment. Thus, for example, in
`an arcade where the players are reasonably skilled, it is
`‘ necessary to increase the number of points required to
`obtain a free game to make it a challenge and to insure
`a resonable return on investment. Conversely, when a
`game is first
`introduced or in low traffic locations
`where players are not highly skilled, it is necessary that
`the free game award level be set relatively low to en-
`courage players.
`The importance of correctly setting the replay level
`(often known in the trade as “percentaging” because it
`is measured as the ratio of free games to total games
`played) cannot be over emphasized. A game which
`produces a good revenue stream at one location where
`it is properly percentaged may earn next—to-nothing at
`another location due to the operator’s failure to prop-
`erly match the free play award level to the skill of the
`game players.
`A complicating factor arises from the constantly
`changing skill level of the players. Thus, while the free
`play percentage initially may be correct, it may become
`too low during a subsequent time period or, if the opera-
`tor overcompensates, raised excessively high that game
`players lose interest because they are unable to achieve
`the indicated awards.
`Typically the free play award percentage is set by
`either of two methods. When a game is first delivered to
`a commercial establishment, it is provided with factory
`settings which, at best, are a compromise designed to
`encourage initial play of the game by liberally awarding
`free plays. As skill level increases excessive free plays
`are obtained leading to a loss in revenue and challenge
`which is, of course, undesirable. To accommodate this
`most coin operated amusement devices permit the oper-
`ator to manually change the free play award levels in an
`effort to compensate for the player’s learning curve. As
`indicated, manually changing the values is, at best, a
`guess.
`It would be desirable to provide a computer control
`system which could automatically monitor the skill
`level of the players of a particular game and periodi-
`cally adjust the free play award levelto maintain opti-
`mum interest in the game and thereby to maximize
`revenue. Such an arrangement would reduce or elimi-
`nate operator error and automatically adjust game play
`for changes in skill level as, for example, when the game
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`An automatic control system is provided which not
`only operates an amusement device but also maintains
`statistical data, such as the total number of plays and the
`number of free games awarded. From either factory
`settings or operator inputs the data is periodically ma-
`nipulated to determine the percentage of free games
`awarded during a block (a block being a selected num-
`ber of games such as five hundred games). If the control
`system detects that
`the percentage of free games
`awarded is above or below the desired setting, the num-
`ber of points required to obtain a free game is adjusted
`50 accordingly in an effort to obtain the desired percent-
`age. Thus, regardless of the skill level of the players, the
`game will, over a period of time, award the desired
`percentage of free games thereby maximizing interest in
`the game.
`To deal with the possibility that the game has been
`moved, data has been lost or that the system is malfunc-
`tioning,
`the invention repeatedly checks the data to
`insure that it is valid before adjusting the free play per-
`centage. In the event that invalid data is detected, either
`60 no change is made in the existing percentage or the
`permanently stored factory settings are reverted to.
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`55
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`DETAILED DESCRIPTION
`
`Referring to FIG. 1, there is disclosed a typical mi-
`65 croprocessor system for use in a coin operated amus-
`ment device, such as a pinball machine or video game.
`There are many microprocessor systems that can be
`used for this purpose as, for example, the Motorola 6800
`
`
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`3
`series. The microprocessor 10 is interfaced via a bus 12
`to various memory elements including one or more
`ROMs 14 (read only memories), RAMs 16 (random
`access memories), playfield switches 18 (in the case of
`pinball machines), numeric displays 20, lights 22, sole-
`noids 24 and sound circuits 26. In addition, a set of
`operator switches 28 are usually provided for the pur-
`pose of permitting the operator (game owner or owner
`of the establishment in which the game is located) to
`input information to the system, such as the number of
`free play levels, the point values required for each free
`play level and to obtain data from the processor system,
`such as revenue received, number of games played, and
`test information concerning the operational conditions
`of the amusement device.
`The memories are connected directly to the bus 12 in
`a manner well known by those skilled in the art. Typi-
`cally the remaining devices, such as switches, displays,
`lights, etc., are connected to the processor bus by means
`of an interface device such as a PIA (peripheral inter-
`face adapter). Such device lets the processor communi~
`cate with the various elements, for example, to interro-
`gate a switch matrix to detect closures or to operate
`numerical displays to display player scores.
`Referring to FIG. 2, a typical arrangement for the
`operator switches 28 is illustrated. In the present inven-
`tion the FIG. 2 circuit permits the operator to provide
`certain information to the control system and to obtain
`data therefrom. The operator switches, such as switch
`SW1, are usually located in a locked portion of the
`game not accessible by the game players. SW1 is con~
`nected through appropriate level and logic circuitry to
`a PIA 30 which, in turn, interfaces with the micro-
`processor via the bus 12. Additional operator switches
`may be provided as necessary. Such operator switches
`and their operation are well known in the art and will
`not be described in detail here. Basically the operator
`activates the switches in a specified sequence placing
`the system in a desired mode such as: test mode to check
`the circuitry; an accounting mode to check game play
`and revenue; or a setting mode in which manual replay
`levels and other game features may be selected, enabled
`or disabled.
`
`FIG. 3 is a diagram useful in understanding the opera
`tion of the present invention. It is a schematic represen-
`tation of the way in which data is passed from one
`memory location to another during the operation of the
`automatic control system. Rather than constituting a
`discrete memory device, FIG. 3 represents locations
`within a specified type of memory. Thus, for example,
`memory 1 represents the memory locations within
`ROM 14 containing the factory settings for replay per-
`centage, replay value and the number of replay levels.
`Memory 2 represents memory locations in a battery
`backed up RAM in which the operator selected adjust~
`ment information settings (and the factory default set-
`tings) are stored. Memory 3 represents the memory
`locations in RAM where game data used for automatic
`percentaging is stored while memory 4 represents the
`RAM locations where current values are calculated and
`processed. As the detailed description of the invention
`proceeds, reference to FIG. 3 will enable the reader to
`understand the manner in which the control system
`operates.
`The balance of this specification will describe a series
`of flow diagrams (FIGS. 4 through 11) which indicate
`the manner of operation of the control system accord-
`ing to the present invention. The flow diagrams can be
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`implemented in many different program forms, the im-
`plementation depending upon the type of processor
`system employed. It will be readily apparent to those
`skilled in the art how to implement the function speci-
`fied in the various flow diagrams for any specific com—
`puter system.
`
`Factory Setting Sequence
`
`FIG. 4 illustrates the factory setting sequence which
`is called by the processor system whenever a game is
`first supplied with power, after power interruption in
`which battery backup has failed or when directed by
`the operator through the operator switches. The fac-
`tory setting sequence transfers the factory settings per—
`manently stored in the memory 1 into the memory loca-
`tions 2 in the RAM. As shown in FIG. 4, this sequence
`loads a replay percentage, a starting replay value and
`the number of replay levels from memory 1 into mem-
`ory 2. To exemplify the invention we will arbitrarily
`select values for these variables.
`In the balance of this specification it will be assumed
`that the factory replay percentage is ten percent. That
`is, it is desired to award free plays in an amount approxi-
`mately equal to ten percent of the number of games
`played. The replay value is the number of points which
`must be attained by a player to receive a free play. The
`factory setting is selected arbitrarily to approximate the
`desired replay percentage. For exemplification pur-
`poses it is assumed that the replay value is one million
`points.
`The third variable is the number of replay levels.
`During a game a player can receive one or more free
`games as he reaches succeedingly higher point totals.
`Many amusement devices permit up to four levels of
`awards. Thus, a player would receive one free game at
`one million points, a second free game at two million
`points and so on. The number of replay levels is initially
`set at the factory at one but the operator may choose to
`provide two or more replay levels.
`One additional variable should be discussed at this
`point. The percentage of free games awarded must be
`referenced to a selected number of games played. This
`is referred to as the block or block size. When the speci-
`fied number of games have been played, the present
`invention examines the number of free games awarded
`as a percentage of the block size and adjusts, if neces-
`sary, the replay value in an effort to restore the selected
`replay percentage. For purposes of exemplifying the
`invention it will be assumed that the block size is five
`hundred games.
`As indicated, whenever factory settings are required,
`the diagram in FIG. 4 is called whereby the factory
`settings are transferred from the permanent memory to
`the working memory.
`
`Power Up Sequence
`
`FIG. 5 illustrates the power up sequence in which the
`control system determines whether it is to automatically
`adjust replay percentages or it is to maintain fixed val-
`ues as determined by the operator. If fixed replay scores
`are selected,
`the system merely copies the operator
`settings from memory 2 into memory 4, computes a
`check sum to insure the data is valid and exits this rou-
`tine. Thus, whatever value the operator has specified
`for award levels 1 through 4 are copied into memory 4.
`If automatic percentaging is selected, the program first
`performs the functions specified in FIG. 6 to validate
`the existing data. This operation is described in connec-
`
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`5
`tion with FIG. 6 under the heading Validate Replay
`DatafAfter valid data is provided to memory 3 the
`balance of the FIG. 5 routine is performed. This rou-
`tine, at 100 and 102, copies the number of award levels
`and the replay value for level 1 from memory 3 to mem-
`ory 4. The routine then determines how many levels the
`operator has selected and computes award level values
`for each additional level. In the automatic mode such
`
`additional award levels are multiples of the level one
`,value (one million points). Finally, a check sum is com—
`puted and stored.
`
`10
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`Validate Replay Data
`
`FIG. 6 illustrates the sequence to be performed to
`validate the replay data as part of the power up se-
`quence shown in FIG. 5. The check sum for memory 3
`is computed and determines whether the data contained
`therein is valid. It will be recalled that memory 3 main-
`tains the replay data based on the game adjustments
`from memory 2 and data acquired as games are played.
`Due to various untoward events this data may, on occa-
`sion, be invalid. If the check sum indicates that the data
`is faulty, the game adjustments for the replay percent-
`age, starting value and number of levels are copied (at
`104—106) from memory 2 into memory 3 thereby to
`provide valid data for future calculations. In that event
`it is necessary to zero the block counter contained in
`memory location 3. This prevents updating the replay
`until valid data has been received for at least one full
`block (500 gams). A new check sum is then computed
`and stored ending the FIG. 6 routine.
`In the event that the check sum indicates valid data
`already exists in memory 3,
`the system checks (at
`108—109) to determine if the operator, by means of the
`switches illustrated in FIG. 2, has indicated a desire to
`change either the replay percentage or replay value. If
`so, the routine branches back to the section which loads
`the new operator settings from memory 2 to memory 3.
`If not, the FIG. 6 routine is complete. After the power
`up sequence (and the validate data sequence) have been
`performed, the system is ready to interface with the
`game player to monitor game play and periodically to
`compute and adjust the replay percentage.
`
`Credit Played
`
`The FIG. 7 routine is called each time a game starts
`or another player is added to an existing game. It first
`computes a check sum on memory 4 to insure that the
`data is valid. If not, it branches to the FIG. 5 sequence
`resulting in new data being loaded from either memory
`2 or memory 3 into memory location 4. Next the FIG.
`6 routine is performed to re-validate the data contained
`in memory 3.
`Assuming that the data is valid, FIG. 7 merely incre-
`ments the block counter contained in memory 3 and a
`new check sum is computed and stored.
`
`Adjust Percentage Routine
`
`FIGS. 8 and 9 illustrate the adjustment routine which
`is entered from the’FIG. 7 routine. As shown in FIG. 8,
`the program checks to see if it is time to adjust the
`replay percentage. This determination is accomplished
`by comparing the current value in the block counter
`with the selected block size (for example 500 games). If
`fewer than 500 games have been played since the last
`adjustment, the routine ends. If the block size has been
`reached, the routine updates three memory locations
`(110—112) maintained for purpose of “damping”
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`changes in the replay value made by the system from
`one block to the next. Specifically, according to the
`present invention, the replay percentage is calculated
`over two blocks (1,000 games). That is, the replay per-
`centage is adjusted every 500 games but, based upon
`statistics from the past two blocks.
`Prior to adjusting the percentage the memory loca-
`tions 110—112,
`in which the number of free games
`awarded in the current and previous two blocks are
`stored, are updated. Specifically,
`the block data is
`shifted so that the previous count is discarded, the last
`count becomes the previous count, the current count
`becomes the last count and the current count is set to
`zero.
`
`After updating the replay counters, a check is made
`to determine if the previous count equals zero. This
`would occur the first time a block is reached when the
`game is new or after service or movement to a new
`location. In the event that the previous counter does
`equal zero, twice the value of the last count is used to
`compute the replay percentage. Otherwise the values
`stored in the previous counter and the last counter (rep-
`resenting the number of free games over the two blocks)
`are added together to create a value T1 used to compute
`the replay percentage. The replay percentage is com-
`puted by dividing T1 (the case of a 500 game block) by
`one thousand.
`
`For example, if 45 free games were awarded during
`the last block and 55 free games awarded during the
`previous block, the total number of free games over a
`thousand games would be 100 or exactly ten percent. If
`the replay percentage were set at ten percent the circuit,
`as will be explained, would make no change in the cur-
`rent award level because the game was performing
`exactly as intended. If, however, the calculation yielded
`a percentage significantly different from the percentage
`set by the operator (or the factory setting), the routine
`shown in FIG. 9 automatically adjusts the award level
`in a manner designed to return the free play percentage
`to its selected value.
`If the replay percentage is greater than the set value,
`the right branch of FIG. 9 is taken, otherwise the left
`branch. In either case the difference between the de-
`sired percentage and the computed percentage is deter-
`mined and designated T3. A value, T5, is the adjustment
`value and, for example, may be one hundred thousand
`points. In the case of the right branch, T5 would be a
`positive value, in the case of the left branch, a negative
`value. This value is used to increment or decrement,
`respectively, the current replay value required to re-
`ceive a free game. Thus, for example, in the case of a
`one million point free game value, the system would
`increment or decrement that value by the T5 value of
`one hundred thousand points.
`Prior to adjusting the replay value, the system first
`checks to see if the replay value is at an upper or lower
`limit beyond which further adjustment is not permitted.
`This is a desirable safety feature to insure that in no case
`can the replay value move outside of certain predeter-
`mined ranges. If either limit has been reached, the pro-
`gram exits without altering the replay value after com-
`puting and storing a check sum. If the limit tests are
`negative, a check is then made to see if the computed
`difference, T3, is less than one percent. If so, again no
`change made in the free play value as this is considered
`to be an acceptable variation from the desired replay
`percentage.
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`Finally, if in fact, a difference greater than the one
`percent is detected and the replay value is not at the
`upper or lower limit, a change in the replay value is
`effected by adding the value of T5 the current replay
`value. In this way the system automatically compen-
`sates for the changing skill level of the game players to
`insure that, on average, the desired percentage of free
`games are awarded. Although the change is immedi-
`ately made in memory 3, it will not be effective until the
`next power-up sequence when it is copied into memory
`4. This insures a player will experience the same replay
`score from game to game.
`
`Score Processing
`
`FIG. 10 illustrates the score processing routine
`which, in conjunction with FIG. 11, maintains the score
`and checks to see whether it is time to award a replay.
`The current score, 51, is stored in memory 4. When new
`points are obtained by the player, these are added to
`create a new score value 82. Each time the score pro-
`cessing routine is entered the relative values of 81, $2
`and S3 are checked to determine if a replay award is
`called for as indicated at 120 in FIG. 10. At that time the
`routine diagrammed in FIG. 11 is called and performed.
`The FIG. 11 routine first determines if the value of S3
`
`is greater than the value of 51. If not, this means that the
`player has already passed the award value for the cur-
`rent level of S3 and the routine ends.
`Otherwise the routine next checks to see if the value
`S3 is greater than or equal to the award level S3. If not,
`it means the player has yet to achieve the replay value
`necessary. If so, the replay is awarded and, in the auto-
`matic mode, a check sum is computed and tested. If the
`check sum is correct, the current counter, which con-
`tains the number of free games awarded during a given
`block, is incemented, another check sum is computed
`and stored, and the routine returns to FIG. 10.
`FIG. 11 is executed once for each replay level which
`has been enabled by the operator settings. If only one
`level is enabled, FIG. 11 is called once and then the
`FIG. 10 routine ends. Otherwise the same checks are
`made for each replay level and appropriate second,
`third and fourth level awards are made the first time the
`routines detect that the player’s score has exceeded the
`appropriate value for the award.
`From the foregoing description it will be apparent to
`those of ordinary skill in the art, that a control system
`for a coin operated amusement device has been devel-
`oped which can closely monitor the skill level of game
`players utilizing the device and can adjust the number
`of free plays awarded to maximize enjoyment and reve-
`nue.
`While I have shown and described embodiments of
`
`the invention, it will be understood that this description
`and illustrations are offered merely by way of example,
`and that the invention is to be limited in scope only as to
`the appended claims.
`What is claimed is:
`
`1. A control system for automatically regulating, as a
`function of players’ scores, the score award levels of a
`coin operated amusement game comprising:
`(a) memory means for storing data including:
`(i) a first memory location for permanently storing
`data relating to default values for award levels
`and award percentage;
`(ii) a second memory location for storing data relat-
`ing to operator selected values for award levels
`and desired award percentage;
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`(iii) a third memory location for temporarily stor-
`ing selected portions of the default and operator
`selected values and historical data on players’
`scores;
`(iv) a fourth memory location for temporarily stor-
`ing current game data;
`(b) input means for permitting operator selection of
`the values in said second memory location;
`(0) microprocessor means receiving the data relating
`to players“ scores, award levels, award percentage
`and current game data from said third and fourth
`memory locations for periodically modifying the
`award level values to maintain either the default or
`
`the operator selected award percentage and giving
`player awards as earned;
`(d) means for communicating data between the mi~
`croprocessor means, the memory means, the input
`means and for interfacing the system to game
`switches and displays;
`whereby as player skill increases the microprocessor
`means adjusts the award level values required to
`obtain an award.
`2. A control system according to claim 1 wherein said
`input means are operator switches permitting operator
`communication with the microprocessor means to alter
`the data stored in said second memory location.
`3. The system according to claim 1 wherein the mi-
`croprocessor means includes means for verifying the
`integrity of the data before periodically modifying the
`award level values and for reverting to initial default or
`operator selected values for award levels and award
`percentage if the data is found to be faulty.
`4. A control system for automatically regulating, as a
`function of players’ scores, the score award levels of a
`coin operated amusement game comprising:
`(a) memory means for storing:
`(i) default values for award levels and award per-
`centage;
`(ii) operator selected values for award levels and
`award percentage;
`(iii) historical data on players’ scores;
`(iv) current game data;
`(b) input means for permitting operator selection and
`changing of the operator selected values;
`(0) microprocessor means receiving the data relating
`to players’ scores, award levels, award percentage
`and current game data for perodically modifying
`the award level values to maintain either the de-
`
`fault or operator selected award level percentage
`and giving player awards as earned;
`(d) means for communicating data between, the mi-
`croprocessor means, the memory means, the input
`means and for interfacing the system to game
`switches and displays;
`whereby as player skill increases the microprocessor
`means adjusts the award level values required to
`obtain an award.
`
`5. The system according to claim 4 wherein the mi-
`croprocessor means includes means for verifying the
`integrity of the data before periodically modifying the
`award level values and for reverting to initial default or
`operator selected values for award levels and award
`percentage if the data is found to be faulty.
`6. A control system for automatically regulating, as a
`function of players’ scores, the score award levels of an
`amusement game comprising:
`(a) memory means for storing:
`(i) data for award levels;
`
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`(ii) desired award percentage data;
`(iii) game data, both current and historical;
`(b) microprocessor means receiving the data stored in
`said memory means for periodically modifying the
`award level values to maintain said desired award
`
`percentage and giving player awards as earned;
`(0) means for communicating data between the mi-
`croprocessor means, the memory means, and for
`interfacing the system to game switches and dis-
`plays}
`whereby as player skill increases the microprocessor
`means adjusts the aware level values required to
`obtain an award.
`
`7. The system of claim 6 wherein the microprocessor
`means includes means for:
`
`(a) computing an actual award percentage;
`(b) comparing the actual award percentage to the
`desired award percentage;
`(0) changing the award level data, if necessary, to
`maintain the actual award percentage approxi-
`mately equal to the desired award percentage.
`
`10
`8. A method for automatically regulating, as a func—
`tion of players’ scores, the score award levels of an
`amusement game comprising the steps of:
`(a) storing in a computer memory:
`(i) data for award levels;
`(ii) desired award percentage;
`(iii) game data, both current and historical;
`(b) causing a computer to periodically modify the
`score award level values to maintain said desired
`award percentage and give player awards as
`earned;
`increases the score award
`whereby as player skill
`level values required to obtain an award are raised
`and with decreasing player skill the award level
`values are lowered.
`
`9. The method of claim 8 wherein step (b) includes
`the substeps of:
`(a) computing an actual award percentage;
`(b) comparing the actual award percentage to the
`desired award percentage;
`(c) changing the score award level data, if necessary,
`to maintain the actual award percentage approxi-
`mately equal to the desired award percentage.
`*
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