AU2009202055A1 - A Gaming System and Method of Gaming - Google Patents

A Gaming System and Method of Gaming Download PDF

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Publication number
AU2009202055A1
AU2009202055A1 AU2009202055A AU2009202055A AU2009202055A1 AU 2009202055 A1 AU2009202055 A1 AU 2009202055A1 AU 2009202055 A AU2009202055 A AU 2009202055A AU 2009202055 A AU2009202055 A AU 2009202055A AU 2009202055 A1 AU2009202055 A1 AU 2009202055A1
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Australia
Prior art keywords
symbol
drawn
accordance
symbols
game
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AU2009202055A
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Nick Graham Roach
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Aristocrat Technologies Australia Pty Ltd
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Aristocrat Technologies Australia Pty Ltd
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Priority claimed from AU2008902623A external-priority patent/AU2008902623A0/en
Application filed by Aristocrat Technologies Australia Pty Ltd filed Critical Aristocrat Technologies Australia Pty Ltd
Priority to AU2009202055A priority Critical patent/AU2009202055A1/en
Publication of AU2009202055A1 publication Critical patent/AU2009202055A1/en
Priority to AU2012202476A priority patent/AU2012202476B2/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/329Regular and instant lottery, e.g. electronic scratch cards
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Description

AUSTRALIA Patents Act 1990 COMPLETE SPECIFICATION Standard Patent Applicant (s): Aristocrat Technologies Australia Pty Limited Invention Title: A Gaming System and Method of Gaming The following statement is a full description of this invention, including the best method for performing it known to me/us: P77334.AU.1 PaSetFding Applicaon 2009-3-3.doc (S) - 2 A GAMING SYSTEM AND METHOD OF GAMING Field of the Invention 5 The present invention relates to a gaming system, game controller and a method of gaming. Background of the Invention 10 It is known to provide a gaming system which comprises a game controller arranged to randomly display several symbols from a predetermined set of symbols and to determine a game outcome such as a game win based on the displayed symbols. Such gaming systems may commonly be 15 implemented as a stepper machine provided with reels with each reel carrying several symbols of the set, or a video machine wherein selected symbols are displayed on virtual reels on a video display. Win outcomes can occur based on symbols appearing in one or more horizontal lines, 20 diagonal lines, or any other predetermined way. While such gaming systems provide users with enjoyment, the need exists for alternative gaming systems in order to maintain or increase player enjoyment. 25 Summary of the Invention In accordance with a first aspect, the present invention provides a method of gaming comprising: 30 matching drawn symbols in a drawn symbol set against individual symbol elements of a symbol string, according to a match rule; and -3 determining an award dependent on a number of confirmed matches. In the context of the present specification, the term s "string" is to be understood as any series of symbol elements arranged or connected in succession. For example the symbol string may be in the form of a plurality of individual numerals joined together to form a natural or real number. 10 In an embodiment each drawn symbol comprises at least one drawn symbol element and wherein the at least one drawn symbol element is matched against the individual symbol string elements. 15 In an embodiment the match rule specifies which individual symbol string elements are matched against the at least one drawn symbol element. 20 In an embodiment the match rule additionally specifies the order in which the symbol string elements are matched. In an embodiment a match is confirmed upon determining that the drawn symbol element(s) matches any one of the 25 symbol string elements. In an embodiment a match is confirmed upon determining that the at least one drawn symbol element matches the first non-matched symbol string element. 30 In an embodiment the number of symbol string elements is dependent on the number of symbols to be drawn in the game.
- 4 In an embodiment at least one of the number of symbol string elements and drawn symbols is selected by a player. s In an embodiment, the player may select the actual symbol string elements which make up the symbol string from a set of available symbol elements. In an embodiment the symbols are integers and wherein the 10 symbol string comprises a series of integers forming a natural or real number. In an embodiment the number of drawn symbols is dependent on an amount wagered by a player in the game. 15 In accordance with a second aspect the present invention provides a game controller comprising: a matching module arranged to match drawn symbols of a drawn symbol set against individual symbol elements of a 20 symbol string, according to a match rule; and an award determiner module arranged to determine an award dependent on a number of confirmed matches. In an embodiment each drawn symbol comprises at least one 25 drawn symbol element which is matched against the symbol string elements. In an embodiment the match rule specifies which individual symbol string elements are matched against the at least 30 one drawn symbol element. In an embodiment the match rule additionally specifies the order in which the symbol string elements are matched.
- 5 In an embodiment a match is confirmed upon determining that the drawn symbol element(s) matches any one of the symbol string elements. 5 In an embodiment a match is confirmed upon determining that the at least one drawn symbol element matches the first non-matched symbol string element. 10 In an embodiment a number of symbol string elements is dependent on the number of drawn symbols. In an embodiment the controller further comprises an input module arranged to receive a player input specifying at 15 least one of the number of symbol string elements and drawn symbols. In an embodiment the symbols are integers and wherein the symbol string comprises a series of integers forming a 20 natural or real number. In an embodiment the number of drawn symbols is dependent on an amount wagered by a player. 25 In a third aspect the present invention provides a gaming system including: a game controller according to the second aspect; and a display module arranged to display the matching step on a game display. 30 In accordance with a fourth aspect, the present invention provides a method of gaming comprising: - 6 matching individual drawn symbol elements against a selected set of symbols, according to a match rule; and determining an award dependent on the number of confirmed matches. 5 In accordance with a fifth aspect, the present invention provides computer program code which when executed by a processor implements the above methods. 10 In accordance with a sixth aspect, the present invention provides a computer readable medium providing a computer program in accordance with the fifth aspect. In accordance with a seventh embodiment the present 15 invention comprises transmitting or receiving a data signal including the program code of the fourth aspect. Brief Description of the Drawings 20 Features and advantages of the present invention will become apparent from the following description of embodiments thereof, by way of example only, with reference to the accompanying drawings, in which: 25 Figure 1 is a schematic block diagram of core components of a gaming system, according to an embodiment of the present invention; Figure 2 is a perspective view of a gaming machine 30 arranged to implement the gaming system of Figure 1, according to an embodiment; - 7 Figure 3 is a schematic block diagram of operative components of the gaming machine shown in Figure 2; Figure 4 is a schematic block diagram representing the s structure of a memory of the gaming machine shown in Figure 2; Figure 5 is a schematic diagram of a networked gaming system; 10 Figure 6 is a further schematic block diagram of the gaming system; Figure 7 is a flowchart of an embodiment. 15 Detailed Description In an embodiment a game controller of a gaming device includes a game controller comprising a matching module 20 arranged to match symbols of a drawn symbol set against individual symbol elements of a symbol string. The drawn symbols are matched against the individual symbol elements according to a match rule implemented by a matching module. An award determiner module is also provided for 25 determining an award dependent on the number of matches confirmed by the matching module General construction of gaming system 30 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.
-8 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 5 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, 10 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 15 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 20 and the respective functions of the gaming machine and the gaming server are selectively modifiable. For example, the gaming system may operate in stand alone gaming machine mode, "thick client" mode or "thin client" mode depending on the game being played, operating conditions, 25 and so on. Other variations will be apparent to persons skilled in the art. Irrespective of the form, the gaming system comprises several core components. At the broadest level, the core 30 components are a player interface 50 and a game controller 60 as illustrated in Figure 1. The player interface is arranged to enable manual interaction between a player and the gaming system and for this purpose includes the - 9 input/output components required for the player to enter instructions and play the game. Components of the player interface may vary from 5 embodiment to embodiment but will typically include a credit mechanism 52 to enable a player to input credits and receive payouts, one or more displays 54, a game play mechanism 56 that enables a player to input game play instructions (e.g. to place bets), and one or more 10 speakers 58. The game controller 60 is in data communication with the player interface and typically includes a processor 62 that processes the game play instructions in accordance 15 with game play rules and outputs game play outcomes to the display. Typically, the game play instructions are stored as program code in a memory 64 but can also be hardwired. Herein the term "processor" is used to refer generically to any device that can process game play instructions in 20 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. 25 A gaming system in the form of a stand alone gaming machine 10 is illustrated in Figure 2. The gaming machine 10 includes a console 12 having a display 14 on which are displayed representations of a game 16 that can be played by a player. A mid-trim 20 of the gaming machine 10 30 houses a bank of buttons 22 for enabling a player to interact with the gaming machine, in particular during game play. The mid-trim 20 also houses a credit input mechanism 24 which in this example includes a coin input - 10 chute 24A and a bill collector 24B. Other credit input mechanisms may also be employed, for example, a card reader for reading a smart card, debit card or credit card. A player marketing module (not shown) having a s 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. 10 A top box 26 may carry artwork 28, 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 15 panel 29 of the console 12. A coin tray 30 is mounted beneath the front panel 29 for dispensing cash payouts from the gaming machine 10. The display 14 shown in Figure 2 is in the form of a video 20 display unit, particularly a cathode ray tube screen device. Alternatively, the display 14 may be a liquid crystal display, plasma screen, any other suitable video display unit, or the visible portion of an electromechanical device. The top box 26 may also include 25 a display, for example a video display unit, which may be of the same type as the display 14, or of a different type. Figure 3 shows a block diagram of operative components of 30 a typical gaming machine which may be the same as or different to the gaming machine of Figure 2.
- 11 The gaming machine 100 includes a game controller 101 having a processor 102. Instructions and data to control operation of the processor 102 are stored in a memory 103, which is in data communication with the processor 102. 5 Typically, the gaming machine 100 will include both volatile and non-volatile memory and more than one of each type of memory, with such memories being collectively represented by the memory 103. 10 The gaming machine has hardware meters 104 for purposes .including ensuring regulatory compliance and monitoring player credit, an input/output (I/O) interface 105 for communicating with peripheral devices of the gaming machine 100. The input/output interface 105 and/or the 15 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 module 113 generates random numbers for use by the processor 102. Persons 20 skilled in the art will appreciate that the reference to random numbers includes pseudo-random numbers. In the example shown in Figure 3, a player interface 120 includes peripheral devices that communicate with the game 25 controller 101 comprise one or more displays 106, a touch screen and/or buttons 107, a card and/or ticket reader 108, a printer 109, a bill acceptor and/or coin input mechanism 110 and a coin output mechanism 111. Additional hardware may be included as part of the gaming machine 30 100, or hardware may be omitted as required for the specific implementation.
- 12 In addition, the gaming machine 100 may include a communications interface, for example a network card 112. The network card may, for example, send status information, accounting information or other information 5 to a central controller, server or database and receive data or commands from the central controller, server or database. Figure 4 shows a block diagram of the main components of 10 an exemplary memory 103. The memory 103 includes RAM 103A, EPROM 103B and a mass storage device 103C. The RAM 103A typically temporarily holds program files for execution by the processor 102 and related data. The EPROM 103B may be a boot ROM device and/or may contain 15 some system or game related code. The mass storage device 103C is typically used to store game programs, the integrity of which may be verified and/or authenticated by the processor 102 using protected code from the EPROM 103B or elsewhere. 20 It is also possible for the operative components of the gaming machine 100 to be distributed, for example input/output devices 106,107,108,109,110,111 to be provided remotely from the game controller 101. 25 Figure 5 shows a gaming system 200 in accordance with an alternative embodiment. The gaming system 200 includes a network 201, which for example may be an Ethernet network. Gaming machines 202, shown arranged in three banks 203 of 30 two gaming machines 202 in Figure 5, are connected to the network 201. The gaming machines 202 provide a player operable interface and may be the same as the gaming machines 10,100 shown in Figures 2 and 3, or may have - 13 simplified functionality depending on the requirements for implementing game play. While banks 203 of two gaming machines are illustrated in Figure 5, banks of one, three or more gaming machines are also envisaged. 5 One or more displays 204 may also be connected to the network 201. For example, the displays 204 may be associated with one or more banks 203 of gaming machines. The displays 204 may be used to display representations 10 associated with game play on the gaming machines 202, and/or used to display other representations, for example promotional or informational material. In a thick client embodiment, game server 205 implements 15 part of the game played by a player using a gaming machine 202 and the gaming machine 202 implements 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 20 management server 206 may manage storage of game programs and associated data for downloading or access by the gaming devices 202 in a database 206A. Typically, if the gaming system enables players to participate in a Jackpot game, a Jackpot server 207 will be provided to perform 25 accounting functions for the Jackpot game. A loyalty program server 212 may also be provided. In a thin client embodiment, game server 205 implements most or all of the game played by a player using a gaming 30 machine 202 and the gaming machine 202 essentially provides only the player interface. With this embodiment, the game server 205 provides the game controller. The gaming machine will receive player instructions, pass - 14 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 s 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 200, including for 10 example a gaming floor management server 208, and a licensing server 209 to monitor the use of licenses relating to particular games. An administrator terminal 210 is provided to allow an administrator to run the network 201 and the devices connected to the network. 15 The gaming system 200 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 211. 20 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 25 may be run as a single "engine" on one server or a separate server may be provided. For example, the game server 205 could run a random generator engine. Alternatively, a separate random number generator server could be provided. Further, persons skilled in the art 30 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.
- 15 Persons skilled in the art will also appreciate that the method of the preferred embodiment could be embodied in program code. The program code could be supplied in a 5 number of ways, for example on a computer readable medium, such as a disc or a memory (for example, that could replace part of memory 103) or as a data signal (for example, by downloading it from a server). 10 Further Detail of the Game Controller The game controller 60 of an embodiment is shown in more detail in Figure 6. For simplicity, only those modules needed to carry out embodiments of the invention are 15 illustrated in Figure 6. Other standard and/or non standard modules may also be implemented for carrying out operation of normal and feature game play functionality. Referring to Figure 6, the game controller 60 includes a 20 processor 62 which is arranged to control game play and to determine a game outcome. It will be apparent that the processor 62 implements a number of modules, namely a random number generator module 621, symbol selector module 622, matching module 624, sequence module 626, award 25 determiner module 628 and display module 630, based on program code stored in memory 64. Persons skilled in the art will appreciate that not all modules need be implemented by processor 62. Other 30 implementations are envisaged. For example, the functional modules of Figure 6 may be implemented in hardware, or a combination of hardware and software as - 16 separate units. Any practical implementation of these functional units may be employed. Embodiments relate specifically to a variation of the 5 well-known game of Bingo. However, in contrast to conventional Bingo game rules, whereby a set of randomly drawn numbers is matched against a set of numbers provided on a Bingo card, embodiments described herein involve matching the drawn symbols, or elements thereof, against 10 symbol elements present within a symbol string and awarding a prize dependent on the number of confirmed matches. In other words the matching process involves looking within a symbol string or grouping to find matching elements. 15 In an embodiment at least one of the number of symbols to be drawn and number of symbol string elements is selected by placing a wager. The wagered amount may correspond to the number of symbols to be drawn. The number of symbol 20 elements may or may not be the same as the number of drawn symbols, depending on the desired implementation. Players may also have the option of selecting the individual symbol elements that make up the symbol string, 2S using either the touch screen and or buttons 107 provided on the gaming machine 10. Alternatively the symbol selector module 622 may automatically generate the symbol string with the aid of the RNG 621. Data representative of the selected symbol string and number of symbols to be 30 drawn is stored in memory 64 as string data 623 and symbol data 625, respectively. The drawn symbols and symbol string are displayed on a display of the gaming machine 10 with the aid of the display module 630.
- 17 During each game the symbol selector module 622 randomly draws the selected number of symbols for matching against the individual elements of the symbol string based on 5 symbol data 627 stored in memory 64, which specifies the available symbols. In an embodiment each drawn symbol may also comprise a plurality of individual symbol elements. For example, drawn symbols may take the form of real numbers and the drawn symbol elements are the individual 10 numerals which represent the real number. The matching module 624 is operable to match drawn symbols, or elements thereof, against the individual elements of the symbol string, in accordance with match 15 rules stored in memory 64 as rule data 627. Match rules may, for example, specify the order or grouping of individual drawn symbol elements to be matched against the drawn symbol elementss. The sequence module 626 of the game controller 60 is operable to notify the matching 20 module 624 of the next symbol string element or elements to be compared to the currently drawn symbol elementss, based on sequence data 629 stored in memory 64. For a sequential comparison, the sequence data 631 would indicate the next non-matched symbol string element to be 25 compared. In an alternative embodiment, the order in which the individual elements are to be compared may be reversed such that the last element of the symbol string is the first element to be compared against the drawn symbol. It will be understood by persons skilled in the 30 art that the match rules may specify any particular order or grouping of elements for comparison, dependent only on the desired implementation.
- 18 The award determiner module 628 determines the prize to be awarded to the player dependent on the number of matched symbol elements in the symbol string. Alternatively a prize may be awarded for achieving a particular match s pattern within the symbol string. The value of the award may be additionally dependent on an amount wagered in the game. The award may, for example, comprise a monetary award such as game credits, bonus games, a feature game or any other form of award. 10 A method 700 in accordance with an embodiment is summarised in Figure 7. In a first step 702 the number of symbols to be drawn is selected and a symbol string generated. At step 704 drawn symbols or elements thereof 15 are matched against individual elements of a symbol string, according to a match rule. At step 706 an award is determined dependent on the numbers of confirmed matches. Examples 20 Various examples of game play in accordance with embodiments will now be described. In each of the following examples, both the drawn symbols and symbol string are in the form of natural numbers. The number of individual elements, or numerals, which form the number 25 string is equal to the number of numbers to be drawn. A prize is awarded to the player only upon determining that all of the numerals of the number string have been matched by the drawn numbers. It will be understood by persons skilled in the art, however, that consolation prizes and 30 the like may be awarded even if some of the numerals within the number string remain un-matched. The value of the consolation prize may, for example, be dependent on the total number of matched numerals.
- 19 Example 1: In this example numerals of drawn numbers are matched against numerals present anywhere within a randomly 5 determined number string. Play begins with the player nominating that five numbers are to be drawn in the game. The symbol selector module 622 subsequently generates the number string of "12345" 10 with the aid of the RNG 621. Play proceeds with the symbol selector module 622 drawing a first number "20", utilising the symbol data 625 which specifies the available numbers. The matching module 624 then compares each individual numeral of the drawn number with the 15 individual numerals of the number string and confirms a match for the numeral "2", thereby leaving numerals "1345" un-matched. The next number drawn by the symbol selector module 622 is "31". Given that both "3" and "1" are present within the string, both numerals are confirmed as 20 matches. The third drawn number is "12". Since neither "1" nor "2" correspond with the remaining un-matched numerals of the number string (i.e. "4" and "5"), no matches are recorded by the matching module 624. The fourth number drawn by the symbol selector module 622 is 25 "4". Again, the matching module 624 compares the numerals (in this case only one) against each remaining non-matched numeral of the number string and confirms a match, thus leaving "5" as the only remaining un-matched numeral. The fifth and final drawn number is "32". Since neither "3" 30 nor "2" are matching numerals, the matching module 624 determines that not all numerals have been matched in the game and therefore no prize is awarded. A summary table for the above example is shown below.
- 20 Non-matched Drawn number Matched Draw Total number string numerals numbers No. of remaining matches "12345" "20" "2" 4 1/5 "1345" "31" "3" and "1" 3 3/5 "45" "12" no matches 2 3/5 "45I "4" "4" 1 4/5 "5" "32" no matches 0 4/5 Summary Table for Example 1 Example 2: 5 In this example numerals of drawn numbers are matched against individual numerals of a number string, in sequential order. Based on the player nominating that five numbers are to be 10 drawn, the symbol selector module 622 generates the number string "12345". Play proceeds with the symbol selector module 622 drawing a first number "10", utilising the symbol data 625 which specifies the available numbers. The matching module 624, utilising the match rule data 627 15 stored in memory 64, compares each individual numeral of the drawn number with the first non-matched numeral (i.e. in this case, "l") of the number string and confirms a match, leaving numerals "2345" un-matched. The next drawn number is "32". Again, utilising the match rule data 627, 20 the matching module 624 looks to see if either numeral of the drawn number corresponds to the next non-matched numeral of the symbol string (i.e. "2") and confirms a match. Since the other numeral of the drawn number is also the next non-matched numeral of the symbol string it 25 is also confirmed as a match. The third drawn number is "65". Neither "6" nor "5" match the next non-matched - 21 numeral of the number string (i.e. "4") and therefore no matches are confirmed. The fourth drawn number drawn is "43" . The numeral "4" present within the drawn number corresponds with the next non-matched numeral of the 5 number string and therefore a match is confirmed, leaving only one non-matched numeral of "5" remaining. The fifth and final drawn number is "75". The matching module 624 confirms a match for the final remaining numeral and notifies the award determiner module 628 that all numerals 10 have been matched in accordance with the match rule. The award determiner module 628 determines and awards the prize for five matched symbol elements by referencing a prize table stored in memory 64. A summary table for the above example is illustrated below. 15 Non-matched Drawn number Matched Drawn Total number string numbers numbers No. of remaining matches "12345" "10" "1" 4 1/5 "2345" "32" "2" and "3" 3 3/5 "45" "65" no matches 2 3/5 "45" "43" "4" 1 4/5
"
5" "175" "%5" 0 5/5 Summary Table for Example 2 In an alternative embodiment to that described above, the individual drawn symbol elements may be compared to any 20 selected symbol set (i.e. not merely a symbol string). For example, the drawn symbol elements may each be compared against symbols appearing in disparate locations on a game card (such as a Bingo card, Keno card or the like). Again rule data may specify the order in which the 25 elements are matched and the like.
- 22 In accordance with the aforementioned embodiments an alternative type of game play to that provided by traditional match games, such as Keno and Bingo may be achieved. By matching drawn symbols, or elements thereof, 5 against individual symbol elements present within a symbol string an increased number of potential match conditions may arise thereby potentially increasing player interest in the game. 10 It will be understood that the game may be implemented as a multi-player type game. In such an embodiment, the same set of drawn symbols is used for matching symbol elements of strings selected for each gaming machine. The symbol elements may be selected by a player of the corresponding 15 gaming machine, or randomly determined by the game controller 60. A prize may be awarded to the gaming machine which is first to match all symbol elements. Other prize awarding techniques are envisaged, such as prize awarding techniques used in conventional Bingo games 20 (e.g. major prize to first matched card with lesser prizes to second and third cards, etc.). In the above described embodiments the symbols took the form of numbers/numerals. It will be appreciated by 25 persons skilled in the art that the symbols utilised in game play may comprise symbols other than numbers. The symbols may be any symbols. For example, the symbols may include pictorial symbols or indeed a combination of both pictorial symbols and numbers. 30 It will be appreciated by persons skilled in the art that numerous variations and/or modifications may be made to the invention as shown in the specific embodiments without - 23 departing from the spirit or scope of the invention as broadly described. The present embodiments are, therefore, to be considered in all respects as illustrative and not restrictive. 5 It is to be understood that, if any prior art publication is referred to herein, such reference does not constitute an admission that the publication forms a part of the common general knowledge in the art, in Australia or any 10 other country. In the claims which follow and in the preceding description of the invention, except where the context requires otherwise due to express language or necessary 15 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 invention.

Claims (25)

1. A method of gaming comprising: matching drawn symbols in a drawn symbol set against 5 individual symbol elements of a symbol string, according to a match rule; and determining an award dependent on the number of confirmed matches. 10
2. A method of gaming in accordance with claim 1, wherein each drawn symbol comprises at least one drawn symbol element and wherein the at least one drawn symbol element is matched against the symbol string elements. 15
3. A method in accordance with claim 2, wherein the match rule specifies which symbol string elements are matched against the at least one drawn symbol element.
4. A method in accordance with claim 3, wherein the 20 match rule additionally specifies the order in which the symbol string elements are to be matched.
5. A method in accordance with any one of claims 2 to 4, wherein a match is confirmed upon determining that the at 25 least one drawn symbol element matches any one of the symbol string elements.
6. A method in accordance with any one of claims 2 to 4, wherein a match is confirmed upon determining that the at 30 least drawn symbol element matches the first non-matched symbol string element. - 25
7. A method in accordance with any one of the preceding claims, wherein the number of symbol string elements is dependent on the number of symbols to be drawn in the game. 5
8. A method in accordance with any one of the preceding claims, wherein at least one of the number of symbol string elements and drawn symbols is selected by a player. 10
9. A method in accordance with any one of the preceding claims, wherein the symbols are integers and wherein the symbol string comprises a series of integers which form a natural number. 15
10. A method of gaming in accordance with any one of the preceding claims, wherein the number of drawn symbols is dependent on an amount wagered by a player in the game.
11. A game controller comprising: 20 a matching module arranged to match drawn symbols of a drawn symbol set against individual symbol elements of a symbol string, according to a match rule; and an award determiner module arranged to determine an award dependent on a number of confirmed matches. 25
12. A game controller in accordance with claim 11, wherein each drawn symbol comprises at least one drawn symbol element and where the at least one drawn symbol element is matched against the symbol string elements. 30
13. A game controller in accordance with claim 12, wherein the match rule specifies which individual symbol - 26 string elements are matched against the at least one drawn symbol element.
14. A game controller in accordance with claim 13, 5 wherein the match rule additionally specifies the order in which the individual symbol string elements are to be matched.
15. A game controller in accordance with any one of 10 claims 12 to 14, wherein a match is confirmed upon determining that the at least one drawn symbol element matches any one of the symbol string elements.
16. A game controller in accordance with any one of 15 claims 12 to 14, wherein a match is confirmed upon determining that the drawn symbol is the first non-matched symbol of the individual string element(s).
17. A game controller in accordance with any one of 20 claims 11 to 16, wherein the number of symbol string elements is dependent on the number of symbols to be drawn.
18. A game controller in accordance with any one of 25 claims 11 to 17, further comprising an input module arranged to receive a player input specifying at least one of the number of symbol string elements and drawn symbols.
19. A game controller in accordance with any one of 30 claims 11 to 18, wherein the symbols are integers and wherein the symbol string comprises a series of integers forming a natural number. - 27
20. A game controller in accordance with any one of claims 11 to 19, wherein the number of drawn symbols is dependent on an amount wagered by a player. s
21. A gaming system including: a game controller according to any one of claims 11 to 20; and a display module arranged to display the matching step on a game display. 10
22. Computer program code which when executed by a processor implements the method according to any one of claims 1 to 10. 15
23. A computer readable medium comprising the computer program code of claim 22.
24. A method for implementing a game comprising transmitting or receiving a data signal comprising the 20 computer program code of claim 22 to a computer terminal.
25. A method of gaming comprising: matching individual drawn symbol elements against symbols of a selected symbol set, according to a match 25 rule; and determining an award dependent on the number of confirmed matches.
AU2009202055A 2008-05-26 2009-05-25 A Gaming System and Method of Gaming Abandoned AU2009202055A1 (en)

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AU2009202055A AU2009202055A1 (en) 2008-05-26 2009-05-25 A Gaming System and Method of Gaming
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