Patent Publication Number: US-2015072755-A1

Title: Game machine &amp; method using play line indicators

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     The present application claims priority from Australian Provisional Patent Application No 2013901434 filed on Apr. 24, 2013, the content of which is incorporated herein by reference. 
     TECHNICAL FIELD 
     Described embodiments relate generally to gaming machines and methods of controlling such machines. Particular embodiments relate to gaming machines and methods using win line indicators to indicate winning patterns of symbols appearing in a game of chance played on such gaming machines. 
     BACKGROUND 
     In a gaming system involving gaming machines, it is known for a player to place a wager on a possible game outcome from among a number of possible outcomes in a game of chance. Depending on the actual outcome that occurs, the player may win or lose the wager. 
     Some gaming machines may offer a player the option to make multiple wagers by allowing the player to select more than one possible game outcome as a winning outcome. This can be done by allowing the player to select multiple play lines, where each play line comprises a specific pattern of symbols appearing at the conclusion of the game of chance. 
     In order for the player to engage effectively with the use of multiple play lines, each selected and available play line should be distinctively identifiable by the player. When the number of available selections is low (e.g. three or fewer play lines), the player can easily distinguish each play line. However, when the number of play lines is high (e.g. five or more), the player may find it difficult to easily identify each selected and available play line. 
     It is desired to address or ameliorate one or more shortcomings or disadvantages associated with prior gaming machines and/or game play techniques, or to at least provide a useful alternative thereto. 
     Any discussion of documents, acts, materials, devices, articles or the like which has been included in the present specification is not to be taken as an admission that any or all of these matters form part of the prior art base or were common general knowledge in the field relevant to the present disclosure as it existed before the priority date of each claim of this application. 
     Throughout this specification the word “comprise”, or variations such as “comprises” or “comprising”, will be understood to imply the inclusion of a stated element, integer or step, or group of elements, integers or steps, but not the exclusion of any other element, integer or step, or group of elements, integers or steps. 
     SUMMARY 
     This summary is provided to introduce a selection of concepts that are further described below in the detailed description. This summary is not intended to identify key or essential features of the claimed subject matter, nor is it intended to be used as an aid in limiting the scope of the claimed subject matter. 
     Some embodiments relate to a gaming machine, comprising:
         a display to display images;   a user interface to receive input in relation to displayed screen images;   a memory; and   a game controller configured to access the memory, control display of the images and process input received via the user interface, the game controller further configured to:
           control generation and display of a game play sequence comprising a presentation of one or more games of chance in a field of play comprising multiple game symbols,   store in the memory data describing at least one selected play line, wherein the at least one selected play line comprises a distinct pattern of game symbols appearing at a conclusion of the one or more games of chance,   determine in one or more games of chance whether each at least one selected play line is a winning play line, and   for each selected play line that is determined to be a winning play line, control display of images to graphically emphasise the pattern of the winning play line by graphically depicting a line extending across the field of play and sequentially intersecting with symbols in the pattern, wherein the depicting of the line comprises depicting in relation to each symbol a background line component and a foreground image component, wherein the foreground image component is displayed to visibly temporarily traverse across a foreground of each symbol.   
               

     In some embodiments, when multiple winning play lines are determined by the game controller and there are symbols at intersecting winning play lines, only a single foreground image component is displayed across the symbol. In other embodiments, separate foreground image components may be displayed across the symbol simultaneously. 
     The foreground image component may comprise a moving graphical image. The graphical image may change as it traverses across the symbol foreground or it may remain the same image as it traverses the symbol foreground. The graphical image may comprise a line image and/or a non-line image, such as a sparkle, star, light point, halo, comet or other bright image having a contrasting effect. The graphical image may be displayed across the symbol foreground for a period of between about 0.3 seconds and about 2.0 seconds, for example. 
     The pattern of symbols of each selected play line may comprise a linear or non-linear line pattern that does not double back on itself. For example, each selected play line may not intersect with more than one symbol in each column of symbols displayed within a field of play in the game of chance. 
     In some embodiments, when multiple selected play lines are determined by the game controller to be winning play lines, the game controller is configured to graphically emphasise all of the winning play lines simultaneously and optionally to subsequently sequentially emphasise each of the winning play lines separately. For multiple winning play lines, the game controller is further configured to display one or more of the winning play lines in a differentiating manner to allow separate visual identification of each winning play line. In some embodiments, the game of chance includes a bonus symbol and when at least one of the winning play lines comprises the bonus symbol, each at least one winning play line comprising the bonus symbol may be graphically emphasised relative to winning play lines that do not comprise the bonus symbol. This graphical emphasis may include displaying the winning play line including the bonus in a different colour to the winning play line that does not include the bonus. 
     The storing of the data describing at least one selected play line in the memory may be performed by the game controller in response to received user input that indicates at least one play line selection corresponding to the at least one selected play line. 
     In some embodiments, the game controller may be configured to display in the presentation a selected play line indication of each at least one selected play line, wherein the selected play line indication is positioned at or near a periphery of the display and indicates which one or more of a plurality of selectable play lines are active for a succeeding game of chance, and for each selected play line that is determined to be a winning play line, to control display of images to: graphically emphasise the respective selected play line indication, display a winning amount adjacent the respective play line indication, and/or display a unique identifier of the winning play line. 
     Each play line indication may have a graphical patch associated therewith, which may be shaped like a tab, for example. The plurality of selectable play lines may be displayed as a series of play line indications, which may extend along a side or top/bottom edge of the display, for example. The play line indications representing inactive play lines may be displayed with a transparent graphical patch while the play line indications representing active play lines may be displayed with an opaque graphical patch. All selectable play lines may be grouped together and may be non-overlapping. 
     Each play line indication may have a unique identifier, which may comprise a number of the play line, for example. This unique identifier may be displayed over the graphical patch for the respective play line indication during selected times or events, such as when indicating a winning play line, when selected play lines change or when displaying a help sequence, for example. 
     In some embodiments, a summary indication of selected and selectable play lines may be displayed adjacent a display of the plurality of selectable play lines. The summary indication may indicate how many of the selectable play lines are selected for the succeeding game of chance and may indicate a total of how many play lines are selectable. 
     Each play line indication at or near the periphery of the display may be matched by a corresponding play line indication at or near an opposite periphery of the display. In such embodiments, the game controller may be further configured, for each selected play line that is determined to be a winning play line, to control display of images to: graphically emphasise the respective corresponding selected play line indication, display a winning amount adjacent the respective corresponding play line indication, and/or display a unique identifier of the winning play line in relation to the corresponding play line indication. 
     In some embodiments, the game controller is further configured to, in response to determining that a selected play line is a winning play line, sequentially graphically indicate a series of symbols in the selected pattern of symbols that forms the winning play line. This sequential graphical indication may include visibly drawing a line that sequentially connects each of the series of symbols. The line may also be illustrated as originating from the play line indication of the winning play line. Where a corresponding play line indication is displayed on the opposite periphery, the line drawn to connect the series of symbols (in the selected pattern of symbols that forms the winning play line) may be illustrated as terminating at the corresponding play line indication. 
     Some embodiments relate to a gaming system comprising at least one gaming machine as described above and at least one server system in communication with the game controller of the at least one gaming machine. 
     Some embodiments relate to a method of game play executed by a computerised game controller, the method comprising:
         controlling generation and display of a game play sequence comprising a presentation of one or more games of chance in a field of play comprising multiple game symbols,   storing in the memory data describing at least one selected play line, wherein the at least one selected play line comprises a distinct pattern of symbols appearing at a conclusion of the one or more games of chance,   determining in one or more games of chance whether each at least one selected play line is a winning play line, and   for each selected play line that is determined to be a winning play line, controlling display of images to graphically emphasise the pattern of the winning play line by graphically depicting a line extending across the field of play and sequentially intersecting with symbols in the pattern, wherein the depicting of the line comprises depicting in relation to each symbol a background line component and a foreground image component, wherein the foreground image component is displayed to visibly temporarily traverse across a foreground of each symbol.       

     Some embodiments relate to computer-readable storage storing executable program code that, when executed by a game controller, causes the game controller to perform the methods described above and/or implement the features and functions of the game machine or game system described above. 
    
    
     
       BRIEF DESCRIPTION OF DRAWINGS 
       Embodiments are described in further detail below, by way of example and with reference to the accompanying drawings, in which: 
         FIG. 1  is a perspective view of a gaming machine; 
         FIG. 2  is a block diagram of game logic circuitry of the gaming machine illustrated in  FIG. 1 ; 
         FIG. 3  is a block diagram of functional components of a gaming system incorporating gaming machines illustrated in  FIG. 1 ; 
         FIG. 4  is an example display portion of a gaming machine display, the display portion illustrating example display line indications; 
         FIG. 5  is an example gaming machine display illustrating generation of a winning play line indication; 
         FIG. 6  is an example gaming machine display illustrating generation of multiple winning play line indications; 
         FIG. 7  is an example gaming machine display illustrating generation of multiple visually differentiated winning play line indications; and 
         FIG. 8  is an example illustration of part of a game field of play including game symbols and part of a play line. 
     
    
    
     DETAILED DESCRIPTION 
     Described embodiments generally relate to gaming systems and methods of controlling such systems. Some embodiments relate to gaming machines and methods using play line indicators to indicate selected patterns of symbols appearing in a game of chance played on such gaming machines. Some embodiments relate to gaming machines and methods using win line indicators to indicate winning patterns of symbols appearing in a game of chance played on such gaming machines. 
     The gaming system can take a number of different forms. In a first form, a stand-alone gaming machine is provided wherein all or most components required for implementing the game are present in a player operable gaming machine. 
     In a second form, a distributed architecture is provided wherein some of the components required for implementing the game are present in a player operable gaming machine and some of the components required for implementing the game are located remotely relative to the gaming machine. For example, a “thick client” architecture may be used wherein part of the game is executed on a player operable gaming machine and part of the game is executed remotely, such as by a gaming server; or a “thin client” architecture may be used wherein most of the game is executed remotely such as by a gaming server and a player operable gaming machine is used only to display audible and/or visible gaming information to the player and receive gaming inputs from the player. 
     However, it will be understood that other arrangements are envisaged. For example, an architecture may be provided wherein a gaming machine is networked to a gaming server and the respective functions of the gaming machine and the gaming server are selectively modifiable. For example, the gaming system may operate in standalone gaming machine mode, “thick client” mode or “thin client” mode depending on the game being played, operating conditions, and so on. Other variations will be apparent to persons skilled in the art. 
     In another form, the gaming system may comprise a gaming server (or multiple gaming servers) interacting with client computing devices over a wired and/or wireless network to allow performance of the games on the client devices. Such client devices may include desktop computers, tablet computers, laptop computer and handheld computing devices (including smart phones), for example, each of which includes at least one processor and memory to store executable instructions for performing the game-related functions described herein. Such systems may therefore not require specific dedicated physical gaming machines as described herein in relation to  FIGS. 1 and 2 , since the client devices can in such systems perform some of the gaming functions as described herein. In such gaming systems, the client devices may locally execute gaming applications that communicate with the gaming server and, in combination with the gaming server, provide a user interface and gaming experience generally similar to that of a physical gaming machine. Thus, embodiments described herein in relation to gaming machines may be implemented “on-line” using such a client-server architecture, unless such implementations would not be physically or technologically feasible. Additionally, some embodiments described herein in relation to gaming machines may be implemented in a personal computing device without requiring interaction with a server, in which case such computing devices can be termed “gaming machines”. 
     One or more of the method steps described in this disclosure may be implemented by executable instructions and parameters  232 ,  234  (See  FIG. 2 ), stored in the memory  204 ,  206 ,  230  (See  FIG. 2 ), that may form software embodiments of the system  100 . These instructions  232 ,  234  that form the system  100  may be executed by the CPU  202  (See  FIG. 2 ) or any other processor. Further, the processor  202 , the memory  204 ,  206 ,  230 , the instructions  232 ,  234  stored therein, or a combination thereof may serve as a means for performing one or more of the method steps described herein. 
     Irrespective of the form, the gaming system  100  has several core components. At the broadest level, the core components are a player interface in the form of a touch screen  108  as illustrated in  FIG. 1  and a game controller  200  as illustrated in  FIG. 2 . The player interface is arranged to enable manual interaction between a player and the gaming system and for this purpose includes the input/output components required for the player to enter instructions and play the game. 
     In  FIG. 1 , reference numeral  100  generally designates a stand-alone gaming system including a game. By stand-alone the applicant is referring to a system which can operate by itself with a player and which requires no further interaction from other systems. Hereinafter, the stand-alone gaming system  100  will be referred to as a gaming machine. 
     The gaming machine  100  includes a console  102  which contains all or most components required to implement a game play whereby a player wins or loses a wager. Access to the components is by way of a hinged door  105 . Moulded to the exterior of the console  102  is a display means in the form of at least one visual display unit  104  on which one or more games is played. The video display unit  104  may be implemented as a liquid crystal display, a plasma screen, as a cathode ray screen device or the like. While the console  102  illustrated in  FIG. 1  shows a single visual display unit  104 , there can be more than one visual display unit on a typical machine. What is displayed on the visual display unit  104  will depend on what the intended goal of the unit is in relation to the player and any other potential participants in the gaming system. 
     The gaming machine includes a tactile input subsystem for a player to interact via touch with the gaming machine  100 . In one example, the tactile input subsystem may include a combination of pushbuttons  106  and a touch screen  108  for enabling a player to play one or more games. The touch screen  108  is an electronic visual display that can detect the presence and location of a touch within the display area. The touch screen  108  is used during the game play between start of a game and the end of a game. A game is considered to have started once a wager is placed and considered complete once the wager has been lost or won. Certain functions of the one or more pushbuttons  106  include: initiation of game play, credit output, gameplay selection, completion of gameplay etc. A midtrim  112  of the machine  100  houses the pushbuttons  106 . 
     The tactile input subsystem may optionally or further include a joystick comprising of a stick that pivots on a base and reports its angle or direction to the device it is controlling. The tactile input subsystem may optionally or further include a trackpad/touchpad as an example of a screen navigation component that includes a touch sensor to translate the motion and/or position of a user&#39;s fingers to a relative position on screen. 
     The tactile input subsystem may include any suitable device that enables the player to produce an input signal that is received by the game controller ( FIG. 2 ). Tactile input in the form of pushbuttons  106  and/or regions on touch screen  108  may include a one bet button, a max bet button, or a repeat the bet button, for example. With a one bet button for instance, the player places a bet by pushing the one bet button. The player may increase the bet by one credit each time the player pushes the one bet button. 
     The midtrim  112  may also house a credit input device including a bill collector  114 . The credit input device may further include a coin input chute, a card and/or ticket reader, a magnetic reading head for reading a magnetic stripe card, an electronic reader for a proximity card, a near field communications reader or any other form of electronic, wireless or contact-based reader that can communicate a credit input to the gaming machine. 
     A credit dispenser in the form of a coin tray  116  is mounted beneath the console  102  and is provided for cash payouts from the machine  100  to the player. A hopper device (not shown) is provided which dispenses coins, or tokens equal to the amount of credit currently on the machine, into the coin tray  116 . Aside from the coin tray  116 , the credit dispenser may also include a ticket dispenser for issuing a ticket dispensed by a printer which the user can redeem for cash, a note dispenser, a near field (or other) communications transmitter or means to enable remote credit transfer. A variety of suitable payout mechanisms, such as funding to the player&#39;s electronically recordable identification card or smart card, may be implemented in accordance with the gaming machine disclosed herein. 
     The gaming machine  100  includes a top box  118  on which artwork  120  is carried in the form of electronic visual display units. The artwork  120  could also be made from physical materials such as paper, plastic banners or posters. The artwork  120  may have generic information related to the machine or gaming system or the artwork  120  be specifically made for a particular game to be played on the machine  100 . Whilst the artwork  120  is shown as being carried on the top box  118 , the art work  120  can also be positioned in or on the bottom panel of the door  105 , or any other part of the gaming machine  100  visible to the player. 
     The gaming machine  100  further includes an auditory unit in the form of speakers (not shown) to provide auditory feedback to the player of the gaming machine  100 . 
     Referring to  FIG. 2  of the drawings, game logic circuitry  200  is illustrated. The game logic circuitry  200  includes a gaming controller  201  (otherwise referred to as a logic cage) designated by the dashed lines. As will be appreciated by those skilled in the gaming industry, the logic cage  201  includes a box-like mechanical structure that has slots to guide logic cards into the proper location for electronically plugging into a backplane mounted at the rear of the cage structure. The backplane has connectors for accepting mating connectors on the logic cards. The logic cage and associated cards form one of the basic components of the gaming machine  100  and is securely housed within the cabinet of the gaming machine  100 . 
     Central to the logic cage is a central processing unit  202  such as a processor, a microcontroller-based platform, a suitable integrated circuit, or one or more application-specific integrated circuits (ASIC&#39;s). The processor  202  is in communication with or operable to access or to exchange signals with an outcome evaluator  203 , RAM  204 , ROM  206 , a non-volatile memory in the form of a compact flash  230 , an audio output  208  via an audio control module  209 , and a random number generator  210 . The audio control module  209  has its own digital signal processor, analogue to digital converters, amplifiers and other circuitry necessary to broadcast the output from the speakers. RAM  204  may include non-volatile RAM (NVRAM), magnetic RAM (MRAM), ferroelectric RAM (FeRAM), and other forms as commonly understood in the gaming industry. 
     Compact flash memory  230  is physically secured within a slot in the logic cage  201 . In one embodiment, the compact flash memory  230  is physically secured inside the logic cage within game logic circuitry  200  by a mechanical locking mechanism. Compact flash memory  230  is partitioned  231  into two parts. A first part comprises a game software module  232  and a second part comprises a metering information module  234 . 
     The processor  202  runs executable code residing in game software module  232  of compact flash  230  that facilitates play of the game by a player through the display device and/or push buttons and touch sensors mounted in the screen  108  of the display. Metering information module  234  contains the gaming machine parameters which include values that would usually be stored on a hard meter. The values in metering information module  234  are only ever incremented, and cannot be reset or decremented. The only way to alter the values stored is by running the executable code stored in game software module  232 , the program code of which is executed by processor  202 . The executable code of game software module  232  further interacts with the credit dispenser  116  via a payout mechanism  224  and the auditory output  208 . The game software module  232  contains the rules of the game, the sequence of gameplay, communicates with external systems, monitors peripheral equipment and maintains integrity of the software code, etc. The processor  202  continually checks for error conditions. 
     A program which implements the user interface is further run by the central processing unit  202 . The processor  202  forms part of a controller  216  that drives the screen of the video display unit  104  and that receives input signals from sensors  218 . The sensors  218  include sensors associated with the push buttons and touch sensors mounted in the screen of the visual display unit  104 . The controller  214  also receives input pulses from mechanisms  220  and  224  to determine whether or not a player has provided sufficient credit from either payment device  114  or payment device  116  to commence playing. 
     In one embodiment, a player may insert an identification card into a card reader (not shown) of the gaming machine  100 . Such an identification card may be a smart card having a programmed microchip, a coded magnetic strip, or coded rewritable magnetic strip, wherein the programmed microchip or magnetic strips are coded with a player&#39;s identification, credit totals (or related data), and/or other relevant information. In another embodiment, a player may carry a portable device, such as a mobile phone, a radio frequency identification tag, or any other suitable wireless device, that communicates a player&#39;s identification, credit totals (or related data), and other relevant information to the gaming device. 
       FIG. 3  shows a gaming system  300  in accordance with an alternative embodiment. The gaming system  300  includes a network  302 , which for example may be an Ethernet network. The network  302  may also comprise a wide area network (“WAN”), the plain-old-telephone-system (“POTS), a local area network (“LAN”), a wireless LAN, the Internet, or any combination of these and other types of networks. Gaming machines  304  are connected to the network  302 . The gaming machines  304  provide a player operable interface and may be the same as the gaming machines  100  shown in  FIG. 1  or may have simplified functionality depending on the requirements for implementing game play. 
     In a thick client embodiment, game server  308  implements part of the game played by a player using a gaming machine  304  and the gaming machine  304  implements part of the game. With this embodiment, as both the game server  308  and the gaming device implement part of the game, they collectively provide a game controller. A database management server  310  may manage storage of game programs and associated data for downloading or access by the gaming devices  304  in a database  318 . 
     In a thin client embodiment, game server  308  implements most or all of the game played by a player using a gaming machine  304  and the gaming machine  304  essentially provides only the player interface. With this embodiment, the game server  308  provides the game controller. The gaming machine will receive player instructions, pass these to the game server which will process them and return game play outcomes to the gaming machine for display. In a thin client embodiment, the gaming machines could be computer terminals, e.g. PCs running software that provides a player interface operable using standard computer input and output components. 
     Servers are also typically provided to assist in the administration of the gaming network  300 , including for example a gaming floor management server  320 , and a licensing server  322  to monitor the use of licenses relating to particular games. An administrator terminal  324  is provided to allow an administrator to run the network  302  and the devices connected to the network. 
     The gaming system  300  may communicate with other gaming systems, other local networks, for example a corporate network, and/or a wide area network such as the Internet, for example through a firewall  330 . 
     Persons skilled in the art will appreciate that in accordance with known techniques, functionality at the server side of the network may be distributed over a plurality of different computers. For example, elements may be run as a single “engine” on one server or a separate server may be provided. For example, the game server  308  could run a random number generator engine. Alternatively, a separate random number generator server could be provided. Further, persons skilled in the art will appreciate that a plurality of game servers could be provided to run different games or a single game server may run a plurality of different games as required by the terminals. 
     Referring also now to  FIGS. 4 ,  5 ,  6 ,  7  and  8 , features and functions of game machine  100  and gaming system  300  are described in further detail with respect to display images  400 ,  500 ,  600 ,  700  and  800  generated by execution of code comprised in the game software module  232 . 
       FIG. 4  is a partial display  400  of an image to be displayed on the screen  108 . The display  400  illustrates a series of play line indications  410  arranged along a periphery of the display of screen  108 . The series of play line indications  410  may be disposed generally along a line (which may be straight or not straight) that is at the edge of the display area of the screen  108  or alternatively is near the edge. The play line indications  410  comprise a series of non-overlapping graphical patches, which may be in the form of tabs, for example. Each play line indication may be selected according to user input to be an active play line for a succeeding game of chance to be played on the game machine  100 . 
     For each play line indication  410  that corresponds to an active play line, an emphasised play line indication  415  is displayed as part of the series of play line indicators  410 . For play line indicators  410  that are inactive, a de-emphasised play line indication  412  is shown in the series. Emphasised play line indications  415  may be shown in a graphically opaque manner, while de-emphasised play line indications  412  may be shown in a generally transparent or translucent manner, for example. 
     In between successive games of chance, a player may provide selection input via the tactile input subsystem to select or deselect one or more play line indications  410 , thereby toggling such play line indications  410  between selected and deselected states. Each selection or deselection of a graphical patch corresponding to a play line indication  410  is stored in the memory of the gaming machine  100  or  304  (either RAM  204  or Flash  230 ) for use by the processor  202  (executing the code of software module  232 ) to determine, in cooperation with the outcome evaluator  203 , whether a selected play line corresponds with a winning outcome in the game of chance. 
       FIG. 4  also illustrates a play line selection summary portion  420  that is displayed generally adjacent or nearby the series of play line indications  410  at or near the periphery of the display screen  108 . The play line selection summary portion  420  indicates a number  422  of total selectable play lines and also indicates a number  425  of selected play lines (corresponding to the total number of emphasised graphical patches  415  shown in  FIG. 4 ), which is greater than zero and less than or equal to the total number  422  of selectable play lines. 
     As illustrated in  FIG. 5 , game play on game machine  100  includes a presentation of one or more games of chance, illustrated by successively generated images displayed on display screen  108 . Such images include a field of play  505  that comprises a number of symbols  506 . Each of the symbols  506  is notionally one of a (possible lengthy) series of symbols within a same column  508 . Each game of chance involves the randomised presentation of a number of symbols  506  within the column  508  (selected from among a larger total set of symbols for that column, including other symbols  506  not shown). 
     Once the set of symbols  506  to be displayed in the field of play  505  is determined by execution of the game software module  232  in cooperation with the random number generator  210 , the game software module  232  generates (in cooperation with a graphics processor) images to be displayed, depicting the set of symbols and, in cooperation with the outcome evaluator  203 , determines whether the symbols corresponding to one or more selected play lines comprise a winning combination of such symbols, and if so, it is determined that those one or more selected play lines are winning play lines. 
     Example selectable play line patterns may include, for example, a straight central line, a straight upper line, a straight lower line, a zig-zagging pattern, a V-shaped pattern, an inverted V-shaped pattern, a W-shaped pattern and an inverted W-shaped pattern, just to name a few. Various other line patterns may be selectable, so long as they include a single symbol position in each column  508  in the field of play  505 . 
     In the example illustrated in  FIG. 5 , a winning play line  520  has been determined to exist, corresponding to a selected play line  515  that has the unique identifier number  24 , as one example. As illustrated in  FIG. 5 , the winning play line  520  is shown as a graphically drawn line extending from the graphical patch  515  that is one among the series of play line indications  410  (all of which are selected play lines  415  in the example shown in  FIG. 5 ). The winning play line  520  is indicated as being generally continuous from the winning play line indicator  515 , extending into the field of play  505  and connecting each of the symbols  506  that are in positions defined by the pattern of the winning selected play line. As shown in  FIG. 5 , the winning play line  520  is graphically represented to appear to travel behind each symbol  506  but to generally travel in front of each other graphical element along its path. 
     In the example shown in  FIG. 5 , the winning play line  520  is in the process of being displayed as a line drawn to connect the relevant symbols  506 , with the head of the line  525  travelling across the field of play  505  from left to right (although other directions, such as right to left, may be employed in other embodiments). The head  525  of the winning play line  520  may be indicated by a halo, sparkle or other emphasizing graphical feature to be easily discernible by the player as it travels across the screen in a manner that illustrates the path of the winning play line from the relevant selected play line indication  515  on one side of the screen to the corresponding play line indication  515  on the other (opposite) side of the screen  108 . 
     Optionally, as part of the display of the winning play line  520 , a win description  517  may be displayed adjacent the graphical patch  415  that is emphasised as the winning play line indication  515 . This win description  517  may include words and symbols to convey to the player a winning amount associated with the winning outcome of the winning play line. For example, as shown in  FIG. 5 , the win description  517  is shown as “Win=30” to indicate a winning amount of 30 credits. This win description  517  is displayed in a position intermediate the series of play line indications  410  and the playing field  505  and may be indicated on each opposite side of the display screen  108  adjacent the appropriate winning play line indication  515 . 
     Referring in particular to  FIG. 6 , an example display  600  illustrates a situation in which eight different selected play lines have been determined to be winning play lines and each of these is indicated by an emphasised graphical patch at the position of the winning play line indication  515 . Each winning play line  520  includes a graphically drawn line that extends from the emphasised graphical patch into the field of play  505  and connecting the relevant symbols  506  in the pattern that corresponds to the selected play line that was determined to be a winning play line. 
     As is evident from the example display  600 , where a number of winning play lines are displayed, it can be difficult for a player to discern specific winning play lines from each other. Therefore, all winning play lines may be initially displayed simultaneously, as is shown in  FIG. 6 , and then optionally subsequently each winning play line can be displayed separately in sequence in the manner illustrated in  FIG. 5  (i.e., by drawing the line  520  from the left to the right or the right to the left). 
     Referring also to  FIG. 7 , an example display image  700  is shown, illustrating multiple winning display lines  520   a  and  520   b  that may partially coincide. Where such winning play lines partially coincide, they may be shown by a single line (and a single colour) and where those winning play lines  520   a ,  520   b  do not coincide, they may be shown by different colours, for example. Alternatively, instead of a single line, the winning play lines  520   a ,  520   b  may be shown to be visibly distinct but to extend closely adjacent each other where they travel the same path between symbols  506 . 
     In the example shown in  FIG. 7 , the middle column of symbols shows portions of a second winning play line  520   b  that are separate and diverge from portions of another winning play line  520   a . In the example shown in  FIG. 7 , both winning play lines  520   a ,  520   b  may be drawn simultaneously, with the head  525  of each line splitting and converging appropriately as the winning play lines progress across the field of play  505  or alternatively the winning play lines  520   a ,  520   b  may be sequentially drawn. 
       FIG. 7  also illustrates a situation in which the presence of a bonus symbol within a pattern of symbols matching the winning play line may be represented by differentiating the colour of the winning play line containing that bonus symbol from other winning play lines that do not contain that bonus symbol. Rather than different colours, other forms of differentiation may be used to differentiate between different winning play lines and/or to indicate the presence of a bonus symbol within the pattern of symbols corresponding to the winning play line. 
     As indicated in  FIGS. 5 ,  6  and  7 , when indicating a winning combination of symbols  506 , the graphical patch of the winning play line indication  515  is highlighted compared to neighbouring graphical patches that do not correspond to winning play lines. Additionally, a unique identifier of the winning selected play line may be displayed over the graphical patch. 
     Referring in particular to  FIG. 8 , display image  800  illustrates a technique for indication of a winning play line  520 , where the winning play line  520  comprises a background component  820  and a foreground component  825  displayed in relation to each symbol  506  positioned to intersect with the selected play line that was determined to be a winning play line  520 . The background component  820  extends in between the symbols  506  and is visible as a foreground layer compared to other background imagery, such as the background of the columns  508  and the field of play  505 . However, the background line component  820  is displayed to not cover or occlude any of the symbols  506  as the winning play line is drawn across the field of play  505  when indicating the winning play line  520 , as shown in example displays  500  and  700  in  FIGS. 5 and 7 . 
     To complement the background line component  820 , a foreground line image component  825  is displayed as an image traversing across the foreground of each symbol  506  as the winning play line is drawn across the field of play  505 . This foreground component  825  may be displayed as a non-line component (i.e. a graphical image like a sparkle, star, light point, halo, comet or other bright image having a contrasting effect). In the examples illustrated in  FIGS. 5 and 7 , the foreground image component is depicted as a travelling bright point of light  525  with a halo effect, while the example foreground image component  825  in  FIG. 8  is shown as a travelling comet image with a tail that fades as the comet image traverses across the symbol  506 . 
     The foreground image component  825  is configured to traverse across the foreground of each symbol  506  along the winning play line within a time commensurate with the speed with which the winning play line  520  is drawn across the field of play  505 . The foreground image component  825  may therefore be displayed across the symbol foreground for a set (configurable) period of time, such as about 0.3 seconds to about 2.0 seconds, for example. In some embodiments, the foreground image component  825  is only displayed across the foreground of each symbol  506  once as the winning play line  520  is drawn across the field of play  505 . In other embodiments, the foreground image component may be displayed more than once and optionally repeatedly in succession. The speed with which the foreground image component  825  is shown to traverse across the foreground of the symbol  506  is such that a human eye can readily perceive its progression across the symbol foreground. 
     In some embodiments, when multiple selected play lines are determined to be winning play lines by the game controller and the winning play lines intersect at one or more symbols, only a single foreground image component  825  (for all winning play lines passing through that symbol) may be displayed as traversing across the symbol foreground of that specific symbol. Otherwise, assuming that the winning play lines  520  (such as play lines  520   a ,  520   b  shown in  FIG. 7 ) are drawn simultaneously, then for symbols on the winning play lines where those lines do not intersect, separate foreground image components  825  are displayed as traversing across the respective symbol foreground simultaneously for symbols in the same column  508 . In other embodiments, where a symbol is positioned at an intersection of multiple winning play lines, separate foreground image components  825  may be displayed across the symbol simultaneously in order to visually indicate that the respective symbol  506  forms part of multiple winning play lines  520 . These separate foreground image components  825  may be displayed in a manner that allows visual associate with a particular winning play line. For example, where certain winning play lines are displayed in different colours or other visual distinctions, then the separate foreground image components  825  for the respective winning play lines may be shown in different colours also (corresponding to the respective winning play line). 
     In order to display the background  820  and foreground  825  image components of a winning play line  520 , a graphics processor within the logic cage  201  may render a background image to a pristine render buffer in or accessible to the graphics processor. The game software module  232  then co-operates with the graphics processor to render the background component  820  of the winning play line to the same render buffer using alpha compositing with an associated matte in the shape of the winning play line. In this way, the game software module  232  in co-operation with the graphics processor animates the winning play line  520  to traverse the field of play  505  from one side to another, such as from left to right, for example to mimic the motion of a pen, and to then display the line eventually fading away. The game software module  232  then co-operates with the graphics processor to render the gaming symbol outcome into the same render buffer, also using alpha compositing, with an associated matte in the shape of each of the game symbols  506  along the winning play line to be displayed as part of the gaming symbol outcome. This results in the field of play  505  being populated with a series of game symbols  506 , with the same number of game symbols  506  being displayed within each column  508 , thereby illustrating a matrix of game symbols  506  as an effectively randomly generated set of symbols in fixed symbol positions. Once the gaming symbol outcome is rendered into the render buffer, the game symbols  506  are effectively displayed in a foreground layer relative to the winning play line  520  previously rendered into the render buffer. 
     Once the gaming symbol outcome is rendered into the render buffer, the game software module  232  co-operates with the graphics processor to render the smaller foreground image component  825  into the same render buffer, also using alpha compositing. This rendering includes storing an associated matte in the shape of the foreground image component  825  extending over each symbol  506 . As described above, the foreground image component  825  may be represented as a sparkle-like image or other visually and/or graphically emphasised image effect (relative to the symbol  506  behind it). The foreground image component  825  is displayed to trace along the line of the obscured part of the winning play line  520  at a speed that is the same or similar to the speed with which the winning play line  520  is (visibly) dynamically drawn on either side of the respective symbol  506 . The foreground image component  825  may also be displayed using alphas compositing in a manner that appears to illuminate pixels in its vicinity, giving a lighting effect akin to a spotlight, for example. 
     Embodiments may thus display a winning play line pattern using two components: a first line component that effectively extends behind the game symbols  506  of the game symbol outcome, which represents a dominant line component  820 , a portion of which gets obscured by the symbols  506 ; and a second (smaller) component displayed at least temporarily in front, and obscuring a small part, of each symbol  506  along the pattern of the winning play line. The image rendering process is therefore performed to composite the image layers in the following sequence: background win line; symbol outcome; and then foreground image component. Once these image layers are rendered into the render buffer (and the mattes for each image layer stored in the same buffer or another easily accessible buffer), the image layers are selectively displayed by the game controller  203  in cooperation with the graphics processor on display  108  using alpha compositing. As each image layer is displayed, the alpha blending ratio of the part being displayed in the foreground is adjusted progressively or immediately from 0 (or close to 0) to 1 (or close to 1). For the foreground image component  825 , as it is progressively displayed to appear to move across the front of a symbol  506 , the blending ratio of the pixels in the matte are increased from 0 to 1 and then decreased again once the foreground image component  825  appears to pass. 
     It will be appreciated by persons skilled in the art that numerous variations and/or modifications may be made to the above-described embodiments, without departing from the broad general scope of the present disclosure. The present embodiments are, therefore, to be considered in all respects as illustrative and not restrictive. 
     While the foregoing description has been provided by way of example of the preferred embodiments of the present invention as presently contemplated, which utilise gaming machines of the type found in casinos, those skilled in the relevant arts will appreciate that embodiments of the present invention also may have application to internet gaming and/or have application to gaming over a telecommunications network, where mobile handsets are used to display game outcomes and receive player inputs. Such mobile devices include smart phones, notebooks, tablets, iPads and laptop computers. For instance free mobile device games may be offered for download and play on a players personal mobile device as a bonus game play. In such an embodiment the gaming machine may comprise a power interface to enable interaction between the respective devices and/or a communication or wireless interface to enable data transfer. During game play, the gaming machine may be configured to send information to the player&#39;s personal mobile device. 
     Further embodiments may enable a player to upload the outcome of a game or bonus game to a social media site(s), post tournament scores etc. 
     Certain steps in the processes or process flows described in this disclosure naturally precede others for the invention to function as described. However, the invention is not limited to the order of the steps described if such order or sequence does not alter the functionality of the invention. That is, it is recognized that some steps may performed before, after, or parallel (substantially simultaneously with) other steps without departing from the scope and spirit of the invention. In some instances, certain steps may be omitted or not performed without departing from the invention. Further, words such as “thereafter”, “then”, “next”, etc. are not intended to limit the order of the steps. These words are simply used to guide the reader through the description of the exemplary method. 
     Additionally, one of ordinary skill in programming is able to write computer code or identify appropriate hardware and/or circuits to implement the disclosed invention without difficulty based on the flow charts and associated description in this specification, for example. 
     Therefore, disclosure of a particular set of program code instructions or detailed hardware devices is not considered necessary for an adequate understanding of how to make and use the invention. The inventive functionality of the claimed computer implemented processes is explained in more detail in the above description and in conjunction with the figures which may illustrate various process flows. 
     In one or more exemplary aspects, the functions described may be implemented in hardware, software, firmware, or any combination thereof. If implemented in software, the functions may be stored on or transmitted as one or more instructions or code on a computer-readable medium. Computer-readable media include both computer storage media and communication media including any medium that facilitates transfer of a computer program from one place to another. 
     A storage media may be any available media that may be accessed by a computer. By way of example, and not limitation, such computer-readable media may comprise RAM, ROM, EEPROM, CD-ROM or other optical disk storage, magnetic disk storage or other magnetic storage devices, or any other medium that may be used to carry or store desired program code in the form of instructions or data structures and that may be accessed by a computer. 
     Also, any connection is properly termed a computer-readable medium. For example, if the software is transmitted from a website, server, or other remote source using a coaxial cable, fiber optic cable, twisted pair, digital subscriber line (“DSL”), or wireless technologies such as infrared, radio, and microwave, then the coaxial cable, fiber optic cable, twisted pair, DSL, or wireless technologies such as infrared, radio, and microwave are included in the definition of medium. 
     Disk and disc, as used herein, includes compact disc (“CD”), laser disc, optical disc, digital versatile disc (“DVD”), floppy disk and blu-ray disc where disks usually reproduce data magnetically, while discs reproduce data optically with lasers. Combinations of the above should also be included within the scope of computer-readable media. 
     Although selected aspects have been illustrated and described in detail, it will be understood that various substitutions and alterations may be made therein without departing from the spirit and scope of the present invention.