AU775638B2 - Gaming machine - Google Patents

Gaming machine Download PDF

Info

Publication number
AU775638B2
AU775638B2 AU10152/02A AU1015202A AU775638B2 AU 775638 B2 AU775638 B2 AU 775638B2 AU 10152/02 A AU10152/02 A AU 10152/02A AU 1015202 A AU1015202 A AU 1015202A AU 775638 B2 AU775638 B2 AU 775638B2
Authority
AU
Australia
Prior art keywords
symbols
array
gaming machine
symbol
machine according
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
AU10152/02A
Other versions
AU1015202A (en
Inventor
Jason Meyer
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Ainsworth Game Technology Ltd
Original Assignee
Ainsworth Game Technology Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Ainsworth Game Technology Ltd filed Critical Ainsworth Game Technology Ltd
Priority to AU10152/02A priority Critical patent/AU775638B2/en
Publication of AU1015202A publication Critical patent/AU1015202A/en
Application granted granted Critical
Publication of AU775638B2 publication Critical patent/AU775638B2/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

Links

Landscapes

  • Slot Machines And Peripheral Devices (AREA)

Description

-1-
AUSTRALIA
PATENTS ACT 1990 COMPLETE SPECIFICATION FOR A STANDARD PATENT
ORIGINAL
Name of Applicant: Ainsworth Game Technology Limited Actual Inventor: Jason Meyer Address for Service: BALDWIN SHELSTON WATERS MARGARET STREET SYDNEY NSW 2000 CCN: 3710000352 Invention Title: 'GAMING MACHINE' Details of Associated Provisional Application No. PR3214 dated 15 Jan 2001 The following statement is a full description of this invention, including the best method of performing it known to me/us:- File: 30432AUP02 IP Australia .Documents received on: r.
e :.JX 2002 -2- GAMING MACHINE FIELD OF THE INVENTION The present invention relates to gaming machines. The invention has been developed primarily for computerised gaming machines such as stand alone "poker machines" or Internet facilitated gaming. In light of the prevalence of these forms of gaming, the invention will be described herein with reference to that application.
However, the invention is not limited to this and may be suitable for many other applications.
SBACKGROUND OF THE INVENTION •10 Any discussion of the prior art throughout the specification should in no way be considered as an admission that such prior art is widely known or forms part of common general knowledge in the field.
Gaming machines have long been known and are now one of the most common ooeoo forms of gambling. Usually gaming machines will simulate a well-known game of chance. One of the oldest and best known forms of gaming machine is the rotating reel ooooo type "poker machine". Poker machines use a series of three, four or five reels, each reel having symbols on its peripheral edge. The reels are rotated upon the placement of a bet and then stopped to produce an array of randomly arranged symbols. Winnings are paid if the random arrangement of symbols matches one of the predetermined winning combinations.
Gaming machines can "pay winnings" in a variety of ways. These include dispensing money, dispensing tokens that can be redeemed for money, or simply adding credits to a credit meter that can be used for placing future bets or redeemed as money.
More recently these gaming machines have been computerised in the form of stand alone machines or simulations of the stand alone machines accessible via the Internet.
Computerised machines usually award winnings in the form of credits tallied on a credit meter. In light of their wide spread use, the invention will be described in the context of this type of winnings payment mechanism. However those skilled in the art will readily understand that the term encompasses many other payment mechanisms.
Computerised gaming machines use a video screen display instead of physically rotating reels. The display typically presents an array of symbols in five columns and three rows equating to the symbols that would normally be seen on the five physically oeooo rotating reels of an old style mechanical machine.
ooo.
10 Computerised machines have allowed players to simultaneously bet on the combination of symbols appearing in many different part of the array. These parts of the array are often referred to as "paylines" consisting of lines of adjacent symbols extending through the array. The symbols may be laterally adjacent each other (as in fiom the same oooo• row) or diagonally adjacent each other. They usually extend along each row as well as various angled or "zigzag" lines through the array. This provides a more interesting and exciting game than the old style mechanical machines which traditionally only offered a single payline through the middle row.
A common feature on gaming machines of this type is the use of "wildcards".
Wildcards are well known in many card games as cards that have been designated as substitutes for other cards. Similarly, wildcard symbols appearing in the array of symbols on a gaming machine can substitute for other symbols.
The appearance of a wildcard on any paylines carrying a bet is beneficial as it increases the probability of forming a winning combination. Wildcards can also provide an incentive for players to place bets on most, if not all the available paylines. Each -4symbol in the array will usually be part of more than one payline. Therefore, the probability of a winning payline (that is, a payline which carries a bet and shows a winning combination of symbols) is significantly increased if one or more wildcards appear in an array in which the player has bet on all available paylines.
Despite these significant benefits, players are now very familiar with the wildcard feature and its appearance in an array of symbols does not provide a strong sense of bonus or incentive for many seasoned players.
SUMMARY OF THE INVENTION It is an object of the present invention to overcome or ameliorate at least one of the disadvantages of the prior art, or to provide a useful alternative.
Accordingly, in a first aspect the present invention provides a gaming machine adapted to display an array of primary symbols randomly selected from a set of symbols and paying winnings on the occurrence of predetermined winning combinations of symbols within the array; wherein at least one of the symbols is associated with a set of secondary symbols, being a :subset of the set of symbols, such that; one of the secondary symbols substitutes for the primary symbol in response to a •**oo trigger, and winnings are paid on any winning combinations in the array with the primary •ooo symbol as well as any additional winning combinations in the array with the secondary symbol.
By configuring the machine so that some symbols can substitute for certain other symbols only, rather than just using wildcards which substitute for all other symbols, the game designer has many more mathematical possibilities on which to structure the game.
Preferably, the primary and the secondary symbols are displayed on a simulated three dimensional object within the array so that the three dimensional object moves in order to substitute the secondary symbol into the array.
In a further preferred form, the three dimensional object is a rectangular prism with the primary symbol initially on the front face and the secondary symbol is on another face such that the prism rotates in order to substitute the secondary symbol into the array.
In this form, it is further preferred if the secondary symbol is visible prior to the occurrence of the trigger but displayed in a manner that clearly indicates that it is not yet part of the array.
In one particularly preferred form, the array has a plurality of the prisms vertically 10 stacked into two or more columns such that each of the symbols in the array are the primary symbols initially on the fiont faces of each of the prism and the respective secondary symbols are shown on the respective side faces of the prisms. Conveniently, the prisms are cubes. In this embodiment, the trigger may cause only one of the cubes to rotate or alternatively, several of the cubes to rotate. In a still further preferred form, all the cubes in one of the columns may rotate, or even all the columns rotate.
i Conveniently, the trigger is a predetermined combination of symbols in the array.
Furthermore, the trigger may also be a predetermined combination of the secondary symbols shown on the side faces of the cubes.
According to another aspect, the present invention provides a gaming machine adapted to display an array of symbols randomly selected from a set of symbols and paying winnings on the occurrence of predetermined winning combinations of symbols within the array; wherein at least one of the symbols in the array is shown on an image of a three dimensional object such that; -6in response to a trigger, the image of the three dimensional object moves in order to substitute a different symbol, being another symbol from the set of symbols, into the array and winnings are paid on any winning combinations in the array having the initial symbol shown on the three dimensional object as well as any additional winning combinations in the array having the different symbol.
Preferably, the three dimensional object is a cube with symbols on at least two faces, one of the faces being the front face and the different symbol being on any of the other faces, such that; the cube rotates in response to the trigger to bring the different symbol into the array.
Preferably, the array has a plurality of cubes stacked into two or more columns and all the cubes in one of the columns rotate in response to the trigger.
Conveniently, the trigger is a predetermined combination of two or more adjacent symbols; the combination of symbols being graphically represented in the array as a single symbol of greater size than the individual symbols.
:The present invention provides the mathematical basis for a much greater range of outcomes for the game. In addition to having wildcards appear in the array, the game 20 allows certain symbols to be swapped for alternative symbols which may or may not be a S.wildcard. Accordingly, the game designer has more flexibility with regard to the level of winnings, the frequency of winning and all other aspects influencing the gaming experience. Furthermore, the use of a three dimensional style of display and oversized symbols, is more interesting and dynamic and therefore holds greater visual appeal for players.
o*o* -7- BRIEF DESCRIPTION OF THE DRAWINGS A preferred embodiment of the present invention will now be described, by way of example only, with reference to the accompanying drawings in which: Figure 1 shows a schematic representation of the display of a gaming machine according to the present invention; Figure 2 shows the display during a trigger event; and Figure 3 shows the display after the trigger event.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Referring to Figure 1, the gaming machine display shows cubes vertically stacked into three columns 10, 20 and 30. The front face 11, 12, 13, 32 and 33 of each cube has a symbol chosen from a set of symbols in order to form an array of randomly arranged symbols. Paylines 1-1 to 2-2 and 3-3 extend through the array to define the lines of symbols available for carrying a bet. If payline 1-1 is carrying a bet and the symbols appearing at 12, 22 and 32 match any of the predetermined winning combinations then payline 1 -1 is a winning payline and winnings are awarded to the player.
For the purposes of clarity, the example shown uses only 3 columns and 3 paylines. However, in reality it would be typical for the machine to have five or more columns each having more than three cubes. The number of paylines would typically exceed twenty. Columns, cubes and paylines are variables that are set at the discretion of the game designer.
Assuming that all three paylines 1-1, 2-2 and 3-3 are carrying a bet, only the symbols shown on the front face of the cubes (11, 21, 31, 12, 22 33) are considered when calculating any winnings. Symbols on the adjacent side faces of the cubes (14, 24, 34, 15, 36) are visible to the player but not used for the purpose of assessing any winnings.
Referring to Figure 2, the machine is configured such that the combination of symbols 36, 34 and 35 (in that order), is a trigger combination. Any winnings from winning paylines containing symbols 11, 12 and 13 are awarded to the player. Then as shown in Figure 3, the cubes in column 10 rotate in the direction shown by arrow 41 such that the symbols 14, 15 and 16 on the adjacent side faces are moved into the array.
Winnings are then awarded for any additional winning combinations that appear in the paylines having 14, 15 and 16.
To enhance the visual impact associated with the occurrence of the trigger, the combination of symbols 36, 34 and 35 is graphically displayed as if it were one oversized symbol 40 instead of three individual symbols. As shown in Figures if the individual symbols 36, 34 and 35 that comprise the winning combination are selected such that, when combined in the specified way, they spell a word or form a complete image or picture. In the example shown, the individual symbols 34, 35 and 36 can be combined in order to form the word "WIN" which is a simple yet effective way of o* 0€ signifying the trigger event as well as forming an oversized symbol o:.i It will be appreciated that this invention increases the number of possible outcomes oo*.
,which provides the mathematical basis for the game designer to exercise greater control over the nature and character of the game. Furthermore, the invention can be used in o oo too conjunction with standard wild card techniques or any desired variations to this theme.
a For example, the occurrence of any oversize symbols in the array can also function as wild cards which substitute for any other symbol. An oversized wild card in a standard a.
o. x 3 symbol array is likely to pass through most of the available paylines and its size has more visual impact, thus giving the player a strong sense of bonus when it appears.
The present invention has been described herein by way of example only. The embodiments shown are purely illustrative and should not be considered in any way restrictive on the spirit and scope of the broad inventive concept.
*o oo oo .o o

Claims (16)

1. A gaming machine adapted to display an array of primary symbols randomly selected from a set of symbols and paying winnings on the occurrence of predetermined winning combinations of symbols within the array; wherein at least one of the symbols is associated with a set of secondary symbols, being a subset of the set of symbols, such that; one of the secondary symbols substitutes for the primary symbol in response to a trigger, and winnings are paid on any winning combinations in the array with the primary symbol as well as any additional winning combinations in the array with the secondary symbol.
2. A gaming machine according to claim 1, wherein the primary and the secondary symbols are displayed on a simulated three dimensional object within the array so that the three dimensional object moves in order to substitute the secondary symbol into the array. 15
3. A gaming machine according to claim 2, wherein the three dimensional object is a o• •1i o rectangular prism with the primary symbol initially on the front face and the secondary oo• •i •o symbol is on another face such that the prism rotates in order to substitute the secondary symbol into the array. .1
4. A gaming machine according to claim 3, wherein the secondary symbol is visible ••co 20 prior to the occurrence of the trigger but displayed in a manner that clearly indicates that oo** o it is not yet part of the array.
5. A gaming machine according to claim 4, wherein the array has a plurality of the prisms vertically stacked into two or more columns such that each of the symbols in the -11- array are the primary symbols initially on the front faces of each of the prism and the respective secondary symbols are shown on the respective side faces of the prisms.
6. A gaming machine according to claim 5, wherein the prisms are cubes and the trigger causes only one of the cubes to rotate.
7. A gaming machine according to claim 5, wherein the prisms are cubes and the trigger causes several cubes to rotate.
8. A gaming machine according to claim 5, wherein the prisms are cubes and all the cubes in one of the columns rotate.
9. A gaming machine according to claim 5, wherein all the columns rotate.
10. A gaming machine according to claim 3, wherein the trigger is a predetermined combination of the symbols in the array.
11. A gaming machine according to claim 3, wherein the trigger is a predetermined combination of the secondary symbols shown on the side faces of the cubes. S*
12. A gaming machine adapted to display an array of symbols randomly selected from ooooo a set of symbols and paying winnings on the occurrence of predetermined winning combinations of symbols within the array; wherein at least one of the symbols in the array is shown on an image of a three dimensional object such that; in response to a trigger, the image of the three dimensional object moves in order S 20 to substitute a different symbol, being another symbol from the set of symbols, into the array; and -12- winnings are paid on any winning combinations in the array having the initial symbol shown on the three dimensional object as well as any additional winning combinations in the array having the different symbol.
13. A gaming machine according to claim 12, wherein the three dimensional object is a cube with symbols on at least two faces, one of the faces being the front face and the different symbol being on any of the other faces, such that; the cube rotates in response to the trigger to bring the different symbol into the array.
14. A gaming machine according to claim 13, wherein the array has a plurality of cubes stacked into two or more columns and all the cubes in one of the columns rotate in response to the trigger.
A gaming machine according to claim 14, wherein the trigger is a predetermined combination of two or more adjacent symbols; •the combination of symbols being graphically represented in the array as a single S 15 symbol of greater size than the individual symbols. .ooooi °•go
16. A gaming machine according to any one of the embodiments of the invention coo• substantially as herein described and shown in the accompanying representations. DATED this 25th Day of May, 2004 BALDWIN SHELSTON WATERS S 20 ATTORNEYS FOR AINSWORTH GAME TECHNOLOGY LIMITED 0•
AU10152/02A 2001-01-15 2002-01-11 Gaming machine Ceased AU775638B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU10152/02A AU775638B2 (en) 2001-01-15 2002-01-11 Gaming machine

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
AUPR3214 2001-01-15
AUPR321401 2001-01-15
AU10152/02A AU775638B2 (en) 2001-01-15 2002-01-11 Gaming machine

Publications (2)

Publication Number Publication Date
AU1015202A AU1015202A (en) 2002-07-18
AU775638B2 true AU775638B2 (en) 2004-08-12

Family

ID=25614108

Family Applications (1)

Application Number Title Priority Date Filing Date
AU10152/02A Ceased AU775638B2 (en) 2001-01-15 2002-01-11 Gaming machine

Country Status (1)

Country Link
AU (1) AU775638B2 (en)

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
AU1760197A (en) * 1996-02-23 1997-09-10 Aristocrat Technologies Australia Pty Limited Slot machine game with dynamic special symbols
AU8957998A (en) * 1997-10-29 1999-05-20 Aristocrat Technologies Australia Pty Limited Slot machine - with random line multiplier
AU3902701A (en) * 2000-03-31 2001-10-08 Aristocrat Technologies Australia Pty Limited Gaming machine with a fixed wild symbol

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
AU1760197A (en) * 1996-02-23 1997-09-10 Aristocrat Technologies Australia Pty Limited Slot machine game with dynamic special symbols
AU8957998A (en) * 1997-10-29 1999-05-20 Aristocrat Technologies Australia Pty Limited Slot machine - with random line multiplier
AU3902701A (en) * 2000-03-31 2001-10-08 Aristocrat Technologies Australia Pty Limited Gaming machine with a fixed wild symbol

Also Published As

Publication number Publication date
AU1015202A (en) 2002-07-18

Similar Documents

Publication Publication Date Title
US20020094857A1 (en) Gaming machine
US7252591B2 (en) Gaming device having symbol stacks
US6183361B1 (en) Finite and pari-mutual video keno
AU784796B2 (en) Gaming device having dual evaluation scheme
US6749502B2 (en) Gaming device having a multi-characteristic matching game
US6641477B1 (en) Electronic second spin slot machine
US6932340B1 (en) Method of playing a dice wagering game
US20050159208A1 (en) Gaming machine with expandable array
US20030069064A1 (en) Gaming machine
US20020047238A1 (en) Gaming machine
AU7941101A (en) Gaming device having independent reel columns
US20050288087A1 (en) Sequential placement of groups of symbols gaming machine
US20020082075A1 (en) Gaming Machine
AU2007101008A4 (en) Method for generating varied random numbers across multiple gaming consoles
US20070082728A1 (en) Electronic gaming machine, game and electronic gaming method
US7722457B1 (en) Method of playing a slot machine (“cumulative numeric awards”)
WO2006077383A1 (en) Game apparatus with multi-section display
US20050049026A1 (en) Method of playing a dice wagering game
AU2007201998B2 (en) Gaming machine with random symbol selection
AU775638B2 (en) Gaming machine
AU771762B2 (en) Gaming machine
AU785176B2 (en) Gaming machine
AU781061B2 (en) Gaming machine
AU770083B2 (en) Gaming machine
AU777028B2 (en) Gaming machine