GAMING OPERATIONS AND GAMING DEVICE HAVING MULTIPLE METERS FOR STORING AND TRACKING PERSISTENT AWARDS

A gaming device includes a memory, and processor that when executed by the processor to cause the processor to cause a selection of symbols to display in a plurality of columns of symbol positions, where the selection for each column is performed from a corresponding reel strip that includes symbols including award value symbols; cause a display of a current first award total stored in the memory and associated with a first column of symbol positions, and determine a threshold value for the first column. In response to the selected symbols of the first column including an award value symbol, the processor may increase the current first award total by a value of the award value symbol, determine if the current first award total meets or exceeds the threshold value, and if so, output an award that includes at least the current first award total.

CROSS-REFERENCE TO RELATED APPLICATION

This application claims the benefit of priority to Australia Patent Application No. 2023203312, filed May 26, 2023, the content and disclosure of which is hereby incorporated by reference herein in its entirety.

FIELD

The present application relates to a gaming device, a method of operating a gaming device and a system that stores persistent award totals associated with each column of a display matrix, displays the award totals on an award meter associated with each column of the display matrix, and randomly awards one of the persistent award totals when a trigger is satisfied.

BACKGROUND

Electronic gaming machines (“EGMs”) or gaming devices provide a variety of wagering games such as slot games, video poker games, video blackjack games, roulette games, video bingo games, keno games and other types of games that are frequently offered at casinos and other locations. Play on EGMs typically involves a player establishing a credit balance by inputting money, or another form of monetary credit, and placing a monetary wager (from the credit balance) on one or more outcomes of an instance (or single play) of a primary or base game. In many games, a player may qualify for secondary games or bonus rounds by attaining a certain winning combination or triggering event in the base game. Secondary games provide an opportunity to win additional game instances, credits, awards, jackpots, progressives, etc. Awards from any winning outcomes are typically added back to the credit balance and can be provided to the player upon completion of a gaming session or when the player wants to “cash out.”

Typical games use a random number generator (RNG) to randomly determine the outcome of each game. The game is designed to return a certain percentage of the amount wagered back to the player (RTP=return to player) over the course of many plays or instances of the game. The RTP and randomness of the RNG are critical to ensuring the fairness of the games and are therefore highly regulated. Upon initiation of play, the RNG randomly determines a game outcome and symbols are then selected which correspond to that outcome. Notably, some games may include an element of skill on the part of the player and are therefore not entirely random.

SUMMARY

There is disclosed a gaming device, a method of operating a gaming device, and a computer readable storage medium with award totals associated with columns of symbol positions (reels) that are awarded when a win condition is satisfied with respect to a specific column, such as a symbol having a award value on it causing the award total to reach or exceed a hidden value.

An example embodiment describes a gaming device at least one memory storing with instructions stored thereon, and at least one processor in communication with the at least one memory, where the instructions, when executed by the at least one processor, cause the at least one processor to cause a selection of symbols to display in a plurality of columns of symbol positions, where the selection for each column is performed from a corresponding reel strip comprising symbols including award value symbols; cause a display of at least a current first award total stored in the memory and associated with a first column of symbol positions, and determine a threshold value for the first column. In response to the selected symbols of the first column including an award value symbol, that at least one processor may increase the current first award total by a value of the award value symbol; determine if the current first award total meets or exceeds the threshold value, and if so, output an award comprising at least the current first award total.

Another example embodiment describes a method of electronic gaming implemented by at least one processor in communication with at least one memory, the method comprising causing a selection of symbols to display in a plurality of columns of symbol positions, where the selecting for each column is performed from a corresponding reel strip comprising symbols including award value symbols; causing a display of at least a current first award total stored in the memory and associated with a first column of symbol positions; determining a threshold value for the first column; in response to the selected symbols of the first column including an award value symbol, increasing the current first award total by a value of the award value symbol; determining if the current first award total meets or exceeds the threshold value, and if so, outputting an award comprising at least the current first award total.

Another example embodiment describes at least one non-transitory computer-readable storage medium with instructions stored thereon that, in response to execution by at least one processor, cause the at least one processor to cause a selection of symbols to display in a plurality of columns of symbol positions, wherein the selection for each column is performed from a corresponding reel strip comprising symbols including award value symbols; cause a display of at least a current first award total stored in a memory and associated with a first column of symbol positions; determine a threshold value for the first column; in response to the selected symbols of the first column including an award value symbol, increase the current first award total by a value of the award value symbol; determine if the current first award total meets or exceeds the threshold value, and if so, output an award comprising at least the current first award total.

DETAILED DESCRIPTION

In the example embodiment, the systems, methods and gaming operations described herein include a gaming device that stores persistent award totals associated with each column of a display matrix, displays the award totals on an award meter associated with each column of the display matrix, and randomly awards one of the persistent award totals when a trigger is satisfied. In some cases, the trigger may be a value or a range of values that is stored in memory and associated with each column of the display matrix. These threshold values may be randomly determined and set before game play initiates. In addition, the starting award total value that is assigned to each column may also be randomly determined. Thus, in the example embodiment, the device may determine an award value to assign to each column. The meter for that column may then display that value. The device may also assign a trigger threshold value to each column so that when the award value for one of the columns reaches the threshold value, the trigger is met and the award total is awarded. The award value for each column is persistent at least until the one of the award values is awarded. In addition, the award values for each column may grow in response to a value symbol (COR) being displayed in a designated location of the display matrix. The meter shows the increase in the total award value for the column until the award is provided.

The embodiments of the present disclosure represent a technical improvement in the art of electronic gaming device, machines, systems, and operating for such electronic gaming device or systems. Technical improvements represented by the present disclosure include using the RNG to randomly determine an award value to be assigned to each column included in the display matrix at the start of game play, storing those values in memory so that they are persistent through the game play, displaying those award values on meters associated with each column of the display matrix so that a player is able to easily see the current status of each award value for each column, using an RNG to randomly determine the threshold values assigned to each column for triggering the award wherein these threshold values are stored within memory, using an RNG to randomly select a position within a reel column at which each award symbol of a game instance will be displayed on each column of the display matrix. As each value symbol is displayed, the displayed value being added to the award value for that column where the symbol is displayed.

Randomizing the position at which award symbols are displayed, in addition to which award symbol displays any multiplier, may allow a smaller set of payline pathways to be stored. Pathways may include a plurality of spinning reel game instances that designate award symbols and in which columns they are displayed. Such an implementation may reduce memory requirements. The feature may further increase the degree of randomness in a displayed output. Another feature includes setting a relevant award total (e.g., a first award total) to be awarded at the conclusion of free game instances, rather than awarding the award total immediately. This feature enables any awarded award total to be incremented further during the balance of the feature games upon further COR symbols being selected in a relevant column. In this manner, the improvement allows for a potentially larger award total to be awarded at the conclusion of the free games.

The technical problems addressed herein include at least one of: (i) inability of known systems to persistently track and display award values for each column; (ii) inability to randomly assign award values for each column at the start of game play to facilitate controlling of RTP while improving variability in game play; (iii) inability of known system to randomly assign threshold values to each column for triggering the awarding of the assigned award value to further facilitate controlling of RTP while improving variability in game play; (iv) inability of known systems to efficiently communicate persistent award values associated with each column in play; and (v) inability of known systems to improve an amount of data storage and use of computation resources be designating an award value for each column of a display matrix while randomly increasing the value until a threshold value is reached.

The resulting technical effects and/or technical benefits achieved by this disclosure include at least one of: (i) ability to persistently track and display award values for each column; (ii) ability to randomly assign award values for each column at the start of game play to facilitate controlling of RTP while improving variability in game play; (iii) ability to randomly assign threshold values to each column for triggering the awarding of the assigned award value to further facilitate controlling of RTP while improving variability in game play; (iv) ability to efficiently communicate persistent award values associated with each column in play; (v) ability to improve an amount of data storage and use of computation resources be designating an award value for each column of a display matrix while randomly increasing the value until a threshold value is reached; (vi) displaying large quantities of complex information in a relatively small display area; (v) communicating complex information with easy-to-understand animations on a display; (vi) clearly indicating when a player has entered a bonus game; (vii) efficiently communicating different game rules for the bonus game on the display during game play; and (viii) providing versatility as to which devices (e.g., EGMs, mobile devices, etc.) the games described herein may be played on because of the efficient display area designs described herein.

Various interface improvements are provided herein to efficiently and effectively communicate information. For instance, while advancement toward and during play a number of free games, as described herein, various animations are provided to communicate incrementation of multipliers, accumulation of multipliers, and a status of the advancement toward the number of free games (e.g., a number of spins remaining in the hold and spin game before the free games are provided).

FIG.1illustrates several different models of EGMs which may be networked to various gaming related servers. The present invention can be configured to work as a system100in a gaming environment including one or more server computers102(e.g., slot servers of a casino) that are in communication, via a communications network, with one or more gaming devices104A-104X (EGMs, slots, video poker, bingo machines, etc.). The gaming devices104A-104X may alternatively be portable and/or remote gaming devices such as, but not limited to, a smart phone, a tablet, a laptop, or a game console.

Communication between the gaming devices104A-104X and the server computers102, and among the gaming devices104A-104X, may be direct or indirect, such as over the Internet through a website maintained by a computer on a remote server or over an online data network including commercial online service providers, Internet service providers, private networks, and the like. In other embodiments, the gaming devices104A-104X may communicate with one another and/or the server computers102over RF, cable TV, satellite links and the like.

In some embodiments, server computers102may not be necessary and/or preferred. For example, the present invention may, in one or more embodiments, be practiced on a stand-alone gaming device such as gaming device104A, gaming device104B or any of the other gaming devices104C-104X. However, it is typical to find multiple EGMs connected to networks implemented with one or more of the different server computers102described herein.

InFIG.1, gaming device104A is shown as a Relm XL™ model gaming device manufactured by Aristocrat® Technologies, Inc. As shown, gaming device104A is a reel machine having a gaming display area118comprising a number (typically 3 or 5) of mechanical reels130with various symbols displayed on them. The reels130are independently spun and stopped to show a set of symbols within the gaming display area118which may be used to determine an outcome to the game. In embodiments where the reels are mechanical, mechanisms can be employed to implement greater functionality. For example, the boundaries of the gaming display area boundaries of the gaming display area118may be defined by one or more mechanical shutters controllable by a processor. The mechanical shutters may be controlled to open and close, to correspondingly reveal and conceal more or fewer symbol positions from the mechanical reels130. For example, a top boundary of the gaming display area118may be raised by moving a corresponding mechanical shutter upwards to reveal an additional row of symbol positions on stopped mechanical reels. Further, a transparent or translucent display panel may be overlaid on the gaming display area118and controlled to override or supplement what is displayed on one or more of the mechanical reel(s).

In many configurations, the gaming device104A may have a main display128(e.g., video display monitor) mounted to, or above, the gaming display area118. The main display128can be a high-resolution LCD, plasma, LED, or OLED panel which may be flat or curved as shown, a cathode ray tube, or other conventional electronically controlled video monitor.

In some embodiments, the bill validator124may also function as a “ticket-in” reader that allows the player to use a casino issued credit ticket to load credits onto the gaming device104A (e.g., in a cashless ticket (“TITO”) system). In such cashless embodiments, the gaming device104A may also include a “ticket-out” printer126for outputting a credit ticket when a “cash out” button is pressed. Cashless TITO systems are well known in the art and are used to generate and track unique bar-codes or other indicators printed on tickets to allow players to avoid the use of bills and coins by loading credits using a ticket reader and cashing out credits using a ticket-out printer126on the gaming device104A. In some embodiments a ticket reader can be used which is only capable of reading tickets. In some embodiments, a different form of token can be used to store a cash value, such as a magnetic stripe card.

In some embodiments, a player tracking card reader144, a transceiver for wireless communication with a player's smartphone, a keypad146, and/or an illuminated display148for reading, receiving, entering, and/or displaying player tracking information is provided in gaming device104A. In such embodiments, a game controller within the gaming device104A can communicate with the player tracking server system110to send and receive player tracking information.

Note that not all gaming devices suitable for implementing embodiments of the present invention necessarily include top wheels, top boxes, information panels, cashless ticket systems, and/or player tracking systems. Further, some suitable gaming devices have only a single game display that includes only a mechanical set of reels and/or a video display, while others are designed for bar counters or table tops and have displays that face upwards.

Example gaming device104B includes a main cabinet116including a main door118which opens to provide access to the interior of the gaming device104B. The main or service door118is typically used by service personnel to refill the ticket-out printer126and collect bills and tickets inserted into the bill validator124. The door118may also be accessed to reset the machine, verify and/or upgrade the software, and for general maintenance operations.

Another example gaming device104C shown is the Helix™ model gaming device manufactured by Aristocrat® Technologies, Inc. Gaming device104C includes a main display128A that is in a landscape orientation. Although not illustrated by the front view provided, the landscape display128A may have a curvature radius from top to bottom, or alternatively from side to side. In some embodiments, display128A is a flat panel display. Main display128A is typically used for primary game play while secondary display128B is typically used for bonus game play, to show game features or attraction activities while the game is not in play or any other information or media desired by the game designer or operator.

FIG.2is a block diagram depicting exemplary internal electronic components of a gaming device200connected to various external systems. All or parts of the example gaming device200shown could be used to implement any one of the example gaming devices104A-X depicted inFIG.1. The games available for play on the gaming device200are controlled by a game controller202that includes one or more processors204and a game that may be stored as game software or a program206in a memory208coupled to the processor204. The memory208may include one or more mass storage devices or media that are housed within gaming device200. Within the mass storage devices and/or memory208, one or more databases210may be provided for use by the program206. A random number generator (RNG)212that can be implemented in hardware and/or software is typically used to generate random numbers that are used in the operation of game play to ensure that game play outcomes are random and meet regulations for a game of chance. In some embodiments, the random number generator212is a pseudo-random number generator.

Alternatively, a game instance (i.e. a play or round of the game) may be generated on a remote gaming device such as a central determination gaming system server106(not shown inFIG.2but seeFIG.1). The game instance is communicated to gaming device200via the network214and then displayed on gaming device200. Gaming device200may execute game software, such as but not limited to video streaming software that allows the game to be displayed on gaming device200. When a game is stored on gaming device200, it may be loaded from a memory208(e.g., from a read only memory (ROM)) or from the central determination gaming system server106to memory208. The memory208may include RAM, ROM or another form of storage media that stores instructions for execution by the processor204.

The gaming device200may include a topper display216or another form of a top box (e.g., a topper wheel, a topper screen, etc.) which sits above main cabinet218. The gaming cabinet218or topper display216may also house a number of other components which may be used to add features to a game being played on gaming device200, including speakers220, a ticket printer222which prints bar-coded tickets or other media or mechanisms for storing or indicating a player's credit value, a ticket reader224which reads bar-coded tickets or other media or mechanisms for storing or indicating a player's credit value, and a player tracking interface232. The player tracking interface232may include a keypad226for entering information, a player tracking display228for displaying information (e.g., an illuminated or video display), a card reader230for receiving data and/or communicating information to and from media or a device such as a smart phone enabling player tracking. Ticket printer222may be used to print tickets for a TITO system server108. The gaming device200may further include a bill validator234, buttons236for player input, cabinet security sensors238to detect unauthorized opening of the cabinet218, a primary game display240, and a secondary game display242, each coupled to and operable under the control of game controller202.

When a player wishes to play the gaming device200, he/she can insert cash or a ticket voucher through a credit input mechanism such as a coin acceptor (not shown) or bill validator234to establish a credit balance on the gamine machine. The credit balance is used by the player to place wagers on instances of the game and to receive credit awards based on the outcome of winning instances. The credit balance is decreased by the amount of each wager and increased upon a win. The player can add additional credits to the balance at any time. The credit balance may be stored in a meter in memory208(or in a separate hardware meter). In some embodiment, memory208implements a credit meter to monitor to the credit balance and has a win meter that monitors any amounts won during any game instance(s) resulting from the wager. The balance of the win meter is transferred to the credit meter prior at the conclusion of the game instances. The player may also optionally insert a loyalty club card into the card reader230. In some embodiments, the loyalty club card may also act as a credit input mechanism, by allowing a player to transfer funds from a centrally stored balance in order to establish a credit balance. During the game, the player views the game outcome on the game displays240,242. Other game and award information may also be displayed.

FIG.5is a flow chart of an example embodiment of a method500of operating a gaming device to carry out a spinning reel game in which symbols are selected by processor from reel strips defined in memory2-8for display at a plurality of columns of symbol positions (often referred to as reels). The processor204initiates a first game instance (e.g. a base game) in response to receiving a wager at step505, (e.g. in response to a player making a wager selection using physical or virtual buttons as described above). In this example, a characteristic of wager selection is for a player to select how many column-specific award totals (or reel jackpots) will be active in this play of the game by making a selection corresponding to the desired number of award totals.FIG.9is a schematic diagram900of example buttons911-915for specifying a wager. In this respect, buttons911-915enable a player to select whether award totals are active in one column911, two columns912, three columns913, four columns914or five columns915.

In the example, there are also five bet multiplier buttons921-925in order to select a x1 bet multiplier921, x2 bet multiplier922, x5 bet multiplier923, x8 bet multiplier924or a x15 bet multiplier925, each of which multiplies a credit amount. In an example, a total credit amount that will be deducted for the selection may be indicated on, or in proximity to the buttons. After the player makes the selection, the button is lit-up (in the case of physical buttons) or the display of a virtual button is modified in order to indicate the current selection. After the player, makes a new selection, the player presses “Play” button930and initiate the base game. It will be appreciated that the player need not make such a selection in each play of the game, for example, pressing the “Play” button930may use the most recently specified wager.

At step508, processor204sets the active award total based on the current wager.FIG.8shows an example screen display800of a spinning reel game where a selection of a x2 multiplier has been received at step505.FIG.8shows an example base game where symbols are selected from five configured reel strips for display in five columns of symbol positions821-825with three symbols being selected from each reel strip such that there are also three rows811-813of symbol positions. It will be appreciated that other embodiments are possible—e.g. four rows of symbols, or some columns with three symbol positions and some columns having four symbol positions.

As two column button912has been selected inFIG.8, at step508, processor208has set two award totals831,832as active, such that example screen display800shows current award totals of “126” credits831, and “360” credits832above the first column821and second column822respectively as they are active for this play of the game. Award totals are not shown above the remaining columns as they are inactive. Additionally, a “Lucky Zone”841corresponding to the active columns is indicated by border841to indicate that award values falling within this zone will be multiplied (here by a x10 multiplier) as explained in further detail below.

FIG.10is an example where five columns button915has been selected so that five award totals831-835are activated by processor204at step508and displayed above columns821-825and border841now extends around all five symbol positions of middle row812of symbol positions. In the example, the award totals831-835are specific to the selected multiplier/number of active award totals such that the award totals will change when the wager is changed. That is, different sets of award totals are maintained in memory208for each of the five different wager options911-915. In this respect, it will be apparent that as different numbers of award totals are available for the different wager options, number of award totals will vary from one for first wager option911to five award totals for fifth wager option915.

At step510, the processor204configures the reel strips for a current game instance, in this respect,FIG.3illustrates an example of a set300of five reel strips341,342,343,344,345. In the example, for illustrative purposes, twenty-five reel strip positions301-325are shown for each reel strip341-345. Each reel strip position of each reel has a symbol. For example, a “Wild” symbol occupies the twenty-first reel strip position321of the fourth reel344. The symbols shown on the reel strip are generally indicative of symbols that may be employed in the embodiments but it will be appreciated that there visual appearance and the composition will depend on factors such as the visual theme of the game and desired return to player. That is, other reels strips to those illustrated inFIG.3can be used, for example, reel strips where two or more wild symbols are placed at consecutive reel strip positions of a reel strip. Symbol position330indicates that the reel strips341-345may have more symbols than illustrated. For example, the reel strips341-345could have between 30 and 100 reel strip positions with the last reel strip position of a respective reel strip being treated as contiguous with the first reel strip position301as would be the case with a mechanical reel. The actual lengths of the game reel strips depend on factors such as the number of wild symbols (in general, the more wilds there are, the longer the reel strip needs to be to maintain the target RTP), and volatility (in general, the higher the award value is, the longer the reel strip needs to be to lower the hit rate to maintain the target RTP). In some examples, the reel strips associated with different columns may be of different lengths to one another.

In the examples, the reel strips include a plurality of configurable symbol positions, here designated as “COR” (e.g. at the sixth symbol position306of the first and second reel strips341,342), and these symbol positions are configured at step510by processor204with configuring symbols as part of each base game instance. That is, in this example, the reel strips are configured for each base game instance.

In this example, processor204selects a specific configuring symbol for each configurable symbol positions using RNG212and weighted tables. In this example, the configuring symbols each have award value and hence are award value symbols or “cash on reel” (“COR”) symbols. In an example, the award values that the COR symbols can take depend on the selected bet multiplier. In another example, the award values that the COR symbols can take are independent of the selected bet multiplier.

At step515, the processor204selects symbols for a spinning reel game using the configured reel strips and controls the display240to display the selected symbols.

FIG.4is a flow chart of an example method400carried out by the processor204to select symbols at step515from reel strips configured at step510. At step410, the processor204starts the process of selecting symbols with a counter (n) set at zero as symbols have not yet been selected from any reel strips. At step420, the processor204increments the counter. In the first iteration, the counter is set to 1 to reflect that symbols are to be selected from a first reel strip. At step430, the processor obtains a randomly generated number from a true or pseudo random number generator212. At step440the processor maps the generated number to one of the reel positions of the nth reel strip. In the first iteration, this is the first reel strip. To map the generated number to one of the reel positions, the possible values that can be returned from the RNG212are divided into ranges and associated with specific ones of the reel positions in memory208. In one example, these ranges are stored as a look-up table. In one example, the ranges are each the same size so that each of the reel strip positions has the same chance of been selected. In other examples, the ranges may be arranged to weight the relative chances of selecting specific reel strip positions.

At step450, the processor204maps symbols of the nth reel strip to and nth column of symbol display positions based on the mapped reel position and a reference position. In an example, the reference position is the bottom position of the symbol positions of each column of symbol positions. In this example, the selected reel position (and hence the symbol at this position) is mapped to the bottom symbol position of the column. Referring to the example reel strips ofFIG.3, if the value returned by the RNG212is mapped to reel position313when three symbols are being selected from each reel, then for the first reel strip341, “10” is mapped to a bottom symbol position in bottom row811, “PIC3” symbol is mapped to a middle symbol position in middle row812, and “A” symbol is mapped to a top symbol position in top row813.

At step460, the processor460determines whether symbols have been selected for all of the reel strips, and if not the processor204reverts to step420and iterates through steps430,440and450until it is determined at step460that symbols have been selected from all n reel strips and mapped to all n columns of symbol positions after which the symbol selection process ends470. Different numbers of symbols may be mapped to different numbers of symbol positions.

After the symbols of all reel strips have been mapped to symbol position, the processor204controls display240to display them at the symbol positions as shown inFIG.8.

After the symbols are selected, at step520, the processor204evaluates the selected symbols for one or more winning combinations based on a pay table stored in memory208. In this example, processor204applies a ways to win or “Reel Power” evaluation by processing the selected symbols to identify instances of the same symbol appearing in consecutive columns starting from the left most column821. Upon there being one or more winning combinations, the processor204makes an award, for example, by adding credit amounts defined by the pay table based on the amount wagered to a win meter or a credit meter in memory208.

At step525, processor204determines whether the selected symbols include one or more COR symbols in a column (on a reel) where there is an active award total, and if processor204makes a positive determination, processor204proceeds to step530and updates the award total for the respective column in memory208and on the display240. In this respect,FIGS.11and12are example screen displays1100,1200that illustrate the processor204updating award totals.FIGS.11and12are examples where first to fifth award totals831-835are active and associated with respective ones of first to fifth columns821-825of symbol positions.FIG.11shows an example where symbols have been selected but processor204has yet to update the current award totals831-835. At this moment, first current award total831is 528 credits, second current award total832is 2288 credits, third current award total833is 1848 credits, fourth current award total834is 7480 credits, and fifth current award total is 4840 credits.

Example screen display1100shows an example where COR symbols have been selected by processor204for all symbol positions of middle row812of symbol positions such that each of the COR symbols is within “Lucky Zone”841and processor204will make a positive determination at step525. From left to right, the values on the COR symbols as selected are 264,88,88,88, and 88 credits. At step530processor204updates the award totals831-835of each column. In this respect, for any COR symbol landing in the “Lucky Zone”841, the update process performed by processor204includes multiplying the face value of the relevant COR symbol by the current multiplier value842, in this example a x2 multiplier, before adding to the current total and updating the relevant values in memory208and on the display240.

FIG.12is an example screen display1200following the update process530. The COR symbol landing in the first column821has been multiplied by two and changed to 528 credits and added to the previous total of 528 credits so that first column award total831is updated to 1056 credits. The same process is applied in each of the other columns so that: in second column822,88credit COR symbol is multiplied by two to be 176 credits, and the second column award total832is updated to 2464 credits; in third column823,88credit COR symbol is multiplied by two to be 176 credits, and the third column award total833is updated to 2024 credits; in fourth column824,88credit COR symbol is multiplied by two to be 176 credits, and the fourth column award total834is updated to 7656 credits; and in fifth column825,88credit COR symbol is multiplied by two to be 176 credits, and the fifth column award total835is updated to 5016 credits.

At step535, processor204determines whether the updated award value of one or more updated award totals has reached or exceeded a award threshold (T) for the specific column (and bet selection).FIG.12shows an example where processor has made a positive determination at step535with respect to the fourth column award total834and modified the background838of fourth column award total834to indicate that the award total will be awarded. It will be appreciated that for the award to be awarded in this example, the threshold (T) must be greater than 7480 credits and no more than 7656 credits. At step540, processor204makes the award, for example, by adding the value of 7656 credits to one of a credit or win meter in memory208. Then, at step545processor204resets the total award and the threshold (T) for the fourth column. In an example, the total is reset to zero. In an example, the new threshold is selected by processor204using RNG212to be in a range defined by upper and lower award bounds. In this way, the threshold value will vary from column to column and be unpredictable.

At step550, the processor204determines whether a free game trigger is met. As indicated by game message850inFIG.10, in this example, the free game “Any [Gong symbol] win awards the free games feature!”—that is, designated winning outcomes involving a designated symbol will trigger the free games.FIG.13shows an example of a designated winning outcome, here five-of-a kind Gong symbols in the center row812such that processor204will proceed to step565and conduct the free games as shown in more detail inFIG.7.

FIGS.14and15are example transitional display screen displays1400,1500in which the player makes a selection affecting how the free games will be conducted. Specifically, as shown inFIG.14, virtual buttons1401,1402enable player to choose between a first game play option where the player will receive “8 Free games, Lucky Zone x3 or x10”1401(i.e. 8 games with either a x3 or x10 multiplier for COR symbols selected at one of the defined symbol positions of the Lucky Zone), and a second game play option where the player will receive “5 Free games, Lucky Zone x10”. In this example, second game play option button1402is greyed-out to indicated that the gaming device200has received a selection of the first game play option button1401via a touch input on display240.

As shown inFIG.7, when conducting555the free games, at step705, processor204sets a counter (X) and multiplier (M) to apply for the free games. Where player, selects first game play option, the setting process705involves setting the counter to 8 (reflecting 8 free games) and making a random determination using RNG212and a weighted table in memory208as to which multiplier (x3 or x10) will be applied to and COR values selected within the Lucky Zone841. Updated game play option button1401A in the example screen display1500ofFIG.15, shows an example where processor204has determined using RNG212that a x3 multiplier will apply.

At step710, processor204decrements the counter by one to reflect that one of the free games is being consumed. At step715, processor204configures the reel strips using the process outlined at step510above. Then, at step720and725, processor204selects symbols, displays the selected symbols and evaluates them for winning combinations using the processes described in relation to steps515and520above.

At step730, processor204determines whether the selected symbols include one or more COR symbols in a column (on a reel) where there is an active award total, and if processor204makes a positive determination, processor204proceeds to step735and updates the award total for the respective column in memory208and on the display240using the process described above in relation to step530above before determining whether one or more award thresholds have been exceeded at step740. In this respect,FIG.16is an example screen displays1600where five award totals831-835are active and two COR symbols have been selected by processor204in the first column with one COR symbol in the middle row so that it is within “Lucky Zone”841and one COR symbol in the bottom row.

In the example, ofFIG.16, the COR symbol landing in the middle row812of first column821originally had the award value of 176 credits so that is has been changed to 528 credits (i.e. multiplied by three). The COR symbol landing in the bottom row811of first column821retains the original value of 176 credits. Both credit values have been added to the previous award total resulting in first column award total831being updated to 1760 credits. Further, in this example, processor204has made a positive determination that the updated award value of updated award total831has reached or exceeded the award threshold (T) for the first column (and bet selection) and modified the background839of first column award total831to indicate that the award total will be awarded. Following step740, the process implemented by processor204as part of conducting the free games diverges from that implemented by processor204during base games. In this respect, at step745rather than awarding the award total immediately, the processor204sets the relevant award total (here the first award total) to be awarded at the conclusion of the free game instances. Advantageously, this enables any awarded award total to be incremented further during the balance of the feature games upon further COR symbols being selected in the relevant column such that there is a potential for a larger award total to be awarded at the conclusion of the free games.

In this respect, at step750processor204determines whether the counter has reached zero (i.e. whether all free games have been conducted), and if not returns to step710and iterates through at least steps710-730and steps735-745where a COR symbol is selected in a subsequent free game instance. In this respect,FIG.17shows an example where first column award total is updated during subsequent free game instances so that in example screen display1700, first award total has reached 3344 credits by the eighth and final game instance.

At step755, processor204determines whether it has previously set a award total to be awarded which will be the case in the example ofFIGS.16and17. Upon making a positive determination, processor204makes the award of the first award total at step760, for example, by adding the value of 3344 credits to one a credit or win meter in memory208which is 1584 credits more than the value of the first award total when the processor204made a determination to award the first award total.

Then, at step765processor204resets the total award and the threshold (T) for the first column. In an example, the total is reset to zero. In an example, the new threshold is selected by processor204using RNG212to be in a range defined by upper and lower award bounds.

Processor204then proceeds to step560and determines whether the selected symbols include one or more jackpot trigger symbols.FIG.18is an example screen display1800where a jackpot trigger symbol1810(here a Phoenix symbol) has been selected. Accordingly, processor204will make a positive determination at step560and proceed to step565and determined whether to trigger the jackpot feature, in this example, by conducting a random determination using RNG212to determine whether the jackpot feature is to be triggered based on probability defined in memory. The probability may be set, for example, based on how many trigger symbols are on the reel strips (and hence how often they will be selected), and how often the jackpot is to be triggered in order to provide a portion of the overall return to player from the jackpot feature.

Upon making a positive determination at step565, processor204proceeds to step570and conducts the jackpot feature as shown in more detail inFIG.6.FIG.19is an example transitional display screen1900showing a game message1901that indicates to the player that the jackpot feature has been awarded and possible winning outcomes of the jackpot feature. Specifically, game message1901says: “Jackpot Feature Won! Collect 5 [Grand symbol], [Major symbol], [Minor symbol] or [Mini symbol] to Win”.

At step615, processor204selects an outcome from a set of available outcomes of the jackpot feature that are defined in memory208using a weighted table—i.e. a probability weighting is associated with each outcome. Table 1 shows an example set of outcomes.

In this example, each outcome defines one or more awards that will be awarded from the jackpot feature, e.g. a “Grand” jackpot award (the largest available award, a “Major” jackpot award, a “Minor” bonus award, and a “Mini” bonus award. In some outcomes, more than one award is awarded, e.g. both a Minor and Mini bonus award. In some outcomes, a multiplier is applied to one or more awards. For example, a “Mini x2” outcome involves awarding a two times multiple of the Mini bonus award.

After selecting the outcome, at step620, the processor204selects a pathway from a set of pathways. Example pathways are set out in Table 2.

In this example, ten different pathways are given and all are for the award of a Mini bonus award with a x2 multiplier. However, more pathways may be employed to increase the degree of randomness in the displayed outcome as described in detail below. In this example, each outcome involves displaying five spinning reel game instances. In Table 2, each of the five, five number numerical strings specifies what symbols will be displayed in the relevant game outcomes, with each number from 0-4 encoding a specific award symbol or no award symbol being displayed in particular column. Specifically, a “1” corresponds to a “Grand” symbol, a “2” corresponds to a “Major” symbol, a “3” corresponds to a “Minor” symbol, a “4” corresponds to a “Mini” symbol, and “0” corresponds to no symbol. For example, for the third pathway, the phrase “12400” will result in a “Mini” symbol being displayed in the first column821, a “Minor” symbol being displayed in the second column822, a “Grand” symbol being displayed in the third column823, and no award symbols being displayed in fourth column824or fifth column825. Accordingly, it will be observed, for example, that if the third pathway is chosen, five “Mini” symbols will be displayed by the end of the fourth spinning reel game instance whereas if the fourth pathway is chosen five “Mini” symbols will not be displayed until the end of the fifth spinning reel game instance. That is, the same outcome will be achieved via alternative pathways. As a result, the representation of the outcome on the display240has a certain degree of randomness, even though the outcome has already been determined (randomly).

In order to increase the randomness of the representation of the outcome, at step625, the processor204determines whether the outcome includes a multiplier, and upon making a positive determination proceeds to step630and randomly assigns the multiplier to one of the award symbols of the pathway. For example, assuming the third path is chosen, one “Mini” symbol is displayed in each of the first to third game instances, and two “Mini” symbols are displayed un the fourth game instance, and processor204will assign the multiplier to one of these symbols at random using RNG212and cause the multiplier to be displayed when the relevant symbol is displayed.

At step635, processor204sets a counter (C) to 1 to reflect that the first spinning reel game instance is to be displayed. Then, at step640, in order to increase the randomness of the representation of the outcome further, the processor204uses RNG212to randomly select for each award symbol of the game instance, a position within the column at which it will be displayed. In this respect, a potential disadvantage of using the pathways described above is that the player may perceive patterns and believe the game is not truly random (despite the game outcome being chosen at random). Randomizing the position at which award symbols are displayed (and which award symbol displays any multiplier) mitigates that risk and allows a smaller set of pathways to be stored (reducing memory requirements) while giving greater appearance of randomness.

At step645, the processor204controls the display240to display the randomized version of the game instance corresponding to the current value of the counter (C). At step650, processor204determines whether the current game instance results in award of a award and, upon making a positive determination, proceed to step655and controls display240to display the award. In this example, this will be award of the Mini x2 award in the fourth game instance.

At step660, the processor determines whether the counter (C) has reached the number of games instances (N) of the pathway (in this example, N=5) and if not increments the counter (C) at step665before reverting to step640. When processor204determines at step660that all of the game instances have been conducted, the processor204ends575the game.

In this respect,FIGS.20to26show an example of the processor204controlling display240to display a set of game instances of a selected pathway, in this example, a pathway for awarding a x2 Mini bonus award.

FIG.20shows an example display screen2000of the jackpot feature as the reels are being animated as spinning under control of the processor204. As in the base game, there are five columns2021-2025of symbol positions each having three symbol positions so that there are also three rows of symbol positions2011-2013. While the virtual reels are animated as spinning, placeholder symbols2050are displayed as moving relative to the symbol positions. When the virtual reels are animated by processor204as spinning to a stop, the placeholder symbols are changed by processor204into award symbols. Screen display2000also has award indicator graphics2041-2044that show the current values of the awards that can be awarded from the jackpot award, in this example, a Grand Jackpot award indicator2041, Major Jackpot award indicator2042, Minor Bonus award indicator2043and Mini Bonus award indicator2044. There are also progress indicator graphics2031-2034that indicate progress towards the award of the awards, in this example, Grand Jackpot progress indicator2041, Major Jackpot progress indicator2032, Minor Bonus progress indicator2033and Mini Bonus progress indicator2034.

FIG.21is an example screen display2100at the conclusion of the first game instance. In this example, first game instance includes the display of a first Major award symbol and a second Major award symbol. Accordingly, processor204has updated Major Jackpot progress indicator2032to show that two Major award symbols have been collected. In this example, processor204has used RNG212to randomly select the bottom symbol position of the third column2023to be occupied by first Major award symbol2051and the top symbol position of the fourth column2024to be occupied by second Major award symbol2052.

FIG.22is an example screen display2200of a second game instance, in which two Mini award symbols (first and second columns, bottom row) and a Grand symbol (fourth column, top row) are displayed. Processor204has updated Grand award indicator2031and Mini award indicator2034to reflect the displayed symbols.

FIG.23is an example screen display2300of a third game instance, in which a Minor award symbol (first column, top row), and two Mini award symbols (third column, bottom row and fifth column, middle row) are displayed. Processor204has updated Minor award indicator2033and Mini award indicator2034to reflect the displayed symbols. Mini award symbol2053incorporates a x2 multiplier as set by the processor at step630, accordingly, processor204has also update Mini bonus award indicator2044by doubling it to $2000 relative to the initial value of $1000 shown inFIGS.21and22.

FIG.24is an example screen display2400of a third game instance, in which a Minor award symbol (first column, bottom row), a Grand symbol (second column, bottom row) and Mini award symbol (third column, middle row) are displayed. Processor204has updated Grand award indicator2031, Minor award indicator2033and Mini award indicator2034to reflect the displayed symbols. In this respect, Mini award indicator2034now shows that five Mini award symbols have been collected. Accordingly, in this example, processor204controls display240to display an award2560of the Mini Bonus as shown in example screen display2500ofFIG.25.

Processor204will continue to display any remaining game instances of the pathway. In this example, processor204controls display240to display a screen display2600of the fifth game instance as shown inFIG.26in which two further Grand award symbols and two further Minor award symbols are collected.

FIG.27an example screen display2700of an embodiment of a spinning reel game. Symbols may be selected from five configured reel strips for display in five columns of symbol positions2721-2725and three rows2711-2713of symbol positions. The screen displays may also include prize totals2731-2735. Additionally, a Lucky Zone2741corresponding to the row is indicated by border2741to indicate that prize values falling within this zone2741may be multiplied (here by a x2 multiplier) as explained herein.

FIG.28another example screen display2800of an embodiment of a spinning reel game. The screen display may be the same or similar to the screen display ofFIG.27except the Lucky Zone2841now borders the bottom row2813rather than the top row2811. The Lucky Zone2841may indicate that prize values falling within this zone2841may be multiplied by a x2 multiplier.

FIG.29another example screen display2900of an embodiment of a spinning reel game. The screen display may be the same or similar to the screen display ofFIG.27except the Lucky Zone2941now borders the second column from the left2922rather than the top column2911. The Lucky Zone2841may again indicate that prize values falling within this zone2941may be multiplied by a x2 multiplier.

FIG.30another example screen display3000of an embodiment of a spinning reel game. The screen display may be the same or similar to the screen display ofFIG.27except the Lucky Zone3041now borders the bottom row2813rather than the top row2811. As before, the Lucky Zone3041may indicate that prize values falling within this zone3041may be multiplied by a x2 multiplier.

FIG.31another example screen display3100of an embodiment of a spinning reel game. The screen display may be the same or similar to the screen display ofFIG.27except the Lucky Zone3141now borders the bottom row2813rather than the top row2811. The Lucky Zone3141may again indicate that prize values falling within this zone3141may be multiplied by a x2 multiplier.