AU783895B2 - Method and apparatus for configuring a slot-type wagering game - Google Patents

Method and apparatus for configuring a slot-type wagering game Download PDF

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AU783895B2
AU783895B2 AU69999/01A AU6999901A AU783895B2 AU 783895 B2 AU783895 B2 AU 783895B2 AU 69999/01 A AU69999/01 A AU 69999/01A AU 6999901 A AU6999901 A AU 6999901A AU 783895 B2 AU783895 B2 AU 783895B2
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Mark L. Yoseloff
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International Game Technology
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Description

P/00/011 28/5/91 Regulation 32(2)
AUSTRALIA
Patents Act 1990 COMPLETE SPECIFICATION STANDARD PATENT Application Number: Lodged: Invention Title: METHOD AND APPARATUS FOR CONFIGURING A SLOT-TYPE WAGERING GAME r The following statement is a full description of this invention, including the best method of performing it known to us METHOD AND APPARATUS FOR CONFIGURING A SLOT-TYPE WAGERING GAME Background of the Invention Field of the Invention The present invention relates to games of chance. In particular, it relates to a method of configuring a reel-slot game or video output gaming device to achieve a desired probability of occurrence of certain game outcomes.
Background of the Art Reel-slot gaming machines are among the most popular wagering devices in the United States. A typical mechanical slot machine is a three-reel device that is configured to randomly display three symbols on one or more pay lines from a number of symbol bearing reels.
With conventional mechanical reel-slot machines, the probability of occurrence of any particular three symbol game outcome is dictated by the game designer's choice of symbols, the number of reels, the number of positions on each reel and the number of times each symbol appears on each reel.
The frequency of occurrence, or "hit frequency" of each possible outcome, in combination with the percentage of coins dropped, or "hold" are considered in defining one or more pay tables for a given game. The physical configuration of a 20 typical mechanical reel-slot machine therefore imposes a practical limit on the maximum payout on mechanical reel slot machine outcomes.
Video gaming machines are also very popular. The types of games and formats provided on video output wagering machines is diverse. Among the many different types of wagering games provided in video format are Keno, Bingo, Card games (such as blackjack, draw poker, stud poker, wild card poker), reel slot simulations, craps, and a variety of specialty card games such as Five Deck FrenzyTM. Video wagering games have achieved a high level of consumer acceptance. The majority of these games are easy to learn, and offer interesting and entertaining features such as colorful graphics and sound effects, as well as interesting themes.
A majority of video output wagering machines are programmed to use video representations of symbols. The outcomes of the games are based on the random selection of symbols. If the randomly selected outcome is a winning outcome, a payout is made according to a pay table.
Game designers have been presented with the challenge of designing gaming machines that provide a prize or award with sufficient frequency so as to maintain player interest, and allow a sufficiently high rate of return to provide an incentive to the player to continue playing.
Some games are designed to pay the player less frequently, but pay higher value amounts when wins are achieved. Higher payouts are desirable because they are believed to attract more players to the game. Machines that pay higher payouts are also thought to attract players, interested in betting on a long shot. As the success of a gaming machine depends in-part upon the amount of play that it receives, selecting an appropriate and attractive payout strategy is important. Conventional mechanical reel-slot machines cannot be configured to provide opportunities for earning larger payouts, such as progressive payouts because of the physical limitations described above. The minimum probability of a payout for conventional slot machines is 1 in N raised to the power R, where N is the number of angular rotational positions on each reel and R is the number of S° 20 reels. The lowest probability that can be offered on a three reel, twenty reel stop position per reel machine would therefore be 1 in 8000 (20 to the third power).
Game designers have attempted to overcome the physical limitations of standard reel-slot machines on pay tables by designing games with additional and bigger reels. Additional and larger reels permit a larger number of symbol combinations and therefore increase the size of the prize for certain winning combinations.
Larger reel machines have not been well accepted by casino patrons. The larger machines are perceived as having less favorable odds of achieving winning symbol combinations. The mechanical equipment used to physically stop and lock the reels in a conventional reel-slot machine can also wear out and produce outcomes that are not purely random.
Electromechanical reel-slot machines have been introduced in an attempt to improve the reliability of conventional reel-slot machines. Electromechanical reel-slot machines are equipped with random number generators which select numbers assigned to each angular position on the reel. Electromechanical reelslot machines include a device to stop the reel at the selected angular position.
However, these machines still have the physical size and configuration which limits the size of the prize and the hit frequencies.
The inherent payout limitations of mechanical and electromechanical reelslot machines have been overcome in part by offering machines configured according to a method disclosed in Telnaes U.S. Patent 4,448,419.
Telnaes describes a method of providing payout odds which are independent of the hit frequencies determined by the geometry of a reel-slot machine. "Virtual" addresses are provided on one or more reels. For example, in a twenty reel stop position reel, position 19 may be assigned random numbers 1 and 21. When the random number generator selects 21, for example, a microprocessor instructs the device to display the symbol assigned to "virtual" stop 21. The microprocessor then instructs the reel to stop at a reel stop position bearing a symbol that matches the symbol assigned to virtual stop 21.
This technology advantageously allows the game designer to define the S: 20 probability of occurrence of a selected symbol that is different from a conventional three reel-slot machine. For example, a cherry symbol might be present on only one out of twenty reel stop positions, with a probability of occurrence of 1/20 or 0.05 for a cherry on that particular reel. By providing, for example, a reel with "virtual" reel positions, and by assigning a cherry symbol to two of the addresses, the odds of the cherry appearing on the same reel can be changed from 1 in (0.05) to 2 in 60 or (0.0333).
Although this technology is a vast improvement over conventional reel-slot devices, it still possesses certain disadvantages. The random number generator selects numbers corresponding to "virtual" stop positions on each reel independently of the other reels. Utilizing the Telnaes technology, the game designer is able to modify the probability of occurrence of certain game symbols, but the probability of occurrence of all possible game outcomes is completely dependent upon the selected number of reels, the number of virtual reel positions and the symbols assigned to each virtual reel position. In other words, the probability of occurrence of all possible game outcomes, including game outcomes requiring certain symbols to appear in a pre-determined order on the pay line (hereinafter referred to as a "positional win") and consequently payoffs cannot independently be assigned their own probability of occurrence practicing this method. For this reason, Telnaes does not provide the game designer with enough flexibility in determining the frequency of occurrence of certain combinations of symbols.
For example, if a positional win consisting of Cherry, Double Bar and Double Bar, in that order, is designated as the highest winning combination, under Telnaes, it might not be possible to offer other combinations with a cherry symbol appearing in a lower ranked combination because the probabilities of occurrence of the cherry in the first position in the different outcomes does not coincide with the probability needed to cause the cherry to appear frequently enough in other outcomes.
U.S. Patent 5,569,084 (Nicastro et al.) describes a method of selecting a probability of occurrence of selected symbol combinations in a reel-slot game.
20 According to a first example of the Nicastro method, all possible game outcomes (symbol combinations) are first defined. Each outcome is assigned to a position on a "branching tree" stored in ROM memory. The branching tree includes a main tier, branching tiers and terminal nodes. In the first example, each possible outcome is assigned to a terminal node. Each branching tier is assigned a probability of occurrence. This probability, along with the number of terminal nodes assigned to the branching tier determines the probability of occurrence of the symbol combination assigned to the terminal node. By selecting the position of each outcome on the branching tree, and the number of terminal nodes, if any, the probability of occurrence of each outcome is defined.
The Nicastro method identifies all possible outcomes, then assigns a probability of occurrence to each outcome. This in turn defines the relative probability of occurrence of each game symbol. The Nicastro method does not randomly and independently select each symbol on the pay line. Nor does this method teach that it would be desirable to randomly and independently select each symbol on the pay line.
In a second example illustrated in Nicastro, a single symbol is assigned to each terminal node, and then a random number generator selects a terminal node for each symbol selected. The symbols are independently and randomly selected. In this example, the method does not permit the game designer to assign a probability of occurrence to certain symbol combinations independently of assigning a probability of occurrence to the individual symbols.
Durham U.S. Patent 5,456,465 describes a method for operating a microprocessor based reel-slot machine. According to the method described by Durham, all possible symbol combinations in a reel-slot game are defined, and assigned a payout value. A random number generator selects a first multiplier number, and then a second multiplier number. The numbers are multiplied to arrive at a payout value. A random number generator then selects a single symbol combination from the set of symbol combinations assigned that particular payout value. The symbols are then displayed on the pay line. According to the method described by Durham, all game outcomes are preselected, and are then S. 20 assigned a payout value. The Durham method does not describe a method of randomly and independently selecting each symbol in an outcome.
The Durham and Nicastro (first example) methods utilize different techniques for assigning a probability of occurrence to a set of preselected game outcomes. Telnaes and Nicastro (second example) do not teach a method of assigning probabilities of occurrence to certain game outcomes independently of assigning a probability of occurrence to individual symbols. The probability of occurrence of game outcomes according to Telnaes and Nicastro (second example) cannot be "tuned" independently of the probability of occurrence of each game symbol.
It would be desirable to combine the ability to randomly select each symbol appearing on the pay line based on the assigned relative probability of occurrence of each game symbol and at the same time assign a probability of occurrence to certain categories of game outcomes. It would also be desirable to provide a method of configuring a reel slot or video gaming device having a preselected number of game outcome templates, whose game outcome templates can be assigned a probability of occurrence independently of the probability of occurrence of the individual game symbols used to fill the template.
It would also be desirable to define a game utilizing the method of the present invention to display all of or fewer than all possible outcomes.
SUMMARY OF THE INVENTION In one aspect, the present invention accordingly provides a method of configuring a gaming machine to randomly generate game outcomes, including the steps of: selecting a set of game symbols; selecting a plurality of outcome templates, each template including X variables; selecting a probability of occurrence for each outcome template; assigning a subset of game symbols from the set of game symbols to each template for defining outcomes for each variable; defining payouts for selected outcomes; and 20 configuring a gaming machine having X virtual or actual reels, which configuring randomly selects an outcome template, randomly selects a symbol from the subset of game symbols assigned to the selected template to fill each variable in the template, fills at least a portion of the template randomly with the selected symbols and displays the selected symbols on a pay line.
In a second aspect, the present invention provides a gaming machine with actual or virtual representations of reels, including: a cabinet; player controls mounted in the cabinet; a plurality of reels rotatable about a central axis and mounted for rotation in the cabinet; a visual display with at least one pay line; and a microprocessor mounted in the cabinet, wherein the microprocessor is equipped with a random number generator, and is programmed with a set of game symbols, a plurality of outcome templates having X variables, an assigned relative probability of occurrence of each template; a subset of game symbols assigned to each template, and a preselected group of winning combinations and corresponding pay values; wherein the random number generator randomly selects an outcome template, and then randomly selects a plurality of game symbols for filling in the template from the subset of game symbols assigned to the template and awards a payout if the symbols on the pay line correspond to one of a preselected group of winning symbol combinations.
In a third aspect, the present invention provides a method of configuring a gaming machine to randomly generate game outcomes, including the steps of: selecting a set of game symbols; selecting a plurality of outcome templates, each template including X variables; selecting a probability of occurrence for each outcome template; assigning a subset of game symbols from the set of game symbols to each template for defining outcomes for each variable; 20 defining payouts for selected outcomes; and configuring the gaming machine having X virtual or actual reels, which configuring randomly selects an outcome template, randomly selects at least one symbol from the subset of game symbols assigned to the selected template to fill each variable in the template, fills at least a portion of the template randomly with the selected symbols and displays the selected symbols on a pay line.
In a fourth aspect, the present invention provides a method of configuring a gaming machine to randomly generate game outcomes, including: selecting a set of game symbols; defining payouts for selected outcomes; 8 selecting a plurality of outcome templates with each outcome template having a probability of occurrence in the play of the gaming device, each template including X variables; assigning a subset of game symbols from the set of game symbols to each template for defining outcomes for each variable; and configuring a reel-slot gaming device having X reels, which configuring randomly selects an outcome template, randomly selects at least one symbol from the subset of game symbols assigned to the selected template to fill each like variable in the template, fills at least a portion of the template randomly with the selected symbols and displays the selected symbols on a pay line.
BRIEF DESCRIPTION OF THE DRAWINGS Figure 1 is a perspective view of a preferred three reel-slot machine configured according to the method of the present invention.
Figure 2 is a flow diagram illustrating the steps of the method of the present invention.
Figure 3 is a diagram of the device of a first embodiment of the present invention.
Figure 4 is a diagram of a second embodiment of a device according to the "present invention.
20 Figure 5 is a flow diagram illustrating one series of steps embodying the method of the present invention.
Figure 6 is a diagram of a device of a video gaming apparatus embodiment of a device according to the present invention.
Figure 7 is a diagram of another video gaming apparatus of the present invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS ~The present invention is a method for configuring a gaming device such as an electromechanical slot machine often referred to as a reel slot-type gaming apparatus) or video gaming machine which permits the game designer to define a number of outcome templates, and assign a probability of occurrence to each template independently of the probability of occurrence of each game symbol. Once the template is randomly selected, according to the present method, each symbol used to fill the variables within the template is randomly selected from a subset of symbols assigned to that template. After each of the symbols is selected, according to the present invention, the order in which the selected symbols appear on the pay line is randomly determined. The method of the present invention advantageously permits random selection of individual symbols, rather than combinations of symbols.
The present invention applies to reel-slot gaming devices and video output gaming devices, namely those gaming devices employing a microprocessor with a random number generator to determine game outcomes, as well as computer controlled electromechanical slot machines. Although the first example described below is a method of configuring a three reel-slot machine with a single pay line, the method of the present invention can be applied to virtually any type of gaming device that randomly selects and displays symbols.
The present method is not only useful for configuring gaming devices whose object is to match like symbols, but also has application for games whose object is to match dissimilar symbols. The present method is believed to be particularly well suited for application in connection with microprocessor-based electromechanical reel-slot machines.
20 Computer Controlled Electromechanical Slot Machine Although the method of the present invention is equally applicable to video gaming machine applications, the invention will first be described as an aspect of an electromechanical, computer controlled slot machine.
Referring now to Figure 1, an electromechanical slot machine configured according to the method of the present invention is equipped with a cabinet 12, a microprocessor mounted in the cabinet (not shown), a display area 14 with at least one pay line 16 and a plurality of reels 18 that are at least partially visible in the display area 14. Each reel 18 is mounted for rotation about a common axis. Upon activation by either pulling the lever 20 or activating a "spin" button 22, the three reels 18 begin to spin. The microprocessor (not shown) includes memory (not shown) and a random number generator (not shown).
According to the preferred embodiment, three mechanical reels are provided, each with twenty physical reel stop positions. The microprocessor determines the symbols that will be displayed, and then instructs a braking device to stop the reel at a position corresponding to the selected symbol.
Referring now to Figure 2, according to the method of the present invention, the first step in designing a reel-slot game is to select a set of game symbols 24. For example, a preferred set of game symbols is a doubler symbol, a seven symbol, a single bar symbol, a double bar symbol, a triple bar symbol, a cherry symbol and a blank. Preferably, the set of game symbols is subdivided into a plurality of symbol groupings of one or more symbols. Preferably, symbols within a given grouping perform a same or similar function. In the first example, the set of game symbols is divided into the following groupings: TABLE I Symbol Grouping Symbol 1 Doubler Symbol 2 Seven 3 Triple Bard, Double Bar, Single Bar Single Bar 4 Cherry Blank Although in this example, only the third grouping of symbols includes more than one symbol, the present invention contemplates including one or more symbols in each symbol grouping. The number of symbol groupings defining a game can vary according to the present invention. In the example, seven symbols define the entire set of game symbols. The game designer may choose a wide variety of symbols, and group them in any manner desired.
Although the game symbols in the first example are conventional slot symbols, any symbols capable of being distinguishable from other symbols in the group can be used according to the method of the present invention. For example, a deck of 52 conventional cards could define the group of game symbols. The game symbols in this example are: thirteen groupings of four each, 11 corresponding to Aces, Kings, Queens, Jacks, Tens, nines, eights, sevens, sixes, fives, fours, threes and twos. The game symbols can be grouped by suit, by face value, or by rank, for example. The symbols could also be numbers, colors, shapes, letters, symbols representing food, images of famous people or any number of other visual illustrations.
The ability to select templates allows for the ability to completely avoid assigning probabilities to specific symbols. For example, a template may have a specific set of symbols therein a jackpot will show three emeralds in a pay line, and the template will call for three emeralds). In that manner, no probabilities are assigned to -any of the emerald symbols, but the display of an emerald in each frame is required by the random selection of a template.
Similarly, if the template requires that, for example, frame one select from only emeralds and diamonds, frame two select from only emeralds diamonds and rubies, and frame three select from only rubies and coal, the operation of the system will stop the video output stream or the reel at (usually) the next symbol falling within the allowed set of symbols chosen by the template. Therefore, even if the distribution of symbols on a reel or on a data stream creates a relative probability or frequency of a symbol, the template alters or completely destroys S-that natural probability. For example, if there are twenty blank spaces, nine 20 diamonds, six rubies, four coals, and one emerald on a forty frame reel, the natural frequencies would be 20/40 blanks, 9/40 diamonds, 6/40 rubies, 4/40 coals, and 1/40 emeralds. Selecting a template wherein one of the frames may be filled with only blanks or coals alters the frequencies to 20/24 blanks, 0/24 diamonds, 0/24 rubies, 4/24 coals, and 0/24 emeralds. This neither changes nor assigns a natural frequency or probability, but requires satisfaction of the template by altering the specific frame event probability for a specific play of the game. In this manner, there is not a required step of "assigning a probability of occurrence to each game symbol." In fact, the natural frequency can be completely dysfunctional if the templates were selected without allowing a choice of a particular symbol. This was inherent in the play of the invention 12 described in our co-pending Australian Patent Applications Serial Nos. 18235/99 filed 14 December 1998 and 17271/99 filed 14 December 1998.
According to the method of the present invention, the game designer next selects a plurality of outcome templates 28. What is meant by an "outcome template" for purposes of this disclosure is a combination of X variables which are defined by the random selection of symbols from a subset of game symbols assigned to the selected template. Each template therefore represents one or more possible combinations of symbols. According to the present invention, the number of variables within each template defining the game remains constant.
According to the preferred method, each template has three variables, each corresponding to an outcome on each of three reels on a slot machine.
Each template is preferably defined by a combination descriptor, a range of possible symbol values for each element of that combination descriptor and an optional position flag. The combination descriptor describes the number of and type of game symbols which will appear in the final outcome, without regard for the order. For example, the combination descriptor A A A represents an outcome of three identical symbols. The order of appearance is unimportant in this example, because the symbols by definition must be identical. In contrast, the combination descriptor A B C (with no position flag) represents three different symbols, appearing in no particular order.
Certain letters, for example, A, B and C are identified as "active" elements, while other letters, for example, X, Y and Z are identified as "inactive elements" in the templates. The "active" and "inactive" requirements are constraints placed on each template variable. Game templates can include active, inactive or combinations of active and inactive elements. What is meant by an "active" element for purposes of this disclosure is a variable that is filled by one or more symbols in an outcome that can possibly be a winning combination. In certain cases, an active element or active variable may be a variable that can be used only in a winning outcome (such as a scatter pay or a symbol that will be shown in a particular frame only when there is a winning outcome, such as a traditional 'cherry' in the first frame of a three-reel slot). An "inactive" element for purposes 13 of this disclosure is a variable that cannot be part of a winning outcome in that particular combination. An inactive element may similarly be an element that can only be used in a losing template or as part of only a losing outcome, such as a lemon in the first position where there are no scatter pays allowed. The same symbol which may be active in one template may be inactive in another template, according to the present invention, and visa-versa. Certain designated "active" symbols may also be combined with "inactive" symbols to form a winning outcome. The present invention therefore also contemplates the use of templates that have a combination of active and inactive symbols which produce winning outcomes. According to the preferred method of the present invention, only combination descriptors having at least one active element produce winning outcomes.
According to the method of the present invention, each template is assigned a relative probability of occurrence 30. The game designer assigns the relative probabilities to the templates, independent of the probabilities of the individual game symbols. The relative probabilities may be different from one another, or may be the same.
The method of the present invention includes assigning a subset of symbols from the set of game symbols to each template 32. The subsets of symbols in Table IV below are defined by the "range," "grouping," "restriction" and "position flag" information.
Range and grouping information are provided for each individual template, according to the preferred method. Restriction and position flag information is optionally assigned to each template.
The range information defines the minimum and maximum number of symbols from each symbol grouping that can be used to fill each variable in the template. The range information has been defined in Table IV, below, in terms of the symbol groupings identified in Table I, above. However, it is not necessary to tabulate the information in this manner. In the preferred game of the present invention, seven symbols are arranged in symbol groupings one through five.
14 For example, template 2 has a combination descriptor AAA. According to the range and grouping information, the symbol can be selected from symbol groups 2, 3 or 4. There is a maximum of one symbol from each of the symbol groups, according to the "maximum grouping" information provided and a minimum of zero symbols from groups 2, 3 and 4. Referring back to Table I, variable A can be either a seven, a triple bar, a double bar, a single bar or a cherry. The subset of symbols assigned to template 2 defines the possible outcomes as: seven, seven, seven triple bar, triple bar, triple bar double bar, double bar, double bar single bar, single bar, single bar cherry, cherry, cherry Template 3 is defined by the combination descriptor AAB. Variable A includes a restriction. A is restricted to a symbol from symbol grouping 1. That is, A must be a double symbol. The maximum and minimum value is one from symbol group 1. As to the value of B, it must be a symbol that is different from A because the combination descriptor AAB requires A and B be different. B is selected from the groups 2, 3 or 4. The possible symbols used to fill the variable 20 for B is therefore a seven, triple bar, double bar, single bar and cherry. The subset of symbols corresponding to template 3 defines all possible outcomes as: double symbol, double symbol, seven double symbol, double symbol, triple bar double symbol, double symbol, double bar double symbol, double symbol, single bar double symbol, double symbol, cherry Position flags place additional requirements on how the template is filled.
In the game utilizing the templates defined in Table IV, the position flags are all equal to zero. In other words, this example of the game does not include positional wins. In order to change the game to one which requires a positional win, the "zero" for a certain outcome is changed to a 1. For example, template is ABB. A is restricted to a double symbol. This combination in another example is designed to pay only if the A is in the first position. The position flag information in this example is 1, 0, 0.
When designing multiple pay line games, it is often desirable to specify position flags and fill the positions those marked with flags prior to filling the remaining positions.
According to the method of the present invention, payouts are defined 34 and are assigned to each outcome. The payout can be zero or greater. Payouts of zero correspond to losing outcomes.
In the example described above, the preferred pay table is as follows: TABLE III Pay Table Combination Pays DS DS DS 800 7 7 7 TB TB TB DB DB DB BR BR BR CH CH CH 20 AB AB AB Any 2 CH Any 1 CH 2 Where DS is double symbol, 7 is a red seven, TB is a triple bar, DB is a eoeoo double bar, BR is a single bar, AB is any bar and CH is cherry.
In addition to the pay table defined above, the following additional rules apply to scoring a game configured according to the preferred method of the present invention: A double symbol functions as a wild card and is used to complete any winning combination. Double symbols double the value of a winning combination when used to complete that combination. A cherry in any position on the pay line is a winner. Two cherries in any position on the pay line is also a winner.
The templates preferably describe all possible outcome combinations.
According to the present invention, a reel slot gaming device having X variables is next configured 36. The game microprocessor is programmed to select a template and the template variables are defined by the random selection of symbols from the subset of symbols assigned to the template. According to the method of the present invention, the symbols from the subset are randomly selected, and the order in which each variable is defined is also randomly selected. When there is a position flag that has been assigned to the template, the flagged position is filled first. In the example summarized below in Table IV, no position flags have been identified.
Table IV summarizes the preferred subsets of symbols corresponding to each game template, numbered one through seventeen. It should be noted that in this example, templates one to seventeen represent all possible outcomes for the selected set of game symbols in the game designed according to one method of the present invention. In another example, the templates defining all game outcomes defines fewer than all possible outcomes for a given set of game symbols. For example, the game designer might want to eliminate a percentage of the outcomes that are losers, such as all outcomes containing blanks.
TABLE IV S 20 Range Minimum Maximum Position Template Grouping Grouping Flags Number Combination Active/ ••Descriptor Inactive 12345 12345 1 AAA Active 10000 10000 000 Inactive N/A N/A 2 AAA Active 00000 01110 000 Inactive N/A N/A
AAB
AAB
ABB
ABC
Active A Restrict Inactive Active Inactive Active A Restrict Inactive Active Restrict Inactive Active Inactive Active Inactive Active Inactive Active Inactive Active Inactive 10000 10000
N/A
00200
N/A
10000 10000
N/A
00200
N/A
000 11110 000
N/A
10200 000
N/A
11110 000
N/A
1020 1000
N/A
ABC
AAX
0* Sb
S*
S* S
S
S
55**
S
5*SS
ABX
AXX
00300
N/A
00010 00000 10010 00000 00010 00000 00010 00000 00300
N/A
00010 01 1 01 10010 01101 00010 01101 00010 01201 000 000 000 000 000 AXY 18 12 XXX Active N/A N/A 000 Inactive 00001 00001 13 XXY Active N/A N/A 000 Inactive 10000 10001 X Restrict 10000 14 XXY Active N/A N/A 000 Inactive 00000 01101 XYY Active N/A N/A 000 Inactive 10000 10001 Xrestrict 10000 16 XYZ Active N/A N/A 000 Inactive 10000 1 1 1 01 X Restrict 10000 17 XYZ Active N/A N/A 000 20 Inactive 00000 01201 As another example of how the combination descriptor and assigned subset of symbols defines all possible combinations for the selected template, the subset of symbols corresponding to template 7 will be described. The minimum and maximum symbol groupings indicate that there is a minimum and maximum of three symbols from grouping 3. Grouping 3 includes single, double and triple bars. Combination descriptor ABC indicates that the template must be filled with three separate active symbols. The combination descriptor ABC describes six possible outcomes. They are: 0 19 TABLE V single bar, double bar, triple bar single bar, triple bar, double bar double bar, single bar, triple bar double bar, triple bar, single bar triple bar, double bar, single bar triple bar, single bar, double bar Since there are no "position flags" for template 7, the order in which each symbol from grouping 3 appears in the outcome is not important. A position flag may be applied to an active element, an inactive element, or both. Templates including active and inactive elements list the active and inactive ranges separately. For example, template 8 is AAX. The inactive portion of the template, X is selected from groups 2, 3 or 5. Referring back to the table of groupings, X can therefore be a seven, any bar or a blank.
During play of the game, a random number generator which is preferably an integral part of the microprocessor selects the game template, based on the assigned probability of occurrence of all templates. The template probabilities are chosen by the game designer.
S'The specific symbols which fill the template are randomly selected from the 20 subset of symbols assigned to that template, based on the relative probability of occurrence of all eligible symbols for that template. Positions requiring active elements are randomly filled first, and then positions requiring inactive elements are randomly filled.
Another feature of the method of the present invention is that the random number generator selects the order in which the positions within the template are filled. If a position restriction (or "flag") exists in a template, that variable is filled first; then the remaining symbols are randomly selected to define the outcomes.
The microprocessor then instructs the reels to stop at the positions which cause the pay line to display the selected symbols.
The frequency of occurrence for each template in the example described above is shown in Table VI below: TABLE VI Template No. Frequency of Occurrence 1 1 2 2,000 3 200 4 5,000 400 6 400 7 10,000 8 10,000 9 1,000 15,000 11 15,000 12 17,000 13 15,000 14 30,000 10,000 16 10,000 17 70.000 20 Total 269,001 The probability of occurrence of each individual template is the frequency of occurrence of the template divided by the total number of occurrences of all templates in the game. For example, the probability of occurrence of any o••oo combination of symbols represented by template 17 is 0.2602 (70,000/269,001).
The individual probability of occurrence of each possible outcome within a given template is dependent in part upon the probability of occurrence of each symbol in the outcome, as well as the probability of occurrence of the selected template.
Table VII is a summary of all possible outcomes and probabilities for template 3: :template 3: TABLE VII Outcome Probability DS DS 7 8.35 X 10-6 DS DS TB 2.51 X 10-5 DS DS DB 8.35 X 10-5 DS DS BR 0.000209 DS DS CH 0.000418 where "DS" is double symbol, represents a seven, "TB" is triple bars, "DB" is double bars, "BR" is single bars and "CH" is cherry.
The probability of occurrence of each individual outcome in the set defined by template 3 is calculated from the template. The individual probability of occurrence of each possible symbol for an active element is summed, and identified as a denominator. The numerator is the probability of occurrence of the selected symbol, times the probability assigned to the template. The probability of occurrence for a given outcome for a given template is the template probability, times the symbol probability, divided by the denominator. For example, for the template 3 outcome DS DS 7, the probability of occurrence is 0.000743 (assigned template probability) x 0.007168 (probability of a (0.007168 0.02211505 0.071685 0.179211 0.358423) (sum of the probabilities of all possible symbols permitted for filling in template 3 (DS DS As another example, all possible outcomes of template 2 (A A A) are outlined in Table VIII below: TABLE VIII °Outcome Probability 777 8.35x10 TB TB TB 0.000251 DB DB DB 0.000835 BR BR BR 0.002088 oooQ° CH CH CH 0.004177 The probability of occurrence of 7 7 7 is the template probability, multiplied by the individual probability of occurrence of a seven, divided by the sum of probabilities of each possible symbol in the subset of symbols corresponding to template 2. The probability of occurrence of three sevens on the pay line is therefore 0.007435 x 0.007168 /(0.007168 0.021505 0.071685 0.179211 0.358423), or 8.353 x 10 s Once the probability of occurrence of each winning outcome template is assigned, the method of the present invention includes assigning a pay value to each outcome. The probability of occurrence of each winning outcome, times the pay value for the combination, equals the total pay. The winning combinations are those that have a payout.
Table IX is a summary of the possible symbol combinations of the game designed according to the preferred method of the present invention. Each symbol combination has a pay value, the template number from which the combination originated, the probability of occurrence of the symbol combination, the assigned pay value, and the total amount paid to the player: o* o•
TABLE
Combi DS DS DS DS DS DS DS DS DS DS DS DS DS 7 DS TB DS DB DS BR DS CH DS AB DS CH 777 TB TB DB DB BR BR CH CH AB AB Any 2 Any 1
IX
nation Template Prob.
DS 1 3.72x10- 0 6 7 3 8.35x10- 06 TB 3 2.51x10- 05 DB 3 8.35x10-5 BR 3 0.000209 CH 3 0.000418 7 5 1.67x10 0 5 TB 5 5.01x10- 05 DB 5 0.000167 BR 5 0.000418 ICH 5 0.000835 AB 6 0.001487 Any 9 0.003717 2 8.35x10- 05 TB 2 0.000251 DB 2 0.000835 BR 2 0.002088 ICH 2 0.004177 AB 4, 7 0.055762 CH 8 0.037175 CH 10,11 0.111524 0.219334 Hit Freq.
The sum of the total pays for Fre. Pays Total Pay 269001 800 0.002974 119705 320 0.002673 39902 160 0.00401 11971 100 0.008354 4788 40 0.008354 2394 40 0.016708 59853 160 0.002673 19951 80 0.00401 5985 50 0.008354 2394 20 0.008354 1197 120 0.016708 673 10 0.01487 269 10 0.037175 11971 80 0.006683 3990 40 0.010025 1197 25 0.020885 479 10 0.020885 239 10 0.041769 18 5 0.278809 27 5 0.185873 9 2 0.223047 0.923191 Return all possible winning combinations is the percentage return to the player. In the example, the hit frequency for the game is 0.219 and the percent return to the player is 92.32%. Table X below is a summary of the templates selected to define an exemplary game.
TABLE X Template Combination Number Description Fre. Prob.
1 DS DS DS 1 3.72x10- 6 2 AAA 2000 0.007435 3 DS DS B 200 0.00743 4 AAB 5000 0.018587 DS BB 400 0.001487 6 DS BC 400 0.001487 7 ABC 10000 0.037175 8 AAX 10000 0.037175 9 DS B X 1000 0.003717 AXX 15000 0.055762 11 AXY 15000 0.055762 12 XXX 75000 0.278809 13 DS DS Y 15000 0.055762 14 XXY 30000 0.111524 DS Y Y 10000 0.037175 16 DS YZ 10000 0.037175 S 20 17 X Y Z 70000 0.260222 269001 The last step of the present method includes configuring a gaming device to randomly select an outcome template from a set of game templates, based on the probability of occurrence of each template. Each variable in the template is filled from the subset of symbols assigned to the selected template. The symbols are randomly selected according to the probability of occurrence of the symbol. If one or more positions in the template include a position flag, those variables are filled first. Preferably, active symbols are filled before inactive symbols.
The present invention is a reel slot wagering device as illustrated diagrammatically in Figure 3. The device includes a cabinet (not shown).
Mounted within the cabinet is a microprocessor 40, player controls 42 and a visual display including a mechanical reel slot mechanism 44. The player controls 42 and reel slot mechanism 44 are electronically connected for communication with microprocessor 40 via data busses 45 and 47. Each reel 46, 48 and 50 is mounted for rotation about a common central axis 52. The visual display preferably includes at least one pay line 16 (shown in Figure 1).
The microprocessor is equipped with a random number generator, and this example is programmed with a set of game symbols, a relative probability of occurrence of each game symbol, a plurality of outcome templates, each having X variables, and an assigned relative probability of occurrence of each template.
The microprocessor is further programmed to provide a subset of game symbols corresponding to each template. The microprocessor is also programmed with a pay table. That is, a preselected number of symbol combinations, or outcomes and corresponding pay values are included in the programming. Upon placing a wager, the wagering device of the present invention randomly selects an outcome template, and then randomly selects a plurality of game symbols for filling the variables in the template from a subset of symbols corresponding to that template. If the outcome produces a win, the device pays the player an award according to the pay table.
The symbols for filling the template symbols may be selected in at least 20 two different ways. For example, if a template selected is template symbols A X Y and A X X, and the corresponding available game symbols for filling the template game symbols are: [A may be C D or [X may be F G or H] and [Y may be I J or there may be two distinct methods of selection for each template symbol to be filled. For template symbol A, the operation may randomly select a specific A and then fill the template with the selected game symbol for A, and that specific selected game symbol will be inserted in the space where A appears in the template. Alternatively, there may be a bit stream of symbols being evaluated, and upon selection of A in the first frame, the next appearance (or any S"additional selected position along the stream, such as the third game symbol within the set of game symbols allowable for A) of C, D or E in that bit stream will cause that symbol to be selected and placed to fill that frame of the template.
Thus, each available game symbol for template symbol A may be randomly selected, either specifically by a random number generator or by lifting from the bit stream symbol identifiers in a specific order, as is more similar to the effect of a physical reel in an electromechanical reel slot device.
The impact of these variations in random selection of the game symbols filling the template symbols becomes more significant in the second shown template of A X X where there are two similar template symbols. The selection of a specific game symbol for the symbol A a watermelon) means that both X template symbols would be the same single game symbol, a watermelon. If the operation of filling the template symbol from among the set of game symbols available for that template symbol is to select from among the group or set of game symbols available watermelon, orange and lemon) for the template symbol on a random basis for each frame where that template symbol is shown allows for different, but payout/non-payout equivalent symbols to be selected for each of those frames with the same template symbol. This can be described in terms of the method wherein configuring the reel-slot gaming device randomly selects only one symbol from the subset of game symbols to fill each like variable in the template, or wherein configuring the reel-slot gaming device may randomly select different symbols from the subset of game symbols to fill each like variable in the template. The subset of game symbols for filling at least one template may include an active element or an inactive element, and each of these types may be selected by random selection for all template symbols of like design or templatesymbol-by-template-symbol, on a frame by frame basis.
Preferably, the device of the present invention defines the subset of game symbols by range and symbol grouping as described above according to the method of the present invention. Similarly, optional position flags and restrictors are provided.
In the most preferred device of the present invention, X is equal to 3.
Alternatively, the device of the present invention utilizes more or fewer variables, such as 2, 4, 5, 6 or 7, for example. The templates are preferably defined as described in the discussion of the method, above, including the use of combination descriptors, the preferred seven symbols, five corresponding symbol groupings and the preferred pay table.
Video Gaming Machine Aspect of the Present Invention The present invention also applies to video output gaming devices such as stand alone video output wagering machines and multiple game platform machines. The method of the present invention can also be used to configure gaming machines of all types that are part of a wide area progressive network or other type of progressive network.
Video output gaming machines employ a microprocessor with random number generation capability to determine game outcomes. Although the example described below illustrates how to configure a three matching symbol game, the method of the present invention can be used to design any video output wagering game which randomly selects symbol sets to achieve game outcomes. The present method is not only useful for configuring gaming devices whose object is to match like symbols, but also has application for games whose object is to match unlike symbols. The "special symbol" game, which is described in detail below as an example of the present method, includes game outcomes with three symbols.
.Referring now to Figure 4, a video output reel slot simulation machine 100 S 20 configured according to the method of the present invention is equipped with a support structure which in the preferred embodiment is a cabinet 120. A microprocessor 480 is mounted in the cabinet (see Figure A display area 140 is provided with at least one pay line 160 and a visual display of video 25representations of a plurality of reels 180A, 180B and 180C. The reels preferably are at least partially visible in the screen display 140. Upon activation by depressing the "spin" button 220, a video representation of three spinning reels 180A, 180B and 180C appears on the screen display. The microprocessor 480 includes memory 560 and a random number generator 580. According to the preferred embodiment, video representations of three mechanical reels are provided. The microprocessor determines the symbols that will be displayed, and then communicates with the video output screen to display the selected symbols.
Referring now to Figure 5, the first step in designing a video game according to the present method is to select a set of game symbols 240. In one preferred game configured according to the present invention, the selected set of game symbols is: a balloon, red seven symbol, single bar, double bar, triple bar and blank. The balloon symbol according to the preferred method of the present invention serves several important functions. First, the symbol is a wild symbol.
"Wild" for purposes of this disclosure means a symbol which takes on the value of other symbols appearing in the same game outcome. For example, in an outcome including two double bars and a balloon, the value of the wild symbol is double bars, and is therefore a winning combination, according to the pay table 200, as shown in Figure 4.
The balloon symbol is merely one example of a special symbol of the preferred method of the present invention. The special symbol preferably not only acts as a wild symbol, but according to the preferred method of the present invention, serves two additional functions. The preferred special symbol is a "doubler." That is, all pay values are doubled when a special symbol is part of the outcome in the underlying game. For example, in Figure 4, the player has bet three coins (maximum bet), as shown in the "bet" area 300 of the screen display.
The player depresses the spin button 220, and the symbols appearing on the pay S 20 line 160 are bar, bar, balloons. According to the pay table 200, three bars pays 6 to 1. Since the special symbol appears as part of the game outcome, the payout doubles to 12 to 1 as shown in the "win" area 320 of the screen display.
Preferably, the special symbol feature activates a second screen feature, as shown in Figure 6 Preferably, the player cannot collect the win until the player selects one of a number of balloons 340 floating up the screen. Preferably, a touch screen display is provided to enhance the preferred second screen feature.
When the player touches the balloon 360 he has selected, a pin 380 appears and bursts the balloon, revealing a multiplier. Preferably, this multiplier is greater than zero so that the player does not put his entire winnings at risk by playing the second screen game. The second screen feature is described in more detail in my co-pending application for Method of Scoring a Video Wagering Game, filed March 12, 1997, and assigned serial number 08/820,438 whose disclosure is herein incorporated by reference.
Preferably, the multipliers are selected from the group: 0.5, 1.0, 2.0 and Alternatively, the multipliers are other values. The player randomly selects the multiplier, preferably by touching the selected balloon on the touch screen display. The balloon bursts, revealing a multiplier equal to 2. In this example, the player is paid 240 to 1, or 72 coins on his maximum 3 coin bet.
Preferably, the set of selected game symbols is subdivided into a plurality of symbol groupings. Symbols within a given grouping typically perform a same or similar function, but functional similarity is not required. In the preferred method, the set of six game symbols is divided into the following symbol groupings identified in Table XI below: TABLE XI Symbol Grouping Symbol 1 Balloon 2 Seven 3 Triple Bar, Double Bar, Single Bar 4 Blank 20 Although in this example, only the third symbol grouping includes more than one symbol, the present invention contemplates including one or more symbols in each grouping. The number of groupings defining a game can vary according to the present invention. In the example, six symbols, separated into four symbol groupings, define the entire set of game symbols. The game designer may choose a wide variety of symbols, and group them in any manner desired.
Any symbols capable of being distinguishable from other symbols in the group can be used according to the method of the present invention. For example, a deck of 52 conventional cards could define the group of game symbols. The game symbols could then be divided into thirteen groupings of four each, corresponding to Aces, Kings, Queens, Jacks, Tens, nines, eights, sevens, sixes, fives, fours, threes and twos. Examples of other suitable game symbols include animals, food, numbers, letters, shapes and colors.
According to the method of the present invention, the game designer next selects a plurality of outcome templates 280. What is meant by an "outcome template" for purposes of this disclosure is a combination of X variables which are defined by the random selection of symbols from a subset of game symbols assigned to the template. Each template therefore represents a set of one or more possible combinations of symbols. Preferably, the set of game templates includes all outcome combinations possible with the set of game symbols. In another embodiment, selected outcomes are excluded from the possible game outcomes. According to the present invention, the number of positions within each template defining the game remains constant. In the first example of designing a game according to the preferred method, each template has three variables, each corresponding to a video representation of a reel.
Each template is preferably defined by a combination descriptor, a range of possible symbol values for each element of that combination descriptor, restrictors and an optional position flag. The combination descriptor describes the number of and type of game symbols which will appear in the final outcome, S 'without regard for the order. For example, the combination descriptor A A A 20 represents an outcome of three identical symbols. The order of appearance is unimportant in this example. In contrast, the combination descriptor A B C represents three different symbols, appearing in no particular order.
Certain letters, for example, A, B and C are identified as "active" elements, while other letters, for example, X, Y and Z are identified as "inactive elements" in the templates. Game templates can include active, inactive or combinations of active and inactive elements. What is meant by an "active" element for purposes of this disclosure is a variable that may be defined by one or more symbols in an outcome that can be part of a winning combination. An "inactive" element for purposes of this disclosure is one or more symbols in an outcome that is a losing outcome. The same symbol which may be active in one template may be inactive in another template, according to the present invention. Certain designated "active" symbols may also be combined with "inactive" symbols to form a winning outcome. The present invention therefore also contemplates the use of templates that have a combination of active and inactive symbols which produce winning outcomes. According to the method of the present invention, only combination descriptors having at least one active element produce winning outcomes.
Referring back to Figure 5, according to the method of the present invention, each template is provided with a relative probability of occurrence 400.
The game designer assigns the relative probability of occurrence to each template, independent of the probabilities of the individual game symbols. The preferred game templates and assigned probabilities are provided in Table XIII below: TABLE XIII Template Relative Probability 1 0.017123 2 0.001712 3 0.042808 4 0.059932 0.006849 S6 0.015411 S 20 7 0.428082 8 0.256849 S9 0.171233 1 The method of the present invention includes assigning a subset of symbols from the set of game symbols to each template 420. The subsets of symbols in Table V below, are defined by "range," "grouping," "restrictor" and "position flag" information.
Range and grouping information are provided for each individual template, according to the preferred method. Restriction and position flag information is optionally assigned to each template, and is particularly useful in designing multiple pay line games.
32 The range information defines the minimum and maximum number of different symbols from each symbol grouping that can be used to fill each variable in the template. The range information has been defined in Table IX, below, in terms of the symbol groupings identified in Table I, above. However, it is not necessary to tabulate the information in this manner. In the preferred game of the present invention, six symbols are arranged in symbol groupings one through four.
As an example of how the range and grouping data are used, Template 1 will be described in detail. Template 1 is defined by combination descriptor A A A. According to the range and grouping information, the symbol can be selected from symbol groups 2 or 3. There is a maximum of one symbol from each of the symbol groupings, according to the "maximum grouping" information provided and a minimum of zero symbols from symbol groupings 2 and 3.
Referring back to Table XI, variable A can be either a seven, a triple bar, a double bar or a single bar. The subset of symbols assigned to Template 1 defines all possible outcomes as: seven, seven, seven triple bar, triple bar, triple bar double bar, double bar, double bar 20 single bar, single bar, single bar Template 2 is defined by the combination descriptor A A B. Variable B includes a restriction. B is restricted to a symbol from symbol grouping 1. That is, B must be a balloon. The maximum and minimum value is one from symbol grouping 1. As to the value of A, it must be a symbol that is different from B because the combination descriptor A A B requires A and B to be different. A is selected from the groups 2 and 3. The possible symbols used to fill the variable for A is therefore a seven, triple bar, double bar and single bar. Since there are no inactive variables in Template 2, the "inactive" portion of the table describing Template 2 indicates a The subset of symbols corresponding to Template 2 defines all possible outcomes as: seven, seven, balloon 33 triple bar, triple bar, balloon double bar, double bar, balloon single bar, single bar, balloon Position flags place additional requirements on how the variables in the template are defined. In the preferred game utilizing the templates defined in Table XV, supr, position flags are defined in Templates 2 and 6. In both templates, the active element is a balloon symbol, and the symbol must appear as the third symbol in the sequence of the game outcome. The position farthest to the right on the pay line in the preferred example is the only position in which the special symbol pays. In other words, Templates 2 and 6 define positional wins.
According to the method of the present invention, payouts are defined 440 and are assigned to each outcome. The payout can be zero or greater. Payouts of zero correspond to losing outcomes.
In the example described above, the preferred pay table is as follows: TABLE XIV Pay Table Maximum Maximum Coin Combination Pays Coins Bonus/Coin S 20 7 7 7 250 375 125 STB TB TB 100 100 DBDBDB 40 SB SB SB 6 6 AB AB AB 2 2 X X SS 1 1 Where DS is double symbol, 7 is a red seven, TB is a triple bar, DB is a double bar, SB is a single bar, AB is any bar and SS is a special symbol.
In addition to the pay table defined above, the following additional rules apply to scoring a game configured according to the preferred method of the S 30 present invention. The special symbol functions as a wild symbol and is used to complete any winning combination. Special symbols double the value of a 34 winning combination when used to complete that combination. The pay is preferably multiplied by the value of the multiplier randomly selected by the player in the second screen feature of the game. In the "special symbol" game example, the multiplier is equal to 0.5, 1.0, 2.0 and 4.0. The appearance of the special symbol in the game outcome preferably requires the player to participate in a second screen feature. In another embodiment of the method of the present invention, the player can decline to participate in the second screen game and accept the pay value of the game outcome from the under-lying game.
According to the present invention, a video output gaming device having X variables is next configured 460. The game microprocessor is programmed to select a template from the group of game templates. The template variables are defined by the random selection of symbols from the subset of symbols assigned to the template. According to the method of the present invention, the symbols from the subset are randomly selected, and the order in which each variable is defined is also randomly selected. For templates including a position flag, the flagged position is filled first.
Table XV summarizes the preferred subsets of symbols corresponding to each game template, numbered one through nine. It should be noted that in this example, templates one to nine represent all possible outcomes for the selected 20 set of game symbols in the game designed according to the preferred method of the present invention. In another example, the templates defining all game
:o outcomes defines fewer than all possible outcomes for a given set of game symbols. For example, the game designer might want to eliminate a percentage of the outcomes that are losers, such as outcomes containing three blanks.
a o° TABLE XV Range Minimum Maximum Position Combination Active/ Grouping Grouping Flags No. Descriptor Inactive 1234 1234 000 1 AAA Active 0000 0110 000 Inactive N/A N/A 2 AAB Active 1000 1 110 001 B Restrict 1 0 0 0 Inactive N/A N/A 3 A A B Active 0020 0020 000 Inactive N/A N/A 4 ABC Active 0030 0030 000 Inactive N/A N/A 5 ABC Active 1020 1020 000 A Restrict 1 0 0 0 Inactive N/A N/A 6 X YA Active 1000 1000 001 Inactive 0000 0111 20 7 XXX Active N/A N/A 000 Inactive 0001 0001 8 XXY Active N/A N/A 000 Inactive 0000 011 1 9 X Y Z Active N/A N/A 000 Inactive 0000 01 21 As another example of how the combination descriptors define all possible combinations for the selected template, Template 7 will be described. Template 7 is an inactive combination descriptor. That is, all outcomes defined by this template are losing combinations. The minimum and maximum symbol groupings 30 indicate that there is a minimum and maximum of one symbol from symbol grouping 4. Symbol grouping 4 includes blanks. Combination descriptor X X X describes the following outcome: blank, blank, blank Templates including active and inactive elements list the active and inactive ranges separately. For example, Template 6 is X Y A. The inactive portion of the template, X is selected from groups 2, 3 and 4. Referring back to the table of groupings, X is therefore defined as a seven, any bar or a blank.
During play of the game, a random number generator which is preferably an integral part of the microprocessor selects the game template, based on the assigned probability of occurrence of all templates. The template probabilities are chosen by the game designer.
The specific symbols which fill the template are randomly selected from the subset of symbols assigned to that template, based on the relative probability of occurrence of all eligible symbols for that template. Positions requiring active elements are randomly filled first, and then positions requiring inactive elements are randomly filled.
Another feature of the method of the present invention is that the random number generator selects the order in which the positions within the template are filled. If a position restriction exists in a template, that position is filled first; then the remaining symbols are randomly selected to define the outcome. The microprocessor then causes the video output display to show the selected **:symbols.
The frequency of occurrence for each template in the first example of a igame configured according to the present invention is shown in Table XVI: TABLE XVI Template No. Frequency of Occurrence 1 1,000 2 100 S3 2,500 =•oo 4 3,500 400 6 900 7 25,000 8 15,000 9 10,.00 Total 58,400 The probability of occurrence of each individual template is the frequency of occurrence of the template divided by the total number of occurrences of any template in the game. For example, the probability of occurrence of any combination of symbols represented by Template 9 is 0.1712 (10,000/58,400).
The individual probability of occurrence of each possible outcome within a given template is dependent in part upon the probability of occurrence of each symbol in the outcome, as well as the probability of occurrence of the selected template. For example, with Template 2, the combination descriptor is A A B.
The probability assigned to Template 2 is 0.001712. B is restricted to a "special symbol," and the position flag indicates that the special symbol appears on the third position on the video output display. Variable A is selected from symbol groups 2 or 3. Variable A is therefore a red seven, or any bar. The possible outcomes are: o bar bar SS 20 DB DB SS TB TB SS 7 SS fee.
The special symbol is wild, and therefore the probabilities of each separate combination are calculated as though all symbols are identical.
The probability of occurrence of bar-bar-SS is the probability of occurrence of Template 2, times the probability of occurrence of a single bar, divided by the sum of the probabilities of occurrence of all symbols assigned to the subset corresponding to Template 2.
P= 0.001712(.3861) =.001084 (.007722 .061776 .15444 .3861) When the symbols in the outcome are not alike, as in Template 3, the manner in which the probability of occurrence of each outcome in the template is determined slightly differently.
For example, the subset of symbols corresponding to Template 3 (A A B) includes six possible outcomes. A summary of all possible outcomes and corresponding probabilities of occurrence for Template 3 is listed in Table XVII below: TABLE XVII Outcome Probability DBDBTB .001514 DB DB SB .009462 SB SB DB .019601 TB TB SB .003136 TBTB DB .001254 SB SB TB .007841 Total .042808 where "DB" is double bar, "TB" is triple bar and "SB" is single bar.
20 For the Template 3 outcome DB DB TB, the probability of occurrence is 0.001514, and is calculated in the following manner: SP (DB DB TB) P(T) x P(DB) x P(TB) P(SB)+P(DB)+P(TB) P(SB)+P(TB) where P(T)is the template probability, P(DB) is the relative probability of occurrence of double bars, P(SB) is the relative probability of occurrence of single oo* bars and P(TB) is the relative probability of occurrence of triple bars. For outcome DB DB TB, the probability of occurrence is: 0.042808 x 0.15444 x 0.061776 0.3861 0.15444 0.061776 0.3861 0.061776 The probability of occurrence of a double bar in the second position is 1, because that variable is defined by the outcome of the first variable.
Once the probability of occurrence of each winning outcome template is assigned, the method of the present invention includes assigning a pay value to each outcome. The probability of occurrence of each individual winning outcome defined by each template, times the pay value for the combination, equals the total pay. The winning combinations are those that have a payout.
Table XVIII below is a summary of the symbol combinations that have a pay value, the templates from which the combination originated, the probability of occurrence of the symbol combination, the assigned pay value, and the total amount paid to the player for the first example of a game configured according to the method of the present invention: TABLE XVIII Comb.
7 7 SS TB TB SS DB DB SS SB SB SS 777 TB TB TB DB DB DB SB SB SB AB AB AB AB AB SS XX SS Temp Prob. Fre. Pays Total Pay 2.17E-05 0.000173 0.000434 0.001084 0.000217 0.001734 0.004335 0.010838 0.10274 0.006849 0.015411 0.143836 46136 5767 2307 923 4614 577 231 92 10 146 65 760 304 121.6 18.24 250 100 40 6 2 6.08 1.52 0.016473 0.052714 0.052714 0.019768 0.054188 0.1734 0.1734 0.065025 0.205479 0.041644 0.023425 0.87823 Max. Pay Bon. Coin with Bonus 380 .008237 0 0 0 0 0 0 12 .027094 0 0 0 0 0 0 0 0 0 0 0 0 0.03533 v The sum of the total pays for all possible winning combinations is the percentage return to the player. In the example, the hit frequency for the game is 14.38% and the percent return to the player is 91.36% when maximum coin is played, and the second screen "balloon" feature is provided.
Table XIX, below is a summary of the templates selected to define the preferred game: TABLE XIX Template Combination Number Descriptor Freq. Probability 1 A A A 1000 0.017123 2 A A SS 100 0.001712 3 A A B 2500 0.042808 4 A B C 3500 0.059932 A B SS 400 0.006849 6 X Y SS 900 0.015411 7 X X X 25000 0.428082 8 X X Y 15000 0.256849 9 X Y Z 10000 0.171233 58400 The last step of the present method includes configuring a video output gaming device 460 to randomly select an outcome template from a set of game templates, based on the probability of occurrence of each template. Each variable in the template is randomly filled from the subset of symbols assigned to the selected template. The symbols are randomly selected according to the probability of occurrence of the symbol. If one or more positions in the template includes a position flag, those symbols are filled first. Preferably, active symbols are filled before inactive symbols.
The present invention is a video output wagering device as illustrated diagrammatically in Figure 7. The device includes a cabinet (not shown).
Mounted within the cabinet is a microprocessor 480, player controls 500 and a video output display 440. The player controls 500 and video output display 440 41 are electronically connected for communication with microprocessor 480 via data busses 520 and 540. What is meant by "data bus" for purposes of this disclosure is electrical lines, and optionally minor electronic components. The microprocessor 480 is preferably programmed to display a symbol matching game with a second screen feature.
The microprocessor is equipped with a random number generator, and is programmed with a set of game symbols, may be programmed with a relative probability of occurrence of each game symbol, a plurality of outcome templates, each having X variables, and an assigned relative probability of occurrence of each template. The microprocessor is further programmed to provide a subset of game symbols corresponding to each template. The microprocessor is programmed with a pay table. That is, a preselected number of symbol combinations, or outcomes and corresponding pay values are included in the programming. When a wager is placed, the device of the present invention randomly selects an outcome template, and then randomly selects a plurality of game symbols for filling the variables in the template from a subset of symbols corresponding to that template. If there is a position flag or flags, those positions *are filed first. If the outcome produces a win, the device pays the player an award according to the pay table.
20 Preferably, the device of the present invention defines the subset of game symbols by range and symbol grouping as described above according to the method of the present invention. Similarly, optional position flags and restrictors are provided.
In the most preferred device of the present invention, the device is S 25 programmed to display a three symbol game with a second screen feature.
Alternatively, the device of the present invention utilizes templates with more or fewer variables, such as 2, 4, 5, 6 or 7, for example. The templates are preferably defined as described in the discussion of the method of the present invention, above, including the use of combination descriptors, the preferred six symbols, four corresponding symbol groupings and the preferred pay table.
Multiple Pay Line Gaming Machine Application Example of the Application of a Template Algorithm to a Multi-Pay Line Wagering Apparatus is described below: A list of all the templates designed and made available for the play of a three reel slot wagering apparatus is shown in Table XX (Appendix The symbols assigned to each group are summarized in Table XXI (Appendix A).
Although the final numbered template is Template Number 17, note that for convenience there are numerous variations of Template Number 12 12a through 12k) unified by the constant of the middle (mid) pay line being three blanks. Therefore, 27 Templates are actually shown. The Table of Templates shows that there are five groups of symbols available in this example (Groups 1, 2, 3, 4 and 5 of symbols) and that the descriptors for the class of symbols are A, B, C, X and Y. Looking at Template 1, the following information can be determined from the information. The Template 1 configuration is Top Line XXX Mid Line AAA Bottom Line XXX The X descriptor is limited in this system to a blank space. Therefore, S:template 1 would automatically provide three blank frames in the spaces exposed 20 in the Top and Bottom pay lines. The A descriptor is similarly limited to a single symbol in this template, A being the doubler, and the sequence of three A symbols providing a pay line of three doublers. When Template 1 is randomly S°selected by the random number generator in the operating system, the apparatus is directed to stop the reels in the position where all three frames in the Top and S 25 Bottom pay lines are blanks and the middle pay line will display the three doublers, the electromechanical system within the gaming device stopping the reels at the appropriate position.
It is also noteworthy and should be understood that the templates in a video wagering apparatus must be realistic, and must be based on the design and the probabilities available for the templates based upon the physical distribution of symbols on the reels. To explain this by way of example, the reel map is shown below, that map showing the physical distribution of symbols on the reel. A template could not be provided in a reel slot device with this reel map where all of the frames on Reel 2 displayed cherries. Because this is a physical reel (as opposed to a virtual reel on a video wagering apparatus), there are physical limits to the images that may be displayed on the templates. Therefore, in the design and implementation of a reel slot wagering system, a first step involves the combined design of a reel map and the selection of templates with combinations of symbols on the various pay lines that can be physically achieved with the actual physical reels and reel maps. It is assumed in the discussion of this example, as has actually been done with the templates shown, that all combinations of pay lines shown on each of the templates is possible with the existing reel map.
It should also be noted that there are position flags that may be assigned to particular templates. Because certain symbols are repeated on the reel maps, where a position flag is provided on the template, the reels or at least one reel may have to be stopped in a particular position (rather than merely when the first appearance of a symbol within the group allowed or required by the Template **.*.Symbol the descriptor occurs) so that the symbol requirements for other Sframes on other pay lines will also be satisfied. For example, if the Template 20 showed an active symbol (a 7) on Reel 2 Frame 2 and an active symbol that provides a win in combination with a specific symbol (cherry) in Reel 1 Frame 2, only the cherry in reel position 16 may be selected to provide the cherry in reel position 14. Therefore, when that template is randomly selected, the apparatus will require that reel position 16 be displayed in Reel 2, Frame 2 as the other 7 can not satisfy the requirement of the cherry in the pay line above the 7.
A more complex event in the operation of this series of templates is shown in Template 12g. Here, as described elsewhere in the operation of the template, one or more inactive symbols may be selected by the operation of this equipment on this particular template. Reel three allows a minimum of two symbols to be present to meet the requirement of the Descriptor, so the apparatus would stop the second reel at any preselected occurrence of a symbol matching that descriptor, and then the third reel would duplicate that symbol. The second reel does not have to stop at a particular symbol in this example, but any symbol within the class defined by the descriptor, while the third reel, based on the parameters of the template, would then have to stop at a position where the symbol matched the symbol of the second reel. Hence the identification is placed in the column identifying the symbols as active or inactive that this particular template restricts the position of at least one reel with respect to the descriptor D (hence the nomenclature "D Restrict" in the column).
The totality of the chart showing the 27 templates that may be used in the practice of the present invention therefore completely enables practice of the invention, even with a reel slot wagering apparatus. Table XXII (Appendix A) shows a reel map of this example of the invention. Table XXIII a-e, (Appendix A) shows the percentage return to the player and casino hold values for this example of the invention. Other attributes of the invention displayed in this chart of the templates are further described in the detailed description of the invention.
The system of the present invention may operate with the standard memory used in conventional video wagering or reel-slot-type wagering apparatus or use the more sophisticated memories available within the information arts, which are only now being introduced to the gaming industry in S 20 wagering apparatus. The device of the present invention operates in the general manner of a typical electromechanical or video wagering reel-type slot gaming machine, with the specific improvements defined herein added to a wagering system. Images are provided of various frames representing positions on a virtual reel. The images are displayed (electromechanical), created and treated 25 by the underlying apparatus the reels, the microprocessor, computer, hardware, software, and the like) to move the reels and their exposed frames or give the appearance of the frames on the reel moving (usually revolving across the virtual reel) across the screen or being randomly displayed within the frames.
As is typical with such reel slot-type electromechanical gaming apparatus or video reel-type slot devices, the symbols stop, the system evaluates the types and number of symbols on pay lines, and a resolution of the game is provided.
An Exemplary Operating System The following discussion is intended to provide a brief, general description of suitable personal computing environments within which the invention may be implemented, although network, motherboards, wired processors, microprocessors, and the like may be used instead of the PC described. While the invention will be described in the general context of an application program that runs on an operating system in conjunction with an operating system platform such as a personal computer, those skilled in the art will recognize that the invention may also be implemented in combination with other program modules.
Generally, program modules include code, applets, routines, programs, components, objects, commands, data structure, etc. that perform particular tasks or implement particular abstract data types. Moreover, those skilled in the art will appreciate that the invention may be practiced with other computer system configurations, including hand held devices, multiprocessor systems, microprocessor-based or programmable consumer electronics, LAN (large area networks), WAN (wide area networks), microcomputers, mainframe computers, and the like. Multiple gaming devices may be operated out of a single mainframe or central series of computers. The invention may thus be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a communication network. In a distributed computing environment, program modules may be located in both local and remote storage devices.
An exemplary, non-limiting system for implementing the present invention includes a conventional personal computer (also referred to as a client computer), including a processor or microprocessor, a system memory, and a system bus that couples the system memory to the processor. The system memory may include read only memory (ROM) and random access memory (RAM). A basic *input/output system (BIOS) is usually stored in the ROM. The BIOS essentially contains the basic routines that help to transfer information between elements within the personal computer during certain computer operations, such as during start-up. The personal computer further may include a hard disk drive, a 46 magnetic disk drive that reads from and writes to a removable disk), and an optical disk drive that reads from a CD-ROM disk or reads from or writes onto other optical media). The hard disk drive, magnetic disk drive, and optical disk drive may be connected to the system by any mechanism such as a hard disk drive interface, a magnetic disk drive interface, and/or optical disk drive interface, respectively. The drives and their associated computer-readable media provide non-volatile storage for the personal computer. Although the description of computer readable media above includes the hard disk drive, a removable magnetic disk and a removable optical disk, such as a CD, its should be readily appreciated and understood by those of ordinary skill in the art that other types of media which are readable by computer or other artificial intelligence, such as magnetic cassettes, flash memory cards, flash memory disks, ZIP disks, digital video disks and tapes, Bernoulli cartridges, and the like, may also be used in the exemplary operating environment.
A number of program modules may be store in the drives and RAM, such as an operating system and a network browsing program module. In general, the network browsing program module is a tool used to interact with other computers over data networks, such as the internet and the World Wide Web. The network :browsing program module is also a tool capable of using downloadable program 20 modules, such as the puzzle control module, to direct operation of the personal computer. The drives and RAM may also store other program modules, program data (such as image data, player input data, random number generators, comparator data, look-up tables, and other game play data). The image capability of enabling morphing should also be included in the information system 25 of the invention and well as other graphic enhancers.
The operating system, in conjunction with the BIOS and associated device drivers, may provide the basic interface between the computer's hardware and software resources, the user, and program modules such as the network browsing software module. A user may enter commands and information into the personal computer through a touch pad, activating buttons, button panels, touch screen surfaces, light wand surfaces, joy sticks, and/or a keyboard, and an input or pointing device such as a mouse. Other input devices may include a microphone (with voice recognition software), game pad, tracking ball, light gun, scanner, satellite dish, joy stick, light wand, or the like. These and other input devices are often connected to the processor through a serial port interface, such as a game port or a universal serial bus (USB). A monitor or other type of display device a public view screen, integrated monitors, serial monitors, grid monitors, and the like, with any imaging format, such as CRT, plasma screen, projection viewing, liquid crystal display, light emitting diode (LED) display, etc.) is also connected to the system bus by way of an interface, such as a video adapter. In addition to the monitor, personal computers used in the gaming industry would typically include other peripheral output devices (not shown), such as peripheral light displays, audio systems, speakers, alarms, and the like.
As discussed earlier, the gaming system of the present invention is embodied in the housing, information storage, gaming modules and the like of the gaming apparatus as software, hardware or a combination of software and hardware. The information for particular games is typically stored in a game control module that essentially provides all of the information and controls and commands and responses in the play of he particular game of the invention. In one exemplary operating environment, the game control module is used in 20 conjunction with a network browsing program module, which is supported by an available operating systems such as Microsoft Corporation's Windows "Windows 98," "Windows NT," Microsoft Office" operating systems, LINUX, UNIX, :Macintosh Operating systems, or the like. However, it should be understood that the invention may be implemented for use with other network browsing program 25 modules and with other operating systems and hardware, such as Microsoft Corporation's "Windows "Windows 7.0" operating systems, IBM S.Corporation's "OS/2" and "AIX" operating systems, SunSoft Corporation's S:"SOLARIS" operating system, Hewlett-Packard Corporation's "HP-UX" and "RT- UX" operating systems, and the operating systems used in "MACINTOSH" computers manufactured by Apple Computer, Inc.
48 Although the present invention has been described with reference to preferred embodiments, workers skilled in the art will recognize that changes may be made in form and detail without departing from the spirit and scope of the invention.
ee 49 APPENDIX A TABlLE XX
TEMPLATES
Minimum Maximum Group Group Group Group Group Group Group Group Group Group I fliiu~rintnr Positinn Fisos Nou. xpt Line Descipto___23_4____23 _4__Postion___a 1 (3 blanks) top XXX Active Intactive 0 0 0 0 1 0 0 0 0 (3 double symbols) mid AAA Active 1 0 0 0 0 1 0 0 0 0 Inactive (3 blanks) bottom X XX Active Inactive 0 0 0 a 1 0 0 0 a 1 2 (3 blanks) top XXX Active inactive 0 0 0 0 1 0 0 0 0 1 (3 non double matctu) mid AAA Active 0 0 0 0 0 0 1 1 1 0 Inactive (3 blanks) bottom X XX Active Inactive 0 0 0 0 1 0 0 0 0 1 3 (3 blanks) top XXX Active Inactive 0 0 0 0 1 0 0 0 0 1 (2 doublersaI ymfbol) mid AAB Active 1 0 0 0 0 1 1 1 1 0 Inactive A Restrict 1 0 0 0 0 (3 blanks) bottom X XX Active Inactive 0 0 0 0 1 0 0 0 0 1 4 (3 blanks) top XXX Active Inactive 0 0 0 0 1 0 0 0 0 I (mixed ba 1 repeat) mid AAB Active 0 0 2 0 a 0 a 2 0 a Inactive (3 blanks) bottom XXX Active Inactive 0 0 0 0 1 0 0 0 0 1 (3 blanks) top XXX Active Inactive a 0 0 a 1 0 a 0 0 1 (I doubler 2matchl mid ABD Active 1 0 0 0 0 i 1 1 1 a Inactive A Restict 1 0 0 a a (3 blanks) bottom X XX Active Inactive a a a a 1 0 a a a 1 6T (3btaitks) top XXX Active tnacttve 0 a a 0 1 a a 0 a 1 (1ldoubler 2 tixed bar) mid ABC Active 1 0 2 0 a 0 2 0 a Inactive A Restrict 1 a a a a (3 bants) bottom XXX Active tInactive 0 a a a i a a a a 1 7 (3 blanlks) top XXX Active tnactiv a a a 0 1 a a a a 1 (3 mixedbars)) mid ABC Active 0 a 3 a a a a 3 0 a Inactive (3 blanks) bottom X XX Active Inactive a a a 0 1 0 a a a 1 8 (3 blanksc) top XXX Active Inactive a a 0 0 1 a a a 0 1 (2 cherries Isymb) mid AAY Active a a a i a 1 1 a tnactive a a a a a a 1 1 a a (3 blanks) bottom XXX Active Inactive a a a a a a a a 8b (2 blanks IsymTb) top XXY Active Inactive 0 a a a 1 1 a X restrict 0 a a 0 1 (2 cthemeeIblark)) mid AAX Active 0 a a 1 a a a 0 1 a Inactive a a 0 0 1 a a a a (2 blanks 1 symb) bottom X X Active Inactive a a 0 a 1 1 1 1 a 1 ac (2 blankslIchlery) top XXA Active Inactive a o a 0 a (2 cherriesIlank*)) mid AAX Active a 0 0 1 a a a 0 1 a Inactive a 0 a 0 1 1 1 1 1 1 (2 blankslId"rr) bottom XXA Active a a 0 t a a a a a inactive M a a a 0 i 1 1 1 a 1 9 (3 blanks) {'iAd. Cherry, symbol)) (3 blanks) (3 blanks) (chef ry.2 matcht symbol)) (3 blanks) 11 (3 blanks) Inactive mid ABY Active Inactive bottom XXX Active Inactive I t top XXX Active Inactive mid AYY Active Inactive bottom X XX Active Inactive 1 I top XXX Active Inactive (cherry.2 non- match symbol)) mid A YZ Active 0 0 0 0 APPENDIX A
TABLEXX
TEMPLATES
Minimum Maximum Group Group Group Group Group Group Group Group Group Group I Oennt~ Inactive 0 1 1 0 0 0 1 2 0 0 (3 blankS) bottom X XX Active Inactive 0 0 0- 0 1 I 0 0 0 1 12 (3 non Match non double) top X YZ Active Inactive 0 1 2 a 0 0 1 2 0 0 (3 blanks) mid WWW Active Inactive 0 0 0 0 1 0 0 0 0 1 (3 noni match non double) bottom X YZ Active inactive 0 1 2 0 0 0 1 2 0 0 12b (3 non match one doubtr) top XYZ Active Inactive 1 1 I 0 0 11 1 1 0 1 (3 blanks) mid WWW Active Inactive 0 0 0 0 1 0 a a 0 1 (3 non match one double) bottom X YZ Active Inactive I a a 1 1 1 a 0 12c (3 doublers) top AAA Active 1 a a a a 1 a a a a Inactive (3 blanks) mid XXX Active inactive a a a a a a a a (Cherry two match) bottom BYY Active a a a 1 a a a a a Inactive a 1 1 a a a 1 1 0 a B must be onMiddle Rel 12d (Chlerrytwo match) top BYY Active a a a i a a a a 1 0a Inactive 0 1 1 a a 0 1 1 a 0 B must bean Middle Rel (3 blanks) mid XXX Active Inactive a a 0 a 1 a a a a (3 doublers) bottom AAA Activ 1 a a a a a a a a Inactive_ 12e (2 Dublerad any Symlbol) top CCD Active 1 a a a 0 1 1 1 1 01 Inactive 0 must be on Middle Reel C Restict 1 a a a 0 (3 blanks) mid XXX Active inbctive a a a a a a a a (3 match symbol$) %bottom AAA Active 1 0 a a 0 a a a a Inactive 12f (3 matonsyn~PWl) bottom AAA Active 1 a a a a 1 a 0 a a Inactive C Restrict 1 0 a a a (3 blanks) mid XXX Active Inactive a a a a 1 0 a 0 a and any Symbol) top CCD Active 1 0 a a a 1 1 1 1 a 1 Inactive must be on Middle Reel 12g (3 any bawith repeat) bottom ABB Active a 0 2 a a a a 2 a a inactive DORestrict 1 a a a a (3 blanks) mid XXX Active Inactive a a a a 1 a a a 0 1 (Idoubler2 epat symbol) top CCD Active 1 a a a 0a 1 a a Irmacitive must be on Middle Reel 1 2h 1ldoubler2 rpeat symbl) top CCD Activ 1 a a a 0 1 1 1 a a Inactive C must be on Middte Reel 0ORestrict 1 a a a 0 (3 blanks) mid XXX- Active inuatie a a a a a a a a (3 any bar with repeat) bottom ABB Active a a 2 a a a a 2 a a tinactive 12i 2duhnm smlbol top AAX Active a a a 1 a a 1 1 1 0 inlactive a a a a a a 1 1 0 a (3 blanks) mid WWW Active inactive a a a a 1 a a 0 a (IldouleIcherylIsymbol) bottom ABY Active 1 a a 1 0 1 0 0 1 0 Inactive a a a a 0 a 1 1 a 0 12j (IldoublIdWTYlISYmbOl) top ABY Active 1 a a 1 a a 0 a 1 0 Inlactive a a a a a a 1 a 0 (3 blanks) mid WWW Activ Inactive a a a a 1 0 a a a (2chern;3Iesaymbl) bottom AAX Active a a a 1 a a 1 I 1 a Inactive a a a a a 0 1 1 0 0 12It(id doublermixed bars) top ABC Activ 1 a a 1 0 1 0 2 0 01 Inactive B must be on Middle Reel A Restict 1 a a a a (3 blanks) mid WWW Active tinactive a a a a 1 a a 0 a (wild doubler mixedbars) bottom ABC Active a a a 0 1 0 2 a a Inactive C must be on Middle Reel C 13 (2 blanks anda cherry) (2 douber and a blank) Inactive X Restrict Y Restrict mid XXY Active 0 1 1 0a APPENDIX A TABLE XX
TEMPLATES
Minimum Maximum Group Group Group Group Group Group Group Group Group Group 1 2 3 4 5 1 2 3 4 5 Line Descriptor Positioni Flails Cinactive 0 0 0 0 I a 0 0 0 1 (two blanks and a symbol) bottom Y YZ Active Inactive 0 0 0 0 1 1 1 1 0 1 14 (3 blanks) top XXX Active inactive 0 0 0 0 1 0 0 0 0 1 Ictheny.2 non- match symbol)) mid Y YZ Active Inactive 0 0 0 0 0 0 1 1 0 0 (3 blanks) bottomS X XX Active Inactive 0 0 0- 0 I 1 0 0 0 1 (blank plus 2 symbols) top XV Z Active Inactive 0 a 0 0 1 1 1 2 0 1 X Reslr-ict 0 0 0 0 1 (wild doubler and 2 blanks) mid X X Active Inactive 1 0 0 0 1 1 0 0 0 1 (2 Cherries and ablank) bottom AAX Active 0 0 0 1 0 0 0 0 1 0 Inactive 0 0 0 0 1 0 0 0 0 1 16 (3 blanks) top XXX Active Inactiv 0 0 0 0 1 0 0 0 0 1 X Restrict a 0 0 0a (wild doubler and 2 non match mid WY Z Active Inactive 1 1 1 0 0 1 1 1 0 0 (3 blanks) bottom X XX Activ inactive 0 0 0 0 1 a 0 0 0 I 17 (3 blanks) top XXX Active Inactive" 0 0 0 0 1 0 0 0 a 1 (3 non matcth symbols) mid WY Z Active Inactive 0 1 2 0 0 0 I 2 0 0 (3 blanks) bottom XXX Active Inactive 0 0 0 0 1 0 0 0 0 1 APPENDIX A TABLE XXI SYMBOL GROUPINGS Group 1 2 3 4 Symbols doubler 7 triple bar, double bar single bar cherry blank r r r r 53 APPENDIX A TABLE XXI REEL MAP Position Reel1 Reel2 Reel3 0 bar bar bar 1 2 doubler cherry doubler 3 4 2 bar doubler 2 bar 6 seven cherry seven 7 8 cherry 3 bar cherry 9 3 bar seven 3 bar 11 12 2 bar bar 2 bar 13 14 seven cherry seven 16 cherry seven cherry 17 18 bar bar bar 19 20 3 bar 2 bar 3 bar 21 a APPENDIX A TABLE XXIII-a PERCENTAGE RETURN PC Sheet Line 1 Combo fPay ITemplate ITemp Prob Sym Probj Hit prob EV D DD 2000 1 5.803E-05 1 0.01% 0.1160564 o D 7 320 3 0.0029014 0.052632 0.02% 0.0488659 0 77 160 5 0.0029014 0.052632 0.02% 0.0244329 7 77 80 2 0.0002901 0.052632 0.00% 0.0012216 D D3B 120 3 0.0029014 0.105263 0.03% 0.0366494 D 38 3B 80 5 0.0029014 0.105263 0.03% 0.0244329 3B 3B3B 40 2 0.0002901 0.105263 0.00% 0.0012216 DD 2B 100 3 0.0029014 0.210526 0.06% 0.0610823 o 2B 2B 50 5 0.0029014 0.210526 0.06% 0.0305412 2B 2B 2B 25 2 0.0002901 0.210526 0.01% 0.0015271 o D 1lB 40 3 0.0029014 0.315789 0.09% 0.0366494 O 18lB 20 5 0.0029014 0.315789 0.09% 0.0183247 lB 1B 18 10 2 0.0002901 0.315789 0.01% 0.0009162 o AB AB 10 6 0.0058028 1 0.58% 0.0580282 ABAB8AB 5 4,7 0.0174085 1 1.74% 0.0870423 o D CH 40 3 0.0029014 0.315789 0.09% 0.0366494 D CHCH 20 5 0.0029014 1 0.29% 0.0580282 CH CHCH 10 2 0.0002901 0.315789 0.01% 0.0009162 OCH- 10 9 0.0058028 1 0.58% 0.0580282 CHCH- 5 8(a-c) 0.0261127 1 2.61% 0.1305635 CH- 21 10,11, 0.0377183 1 3.77%, 0.0754367 10.10% 90.66%i 0 0* 0 0 0 0 0000 0 APPENDIX A TABLE XXIII-b PERCENTAGE RETURN PC Sheet Line 2 Combo Pay Template emp Prob Symbol Pr Prob J EV DDD 2000 12c 5.8E-05 1 0.01% 11.61% O D 7 320 12e 0.002901 0.052632 0.02% 4.89% O 7 7 160 12h 0.002901 0.052632 0.02% 2.44% 7 77 80 12f 0.001451 0.052632 0.01% 0.61% O 0 38 120 12e 0.002901 0.105263 0.03% 3.66% O 38 3B 80 12h 0.002901 0.105263 0.03% 2.44% 3B 3B 38 40 12f 0.001451 0.105263 0.02% 0.61% O D 2B 100 12e 0.002901 0.210526 0.06% 6.11% O 2B 28 50 12h 0.002901 0.210526 0.06% 3.05% 2B 2B 28 25 12f 0.001451 0.210526 0.03% 0.76% O 0 l B 40 12e 0.002901 0.315789 0.09% 3.66% O 18 1 20 12h 0.002901 0.315789 0.09% 1.83% lB lB lB 10 12f 0.001451 0.315789 0.05% 0.46% D AB AB 10 12k .0.011606 1 1.16% 11.61% AB AB AB 5 12g 0.002901 1 0.29% 1.45% DDCH 40 12e 0.002901 1 0.29% 11.61% DCHCH 20 12h 0.002901 1 0.29% 5.80% CH CH CH 10 12f 0.001451 1 0.15% 1.45% o CH 10 12j 0.002901 1 0.29% 2.90% CH CH 5 12i 0.002901 1 0.29% 1.45% ICH 21 12d, 13 0.055185 11 5.52%, 11.04% 8.78% 89.45% 0* 9@
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APPENDIX A TABLE XXIII-c PERCENTAGE RETURN PC Sheet Line 2 (top) Combo Pay Template Temp Prob Symn Prob Prob. E ODFD 2000 12d 5.803E-05 1 0.01% 11.61% o 0 7 320 12f 0.0014507 0.05263158 0.01% 2.44% o 7 7 160 12g 0.0029014 0.05263158 0.02% 2.44% 777 80 12e 0.0029014 0.05263158 0.02% 1.22% o 0 38 120 12f 0.0014507 0.10526316 0.02% 1.83% D 38 3B 80 12g 0.0029014 0.10526316 0.03% 2.44% 38 38 3B 40 12e 0.0029014 0.10526316 0.03% 1.22% o D 28 100 12f 0.0014507 0.21052632 0.03% 3.05% O 282B 50 12g 0.0029014 0.21052632 0.06% 3.05% 2B 2B 2B 25 12e 0.0029014 0.21052632 0.06% 1.53% 0018I 40 12f 0.0014507 0.31578947 0.05% 1.83% O 18lB 20 12g 0.0029014 0.31578947 0.09% 1.83% 18 18 18 10 12e 0.0029014 0.31578947 0.09% 0.92% D AB AB 10 12k 0.0116056 1 1.16% 11.61% AB AB A8 5 12h 0.0029014 1 0.29% 1.45% o D CH 40 12f 0.0014507 1 0.15% 5.80% D CH CH 20 12g 0.0029014 1 0.29% 5.80% CU~ CH CH 10 12e .0.0029014 1 0.29% 2.90% o CH 10 12i 0.0029014 1 0.29% 2.90% CH CH 5 12j, 15 0.049324 1 4.93% 24.66% ICH 21 12c 5.803E-05 11 0.01%, 0.01% 17.91% 90.57%
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0 S S APPENDIX A TABLE XXIII-d PERCENTAGE RETURN Template Weight Prob 1 1 5.8E-605 2 5 0.00029 3 50 0.002901 4 200 0.011606 50 0.002901 6 100 0.005803 7 100 0.005803 8 150 0.008704 8b 150 0.008704 8c 150 0.008704 9 100 0.005803 550 0.031916 11 100 0.005803 12 12000 0.696338 12b 1000 0.058028 12c 1 5.8E-05 12d 1 5.8E-05 12e 50 0.002901 12f 25 0.001451 12g 50 0.002901 12h 50 0.002901 12i 50 0.002901 12j 50 0.002901 12k 200 0.011606 13 950 0.055127 14 100 0.005803 800 0.046423 16 100 0.005803 17 100 0.005803 17233 1 APPENDIX A TABLE XXIII-e PERCENTAGE RETURN Symbol Weight D 7 3B 2B 1B CH 100 o ooooo

Claims (27)

1. A method of configuring a gaming machine to randomly generate game outcomes, the method comprising the steps of: selecting a set of game symbols; selecting a plurality of outcome templates, each template comprising X variables and at least one characteristic; selecting a probability of occurrence for each outcome template; assigning a subset of game symbols from the set of game symbols to each template for defining an outcome associated with said template; defining payouts for selected outcomes; and configuring a gaming machine having X virtual or actual reels, which configuring: randomly selects an outcome template, randomly selects a symbol from the subset of game symbols assigned to the selected template to fill each variable in the template, fills at least a portion of the template with the selected symbols where placement of said symbols relative to one another is based on the characteristic of the template, and displays the selected symbols on a pay line. S: 20
2. The method of claim 1, wherein the subset of game symbols for filling at least one template comprises an active element.
3. The method of claim 1 or claim 2, wherein the subset of game symbols for filling at least one template comprises an inactive element.
4. The method of any one of the preceding claims, wherein all of the outcomes defined by all of the selected outcome templates define fewer than all possible game outcomes.
The method of any one of the preceding claims, wherein the set of game symbols 30 includes a plurality of symbols selected from the group consisting of one or more doubler symbols, one or more seven symbols, one or more triple bar symbols, one or more double bar symbols, one or more single bar symbols, one or more cherry symbols and one or more blank symbols. 112778013
6. The method of any one of the preceding claims, wherein at least one winning combination includes at least two different symbols.
7. The method of any one of the preceding claims wherein at least one winning combination is a positional win.
8. The method of claim 1, wherein the characteristic of at least one outcome template includes a combination descriptor.
9. The method of claim 8, wherein each subset of symbols is defined by a selected range and selected symbol groupings.
The method of claim 8 or claim 9, wherein each outcome template includes a variable that is filled by at least one of an active element and an inactive element.
11. The method of any one of claims 8 10, which includes providing a positional flag in at least one of the outcome templates, wherein positions assigned positional flags are filled first. S
12. The method of any one of the preceding claims wherein a designated number of the outcome templates defines a wagering game.
13. The method of any one of the preceding claims wherein the reels are virtual reels 25 generated by data from a computing device sent to a visual display.
14. A gaming machine with actual or virtual representations of reels, the gaming machine comprising: a cabinet; 30 player controls mounted in the cabinet; a plurality of reels rotatable about a central axis and mounted for rotation in the cabinet; 61 a visual display with at least one pay line; and a microprocessor mounted in the cabinet, wherein the microprocessor is equipped with a random number generator, and is programmed with a set of game symbols, a plurality of outcome templates, each of the outcome templates having X variables and at least one characteristic, an assigned relative probability of occurrence of each outcome template; a subset of game symbols assigned to each outcome template, and a preselected group of winning combinations and corresponding pay values; wherein the random number generator: randomly selects an outcome template, (b) then randomly selects a plurality of game symbols for filling in the template from the subset of game symbols assigned to the template, where placement of said symbols in the selected template relative to one another is based on the characteristic of said template, and awards a payout if the symbols on the pay line correspond to one of a preselected group of winning symbol combinations.
15. The gaming machine of claim 14, wherein the subset of game symbols is defined by a range and a symbol grouping.
16. The gaming machine of claim 14 or claim 15, wherein each outcome template is 20*.defined by at least one combination descriptor.
17. The gaming machine of any one of claims 14 16, wherein the game symbols include a plurality of symbols selected from the group consisting of one or more doubler symbols, one or more seven symbols, one or more triple bar symbols, one or more double bar symbols, one or more single bar symbols, one or more cherry symbols and one or more blank symbols.
18. A gaming device operable upon a wager, the gaming device comprising: a plurality of reels, each one of the reels rotatable to a plurality of positions; a plurality of different symbols; a plurality of different combinations of the symbols displayable on the reels; 30 a plurality of different rules, each one of the rules defining a plurality of symbol characteristics for a plurality of the symbols to form one of the combinations of symbols, the symbol characteristics of the rule specifying: whether the formed combination will include at least two different symbols; and, if so, an arrangement of the different symbols relative to one another in the formed combination; a different probability associated with each one of the rules; a different probability associated with each one of the symbols; a different award associated with each one of the different combinations of symbols; a processor operable to control the position of the reels; and a memory device including a plurality of instructions executable by the processor to: select one of the rules based on the probabilities associated with the rules; select a plurality of the symbols based on the probabilities associated with the symbols; form one of the combinations of symbols, wherein the formed combination of symbols includes the selected symbols arranged in accordance with the characteristics defined by the randomly selected rule; cause the reels to display the formed combination of symbols; and provide the award associated with the formed combination of symbols.
19. The gaming device of claim 18, wherein the different the combinations of symbols S•include at least one combination based on an identical type of the symbols and at least one 20 combination based on different types of the symbols. o••0* o•
20. The gaming device of claim 18 or claim 19. wherein the symbols include a plurality of different symbols selected from the group consisting of one or more doubler symbols, one or more seven symbols, one or more triple bar symbols, one or more double bar symbols, one or 25 more single bar symbols, one or more cherry symbols and one or more blank symbols. 0.0.
21. The gaming device of any one of claims 18 20, wherein at least one of the symbol •oooo characteristics includes a symbol grouping. ooooo 30
22. The gaming device of any one of claims 18- 21, wherein at least one of the symbol characteristics includes a position flag. 63
23. The gaming device of any one of claims 18 22, wherein at least one of the symbol characteristics includes a restrictor.
24. The gaming device of any one of claims 18 23, wherein at least one of the symbol characteristics includes a combination descriptor.
A method substantially as herein described with reference to the accompanying drawings.
26. A gaming machine substantially as herein described with reference to the accompanying drawings.
27. A gaming device substantially as herein described with reference to the accompanying drawings. *o 5* *o oO o o• oo o o o
AU69999/01A 2000-09-11 2001-09-11 Method and apparatus for configuring a slot-type wagering game Ceased AU783895B2 (en)

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US7575513B2 (en) 2003-08-18 2009-08-18 Native Games Entertainment International, Ltd Double draw poker-type reel-type gaming system

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0688002A1 (en) * 1994-06-14 1995-12-20 Wms Gaming, Inc. Method for selecting stopping positions of reels in a gaming machine

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0688002A1 (en) * 1994-06-14 1995-12-20 Wms Gaming, Inc. Method for selecting stopping positions of reels in a gaming machine

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