Patent ID: 12249218

DETAILED DESCRIPTION

Referring to the drawings, there is shown a gaming machine having components that enable the implementation of a game wherein the state of the game can change over time so that a next bought or played game can start from a different starting point relative to a preceding game. The gaming machine is configured with components to change and track the state of symbols and reels responsive to events in the game to enable the state of the game to change over time.

In an embodiment, each reel has at least one special symbol which has an active state and a normal state. If sufficient of symbols in the normal state occur over one or more plays of the game, the state of each special symbol on that reel is changed by the gaming machine to an active state. The gaming machine monitors the symbol collection state of each reel. If the special symbol(s) is in an active state, and the gaming machine selects a special symbol for display, the gaming machine replaces all symbols on that reel with wild symbols. Once all symbols have been turned to wild for a respective reel, that reel is held in a held state for at least one subsequent bought or free game, thus, improving the player's chance of winning in the subsequent held or free game.

In an embodiment, if all of the reels are turned wild, the player wins a jackpot prize.

In an embodiment, there is a chance at the beginning of each spin that all the collected special symbols will be added immediately to the reels, prizes are awarded based on the added symbols and the symbol collection states will be reset for each of the reels.

General Construction of Gaming Machine

The gaming machine can take a number of different forms. In a first form, a standalone 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.

Irrespective of the form, the gaming machine has several core components. At the broadest level, the core components are a player interface50and a game controller60as illustrated inFIG.1. 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 to play the game and observe the game outcomes.

Components of the player interface may vary from embodiment to embodiment but will typically include a credit mechanism52to enable a player to input credits and receive payouts, one or more displays54, a game play mechanism56including one or more input devices that enable a player to input game play instructions (e.g. to place a wager), and one or more speakers58.

The game controller60is in data communication with the player interface and typically includes a processor62that processes the game play instructions in accordance with game play rules and outputs game play outcomes to the display. Typically, the game play rules are stored as program code in a memory64but can also be hardwired. Herein the term “processor” is used to refer generically to any device that can process game play instructions in accordance with game play rules and may include: a microprocessor, microcontroller, programmable logic device or other computational device, a general purpose computer (e.g. a PC) or a server. That is a processor may be provided by any suitable logic circuitry for receiving inputs, processing them in accordance with instructions stored in memory and generating outputs (for example on the display). Such processors are sometimes also referred to as central processing units (CPUs). Most processors are general purpose units, however, it is also know to provide a specific purpose processor using an application specific integrated circuit (ASIC) or a field programmable gate array (FPGA).

A standalone gaming machine10is illustrated inFIG.2. The gaming machine10includes a console12having a display14on which are displayed representations of a game16that can be played by a player. A mid-trim20of the gaming machine10houses a bank of buttons22for enabling a player to interact with the gaming machine, in particular during game play. The mid-trim20also houses a credit input mechanism24which in this example includes a coin input chute24A and a bill collector24B. Other credit input mechanisms may also be employed, for example, a card reader for reading a smart card, debit card or credit card. Other gaming machines may configure for ticket in such that they have a ticket reader for reading tickets having a value and crediting the player based on the face value of the ticker. A player marketing module (not shown) having a reading device may also be provided for the purpose of reading a player tracking device, for example as part of a loyalty program. The player tracking device may be in the form of a card, flash drive or any other portable storage medium capable of being read by the reading device. In some embodiments, the player marketing module may provide an additional credit mechanism, either by transferring credits to the gaming machine from credits stored on the player tracking device or by transferring credits from a player account in data communication with the player marketing module that is accessed in response to insertion of the player tracking device.

A top box26may carry artwork28, including for example pay tables and details of bonus awards and other information or images relating to the game. Further artwork and/or information may be provided on a front panel29of the console12. A coin tray30is mounted beneath the front panel29for dispensing cash payouts from the gaming machine10.

The display14shown inFIG.2is in the form of a liquid crystal display. The display14may any other suitable video display unit, such as an OLED display. The top box26may also include a display, which may be of the same type as the display14, or of a different type.

FIG.3shows a block diagram of operative components of a typical gaming machine which may be the same as or different to the gaming machine ofFIG.2.

The gaming machine100includes a game controller101having a processor102mounted on a circuit board. Instructions and data to control operation of the processor102are stored in a memory103, which is in data communication with the processor102. Typically, the gaming machine100will include both volatile and non-volatile memory and more than one of each type of memory, with such memories being collectively represented by the memory103.

The gaming machine has hardware meters104for purposes including ensuring regulatory compliance and monitoring player credit, an input/output (I/O) interface105for communicating with peripheral devices of the gaming machine100. The input/output interface105and/or the peripheral devices may be intelligent devices with their own memory for storing associated instructions and data for use with the input/output interface or the peripheral devices. A random number generator module113generates random numbers for use by the processor102. Persons skilled in the art will appreciate that the reference to random numbers includes pseudo-random numbers.

In the example shown inFIG.3, a player interface120includes peripheral devices that communicate with the game controller101including one or more displays106, a touch screen and/or buttons107(which provide a game play mechanism), a card and/or ticket reader108, a printer109, a bill acceptor and/or coin input mechanism110and a coin output mechanism111. Additional hardware may be included as part of the gaming machine100, or hardware may be omitted as required for the specific implementation. For example, while buttons or touch screens are typically used in gaming machines to allow a player to place a wager and initiate a play of a game any input device that enables the player to input game play instructions may be used. For example, in some gaming machines a mechanical handle is used to initiate a play of the game. Persons skilled in the art will also appreciate that a touch screen can be used to emulate other input devices, for example, a touch screen can display virtual buttons which a player can “press” by touching the screen where they are displayed.

In addition, the gaming machine100may include a communications interface, for example a network card112. The network card may, for example, send status information, accounting information or other information to a bonus controller, central controller, server or database and receive data or commands from the bonus controller, central controller, server or database. In embodiments employing a player marketing module, communications over a network may be via player marketing module—i.e. the player marketing module may be in data communication with one or more of the above devices and communicate with it on behalf of the gaming machine.

FIG.4shows a block diagram of the main components of an exemplary memory103. The memory103includes RAM103A, EPROM103B and a mass storage device103C. The RAM103A typically temporarily holds program files for execution by the processor102and related data. The EPROM103B may be a boot ROM device and/or may contain some system or game related code. The mass storage device103C is typically used to store game programs, the integrity of which may be verified and/or authenticated by the processor102using protected code from the EPROM103B or elsewhere.

It is also possible for the operative components of the gaming machine100to be distributed, for example input/output devices such as one or more displays106, touch screen and/or buttons107, card and/or ticket reader108, printer109, bill acceptor and/or coin input mechanism110, and a coin output mechanism111, to be provided remotely from the game controller101.

FIG.5shows a gaming system200in accordance with an alternative embodiment. The gaming system200includes a network201, which for example may be an Ethernet network. Gaming machines202, shown arranged in three banks203of two gaming machines202inFIG.5, are connected to the network201. The gaming machines202provide a player operable interface and may be the same as the gaming machines10,100shown inFIGS.2and3, or may have simplified functionality depending on the requirements for implementing game play. While banks203of two gaming machines are illustrated inFIG.5, banks of one, three or more gaming machines are also envisaged.

One or more displays204may also be connected to the network201. For example, the displays204may be associated with one or more banks203of gaming machines. The displays204may be used to display representations associated with game play on the gaming machines202, and/or used to display other representations, for example promotional or informational material.

In a thick client embodiment, game server205implements part of the game played by a player using a gaming machine202, and the gaming machine202implements part of the game. With this embodiment, as both the game server and the gaming device implement part of the game, they collectively provide a game controller. A database management server206may manage storage of game programs and associated data for downloading or access by the gaming machine202in a database206A. Typically, if the gaming system enables players to participate in a Jackpot game, a Jackpot server207will be provided to perform accounting functions for the Jackpot game. A loyalty program server212may also be provided.

In a thin client embodiment, game server205implements most or all of the game played by a player using a gaming machine202and the gaming machine202essentially provides only the player interface. With this embodiment, the game server205provides 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. Other client/server configurations are possible, and further details of a client/server architecture can be found in WO 2006/052213 and PCT/SE2006/000559, the disclosures of which are incorporated herein by reference.

Servers are also typically provided to assist in the administration of the gaming system200, including for example a gaming floor management server208, and a licensing server209to monitor the use of licenses relating to particular games. An administrator terminal210is provided to allow an administrator to run the network201and the devices connected to the network.

The gaming system200may 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 firewall211.

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 server205could run a random 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.

Further Detail of the Gaming Machine

The player operates the game play mechanism56to specify a wager which will be evaluated for this play of the game and initiates a play of the game. Persons skilled in the art will appreciate that a player's wager can be varied from game to game dependent on player selections. In most spinning reel games, it is typical for the player's wager to be made up of a selection as to how the game outcome will be evaluated by specifying what parts of the game outcome will qualify for winning outcomes and a multiplier that will apply to each winning outcome. For example, a player's wager may be based on how many lines they play in each game—e.g. a minimum of one line up to the maximum number of lines allowed by the game (noting that not all permutations of win lines may be available for selection) and an amount per line—e.g. one, two or five credits. Winning outcomes on an activated win line may be evaluated based on a pay table that specifies the amount awarded for a one credit per line wager multiplied by the amount wagered per line.

Such win lines are typically formed by a combination of symbol display positions, one from each reel, the symbol display positions being located relative to one another such that they form a line.

In many games, the gaming machine may award winning outcomes which are not strictly limited to the lines they have selected, for example, “scatter” pays are awarded independently of a player's selection of pay lines.

Persons skilled in the art, will appreciate that in other embodiments, the player may select a number of reels to play or play a fixed number of reels. Games of this type are marketed under the trade name “Reel Power” by Aristocrat Leisure Industries Pty Ltd and are also known as “ways” to win games. The selection of the reel means that each displayed symbol of the reel can be substituted for a symbol at one or more designated display positions. In other words, all symbols displayed at symbol display positions corresponding to a selected reel can be used to form symbol combinations with symbols displayed at a designated, symbol display positions of the other reels. For example, if there are five reels and three symbol display positions for each reel such that the symbol display positions comprise three rows of five symbol display positions, the symbols displayed in the center row are used for non-selected reels. As a result, the total number of ways to win is determined by multiplying the number of active display positions of each reel, the active display positions being all display positions of each selected reel and the designated display position of the non-selected reels. As a result for five reels and fifteen display positions there are 243 ways to win.

In one embodiment, the display positions of the symbol display are arranged in a rectangular matrix comprising a plurality of columns and a plurality of rows. However, other arrangements are known in the gaming industry and could be employed in embodiments of the disclosure. For example, in some arrangements there are more symbols in some columns than others, such as 3-4-3-4-3 arrangement of seventeen display positions corresponding to respective ones of five reels. In such arrangements, the columns of four symbols can be arranged so that they are off-set or staggered relative to the columns having three symbols so that the middle two symbols in the columns of four symbols share boundaries with two symbols of each neighboring reel.

InFIG.6, the processor62of game controller60of the gaming machine1is shown implementing a number of modules based on program code641and data stored in memory64. Persons skilled in the art will appreciate that one or more of the modules could be implemented in some other way, for example by a dedicated circuit.

In the embodiment ofFIG.6, a player places a wager by selecting a number of lines to play and an amount to wager per line. The outcome of a base game is generated by selecting symbols. In this example, by selecting three symbols to display in each of five columns from five reels of symbols corresponding to the respective reels. The symbols are displayed so as to form a matrix of symbol display positions.

In one example, the symbol selector622A uses random number generator621to randomly select a stopping position for each of the five reels specified by reel data643.

In an example, the outcome evaluator623evaluates the selected symbols to determine whether one or more winning symbol combinations can be found on a bought pay line. That is, a pay line which forms part of the player's selection of pay lines. In an example, the outcome evaluator623does this by evaluating the symbols from left to right relative to the defined pay lines.

The pay table642defines the winning combinations of symbols associated with respective prizes. For example, some prizes may require a player to have five of the same symbol, others may require four of the same symbol, others may require three of the same symbol and others may require two of the same symbol to appear on a winning pay line. The pay table642may also define scatter wins which are awarded for a defined number of symbols independently of the position at which the symbols appear.

In the example, each of the reels specified by reel data includes at least one occurrence of a special symbol. In the example inFIGS.9-11, the special symbol is represented as a stick of dynamite. The special symbol is collected during play as will be described in more detail below. Once sufficient symbols are collected, the state of the symbol changes. In the example, the dynamite symbol changes to a “gold dynamite symbol” to indicate its active state. The dynamite symbol acts as a wild symbol in the evaluation of game outcomes by outcome evaluator623using the pay table642. If an active symbol (e.g. gold dynamite) is selected in the subsequent game, each displayed symbol position for the reel for which it is selected is changed by symbol modifier to a wild symbol, which is in effect, is a further representation of the special symbol. Each reel where all the symbols are changed to wild is held in place for a number of subsequent game rounds under the control of the outcome generator. In the example shown inFIGS.9-11, three special symbols need to be collected in order for the dynamite symbol to change to the “gold” or “active” state.

In an embodiment, the reels are held for more than one additional game round. In the embodiment ofFIG.9, the reels are held for two additional game rounds beyond the current game round, and the number of game rounds for which the reels are held is reset if a further reel becomes wild. The number of game round remaining is maintained on held reel counter648.

In order to implement the game, the outcome generator incorporates a symbol modifier622B configured to change the state of the special symbols from a normal to an active state within reel data643. In one example, special symbols are replaced within the reels with the active special symbol (for example as indicated by the golden dynamite symbol). Further, the symbol modifier determines that if an active special symbol appears on the reels, it is modified to reveal the three wild symbols in each symbol display position and displayed on display54under control of display controller625. In another example, this is achieved by the symbol modifier622B swapping the reels that are used.

Also, in order to implement the a gaming machine or device in accordance with the disclosure, the outcome evaluator includes a state updater623A which updates a symbol collection state647in respect of each reel each time a special symbol in a normal state appears on the reel until sufficient symbol have been collected to change the special symbol(s) on that reel an active state. In the example, three special symbols must be collected. Further, the state updater623A is configured to update reel states644of reel data643to a held state if an active special symbol is selected on a respective reel. The current symbol collection state647and reel states644influence the operation of the outcome generator622. For example, it will be appreciated that once a reel is full of wild symbols and is held, that reel does not require fresh symbols to be selected during the next game whether paid or free. Therefore, the symbol selector622A will only select symbols for each of the other reels.

In an example, upon all of the reels being turned to wild symbols, the outcome evaluator623awards a jackpot prize through jackpot awarder623C.

In an embodiment, described further in relation toFIG.10, each time an outcome is generated, there is a chance that the collected symbols will be reset. To this end, the symbol re-setter622C conducts a random determination using random number generator621as to whether the current symbol collection states647should be reset to zero. If the random number generator returns a value within a designated range, the number of wild symbols that have already been collected are immediately added to the reels as wild symbols in the current play of the game and the outcome evaluator623evaluates the game outcome based on pay table642in accordance with the wild symbols as added to the display. That is, if one wild symbol has been collected for a reel, one wild symbol is added to that reel, if two wild symbols have been collected for a reel, two wild symbols are added, etc.

Finally, in an embodiment, a feature game can be triggered based on the game outcome and the outcome evaluator623B includes a trigger monitor that monitors for the trigger condition646, which in this example is a defined number of a scatter symbols.

During the free games, game play continues as before with two additional features. Firstly, any awards that are paid due to the symbols being reset are doubled. Secondly, the symbol modifier622B modifies the symbols that are used by selectively determining using a weighted table and the random number generator621whether to change each occurrence of a special symbol to a multiple special symbol. In the example shown inFIG.11as it will be described in further detail below, each special symbol can remain as one stick of dynamite or can be changed to two or three sticks of dynamite. If one of these multiple sticks of dynamite should occur, the symbol collection state647for that reel is updated by the number of the multiple special symbols. For example, if the symbol collection state for a particular reel was originally zero and a three dynamite symbol appeared at a symbol display position, the symbol collection state647of that reel will be updated to three.

FIG.7illustrates a method700of an embodiment. A new game is started at step705. The method involves determining whether there are any held reels at step710. If there are held reels, wild symbols are displayed715for each of the held reels. At step720symbols are selected for all reels which are not currently held reels. At step725, it is determined whether any of the selected symbols includes a special symbol in a normal state and if it does, the method involves, at step730, updating the symbol collection state647in respect of each such reel. At step735, the method involves determining whether any of the reels includes an active special symbol and if it does, the method involves making the relevant reel wild at step740. At step745, the reel that has just been made wild is set to be held for at least the next game and the held reel counter648is reset for any other held reels. At step750, it is determined whether all the symbols are wild and if they are, at step755a jackpot award is made. If, instead, at step750some of the symbols are not wild then the outcome evaluator623evaluates symbols based on the pay table642and makes any awards. Awards are made being added to the win meter or directly to the credit meter. In some examples, the award is made to the win meter and where it is large, a hand pay is initiated via the machine which requires an attendant to payout the award to the player.

FIG.9illustrates an example of how the game is implemented by the gaming machine1. In the screen shot ofFIG.9, a current value of the grand jackpot905is shown at the top of the display.

There are five reels921,922,923,924and925. In the example shown inFIG.9, two of the reels are already wild, namely reels921and923and counters951,952indicate that they will be held for two more games after the current game. The current symbol collection state of each reel is indicated graphically by dynamite sticks above the reels from which it is apparent that three dynamite sticks941A,941B,941C have been collected in respect of reel921(which has led to that reel being populated with a wild symbol) whereas only two dynamite symbols have been collected in respect of reel922at positions942A and942B while position942C is left blank.

In the example ofFIG.9, three dynamite symbols961,962and963have been selected in the current game round and resulted in the symbol collection states being updated. That is, symbol collection state of reel925has been updated to be full as indicated by items945A,945B and945C. Hence, in the next game, the dynamite symbols on that reel are gold dynamite symbols (i.e. active).

FIG.10illustrates the aspect of the game where the symbols can be reset and that this feature involves adding symbols to the reel. As indicated inFIG.9, thirteen wild symbols910have been collected. InFIG.10, this has been reset to zero1010which is illustrated as the dynamite sticks exploded as indicated, for example, in area1050on the display. As there were previously thirteen wild symbols inFIG.9, thirteen wild symbols have been added to the reels inFIG.10and the outcome evaluator623has determined the awards to apply on that basis.

Referring toFIG.11, there is shown an example display during the free games feature. During the free games feature, if the dynamite sticks explode, any wins are doubled. An additional aspect of this feature game is that multiple special symbols such as triple dynamite symbol1161or double dynamite symbol1162can occur on the reels. These symbols are determined at random as described above.

FIG.11illustrates the area around the symbol collection counter for reel945lighting up to show the special symbols being added to the area. Thus, during the feature game, the player can collect symbols more rapidly. The feature game is triggered by the occurrence of three or more trigger symbols in the underlying game.

Typically, a winning outcome will result in some form of award being made such as an award of credits. Such an award may never actually be physically received by a player. For example, many gaming systems provide a player with a double or nothing gamble feature, where the player can double or forfeit their credits before commencing another play of the game or cashing out. Further, as credits are fungible, once credits have been added to the credit meter it is not possible to distinguish between credits which exist because the player has input cash or the like and credits resulting from an award.

Further aspects of the method of operating a gaming machine will be apparent from the above description of the gaming machine. It will be appreciated that at least part of the method will be implemented electronically, for example, digitally by a processor executing program code such as in the above description of a game controller. In this respect, in the above description certain steps are described as being carried out by a processor m, it will be appreciated that such steps will often require a number of sub-steps to be carried out for the steps to be implemented electronically, for example due to hardware or programming limitations. For example, to carry out a step such as evaluating, determining or selecting, a processor may need to compute several values and compare those values.

As indicated above, the method may be embodied in program code. The program code could be supplied in a number of ways, for example on a tangible computer readable storage medium, such as a disc or a memory device, e.g. an EEPROM, (for example, that could replace part of memory103) or as a data signal (for example, by transmitting it from a server). Further different parts of the program code can be executed by different devices, for example in a client server relationship. Persons skilled in the art, will appreciate that program code provides a series of instructions executable by the processor.

It will be understood to persons skilled in the art that many modifications may be made without departing from the spirit and scope of the disclosure, in particular it will be apparent that certain features of embodiments of the disclosure can be employed to form further embodiments.

It is to be understood that, if any prior art is referred to herein, such reference does not constitute an admission that the prior art forms a part of the common general knowledge in the art in any country.

In the claims which follow and in the preceding description of the disclosure, except where the context requires otherwise due to express language or necessary implication, the word “comprise” or variations such as “comprises” or “comprising” is used in an inclusive sense, i.e. to specify the presence of the stated features but not to preclude the presence or addition of further features in various embodiments of the disclosure.