GB2430068A - Gaming machine with discrete symbols - Google Patents

Gaming machine with discrete symbols Download PDF

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Publication number
GB2430068A
GB2430068A GB0518484A GB0518484A GB2430068A GB 2430068 A GB2430068 A GB 2430068A GB 0518484 A GB0518484 A GB 0518484A GB 0518484 A GB0518484 A GB 0518484A GB 2430068 A GB2430068 A GB 2430068A
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United Kingdom
Prior art keywords
array
image
images
operable
gaming event
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GB0518484A
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GB0518484D0 (en
Inventor
Stuart Harper
Stephen Murray
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GAMES MEDIA Ltd
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GAMES MEDIA Ltd
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Priority to GB0518484A priority Critical patent/GB2430068A/en
Publication of GB0518484D0 publication Critical patent/GB0518484D0/en
Publication of GB2430068A publication Critical patent/GB2430068A/en
Withdrawn legal-status Critical Current

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/34Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines

Abstract

A game machine 14 has a hierarchy of state machines. Cube modules 50 control a respective image in an array of images presented on the display 22. A cube grid module 48 is a state machine which can issue appropriate instructions to the cube modules 50, to coordinate their operation, for example to create particular types of gaming event. A game module 46, another state machine, is connected to user input controls at 24. This hierarchy allows the game outcome to be determined solely by the game module 46, but the manner in which the display is modified to change from the initial state to the final outcome determined by the module 46 can be determined by the cube grid 48 and implemented by the cube modules 50.

Description

I
Machine Games The present invention relates to machine games, games machines, machine gaming interfaces and methods and apparatus for implementing them.
Machine gaming requires an interface to be provided, through which a player can interact with the game being played, for example to place bets, issue instructions and observe progress of the game. The popularity of the game will depend not only upon the nature of the game itself (i.e. the underlying statistical basis), but also on the nature of the user interface. The interface is desirably easy to use, easy to understand and interesting to the user. For example, a game is likely to be more popular among users if it is presented through an interface which makes the game seem exciting and attractive, rather than on an alternative interface which is less interesting to users, even if the underlying game is identical.
The present invention provides a gaming machine comprising a player interface and a bet resolution arrangement operable to resolve bets in dependence on the outcome of a gaming event created by the player interface, the interface comprising: I. a display operable to provide images for viewing by a user; 2. an image changing arrangement operable to change the images provided, to create a gaming event, and 3. user controls operable to instruct placement of a bet in relation to the outcome of a gaming event and to initiate a gaming event; wherein, the display provides a plurality of discrete images which form an array of separately discernible images when viewed by a user, and wherein the image changing arrangement is operable to create a gaming event by changing each image of the array to an outcome image which is selected substantially independently of the outcome image of each other image of the array.
Features of examples of this aspect of the invention are set out in claims 2 to 12, to which reference should now be made.
The present invention provides a machine gaming interface operable to communicate with a bet resolution arrangement for bet resolution in dependence on the outcome of a gaming event created by the player interface, the interface comprising: 1. a display operable to provide images for viewing by a user; 2. an image changing arrangement operable to change the images provided, to create a gaming event, and 3. user controls operable to instruct placement of a bet in relation to the outcome of a gaming event and to initiate a gaming event; wherein, the display provides a plurality of discrete images which form an array of separately discernible images when viewed by a user, and wherein the image changing arrangement is operable during a gaming event to change each image substantially independently of the outcome image of each other image of the array.
Features of examples of this aspect of the invention are set out in claims 15 to 25, to which reference should now be made.
The invention also provides a computer readable medium having stored therein a set of routines for creating a machine gaming interface, and comprising: 1. a routine for operating a display to provide images for viewing by a user; 2. a routine for changing images provided, to create a gaming event; and 3. a routine operable to receive user instructions to instruct placement of a bet in relation to the outcome of a gaming event; wherein the display is created as a plurality of discrete images which form an array of separately discernible images when viewed by a user, and wherein the images are changed to create a gaming event by changing each image of the array to an outcome image, by means of a visible sequence or pattern of changes of the array images, during a gaming event.
The invention also provides a method of providing a gaming machine interface, in which: 1. a display is operated to provide images for viewing by a user; 2. images provided on the display are changed to create a gaming event; and 3. user controls are provided for receiving instructions for placement of a bet in relation to the outcome of a gaming event and to initiate a gaming event; wherein, a plurality of discrete images are provided, forming an array of separately discernible images when viewed by a user, and a gaming event is created by changing each image of the array to an outcome image, by means of a visible sequence or pattern of changes of the array images, during a gaming event.
The invention also provides a gaming machine comprising a player interface and a bet resolution arrangement operable to resolve bets in dependence on the outcome of a gaming event created by the player interface, the interface comprising: 1. a display operable to provide images for viewing by a user; 2. an image changing arrangement operable to change the images provided, to create a gaming event, and 3. user controls operable to instruct placement of a bet in relation to the outcome of a gaming event and to initiate a gaming event; wherein, the display provides a plurality of discrete images which form an array of separately discernible images when viewed by a user, and wherein the image changing arrangement is operable to create a gaming event by changing each image of the array to an outcome image, by means of a visible sequence or pattern of changes of the array images, during a gaming event.
Features of examples of this aspect of the invention are set out in claims 30 to 39, to which reference should now be made.
Examples of the present invention will now be described in more detail, by way of example only, and with reference to the accompanying drawings, in which: Fig. I is a simplified schematic diagram of apparatus by means of which the present invention may be implemented; Fig. 2 is a diagrammatic representation of a screen image seen when implementing the present invention; Fig. 3 indicates the memory contents of the apparatus of Fig. 1, during use; and Fig. 4 is a series of diagrams indicating a range of effects created by means of the invention.
Hardware Arrancement Fig. I illustrates computer apparatus 10 by means of which the present invention may be implemented. The computer 10 may be, for example, a general purpose computer running under appropriate software control, or a dedicated machine permanently programmed to operate as a gaming machine in the manner to be described. In the event that the machine is a general purpose computer, it may be, for example, an IBM compatible personal computer (PC) or a computer of an alternative design, particularly a personal portable computing device of the type used for mobile and wireless access to communication networks, the internet etc. In Fig. 1, the computer 10 includes a central processor 12 with main memory 14. In a dedicated machine, the memory 14 may include ROM memory 16 permanently containing software for controlling the processor 12, together with RAM memory 18 for use by the processor 12, during operation.
In the event that the computer 10 is a general purpose computer, auxiliary memory 20, for example in the form of a hard disc drive, is provided. The auxiliary memory 20 is used to store software until required. When required, the software is loaded from the memory 20 into RAM 18, prior to execution by the processor 12, as is well known to the skilled reader.
The computer 10 further includes a display screen 22 and user input controls 24, for use by a user. Other conventional input and output arrangements may be provided.
User Display and Controls In the interests of clarity, it is appropriate to describe the display provided for a user, before describing in more detail the manner in which the display is created and changed.
Fig. 2 schematically illustrates the display 22, during a game. The display 22 includes a game area 26, in which gaming events are created, as will be described. Various beacons 28A, 28B, 28C are provided alongside the game area and are used, as will be described, to alert a user to various winning outcomes of gaming events within the area 26. An information table 30 is provided, which may display a pay-out table, rules or a rule summary, a device or the like, for ready reference by a user.
The user is also provided with bet selection controls at 32, stake selection controls at 34, a start control at 36 and a credit display at 38. The bet selection control 32 allows a user to select different types of bet, and the stake selection controls 34 allow the user to select the stake to be applied to the selected bet. In this example, the bet selection controls 32 and the stake selection controls 34 are shown as a grid of alternatives from which a user may choose, thereby restricting the user to these pre-selected choices.
However, other arrangements could be made, particularly to allow greater freedom in stake selection.
Stake selection is constrained by the credit available to the player, which is displayed at 38.
Once a user has selected the bet and stake, gaming may commence by using the start control 36.
The controls 32, 34, 36 are shown as regions on the display 22, and it is envisaged that they are operated by a cursor and cursor control device.
Alternatively, the controls 32, 34, 36 may be provided as physical controls, such as buttons, for manual operation by the player.
Thus, the user controls 32, 34, 36 allow the user to instruct placement of a bet in relation to the outcome of a gaming event, and to initiate a gaming event.
The game area 26 provides a plurality of discrete images, shown as squares in Fig. 2, which form an array of separately discernible images when viewed by a user. In this example, the game area 26 provides a 5x5 array of discrete images, each of which is a square containing a gaming indicium, from which the outcome of gaming events will be determined. Various simple indicia are shown in Fig. 2, for illustrative purposes only. During a gaming event, the indicia displayed in the squares 40 are changed, and the outcome of the gaming event is determined by reference to the outcome image at each square 40. Thus, winning outcomes may be determined by lines or columns of identical or matching indicia, for example. Appropriate beacons 28 are preferably illuminated to draw attention to winning rows, columns or diagonals. It will be apparent from a full understanding of this specification that many different criteria could be used for resolving the outcome of gaming events, i.e. determining which combinations of indicia represent wins or losses, and thus that the apparatus being described can be used in conjunction with many different games created by changing the combinations which represent wins and losses, payout odds and the like. Thus, the apparatus being described is not limited, in its use, to a single game.
Gaming Event Each image 40 has the appearance of a square, when the game area 26 is static, as has been described. The square contains a gaming indicium.
The gaming indicium may be from a set which is common to all of the squares 40, or there may be differences between the sets available for each square 40. For example, the set for one or more squares may include a special indicium indicating a bonus, multiplier, joker, jackpot or the like. Indicia may differ by shape, colour, pattern or object displayed, or in any other manner discernible to a player.
Each square 40 may be thought of as the image of one face (the front face) of a cube which is at rest. During a gaming event, the image 40 is changed to depict the cube turning to change the view of the cube presented to the user. In the case of a three dimensional object, such as a cube, the cube may be turned about any one of a number of axes, including axes perpendicular to the cube faces, diagonal axes, or the like. It is also possible to select and change the direction and speed at which the depicted object turns. Accordingly, during a gaming event, the images 40 are changed to create the impression of the depicted object turning to change the view of the object presented to the user, so that a different face becomes the front face when the object is next at rest, the indicium on the new front face being the outcome image from which the outcome of the gaming event is determined.
In the example being described, a gaming event is created by changing each image 40 of the array to an outcome image, in the manner just described, this outcome image being selected substantially independently of the outcome image of each other image 40 of the array. Further, changes are created in a manner which provides the player with a visible sequence or pattern of changes of the array images, during a gaming event, such as by selecting the order in which array images commence changing, or the speed or manner with which they change. The manner in which this is achieved can now be described in more detail, by describing the manner in which the display 22 is controlled, during use.
Control of the Display Fig. 3 schematically illustrates the state of the main memory during play.
The memory 14 contains an operating system 42 and application software in an application region 44. As noted above, software in the memory 14 may be permanently loaded in the case of a dedicated machine, or loaded, prior to execution, in a general purpose machine.
The application region 44 is illustrated as containing three types of software module, labelled as a game module 46, a cube grid module 48 and cube modules 50. The cube modules 50 are connected at 52 to the display 22. The game module 46 is connected at 54 to the display 52. The game module 46 is connected to the user input controls 24 and any other input or output devices (such as coin-feed payment mechanisms) at 56.
Each cube module 50 corresponds with a respective image 40 of the array in the game area 26, and provides an output 52 for use by the display 22 to create the corresponding image. With the exception of the game area 26, the display 22 is controlled by the game module 46.
Each cube module 50 is implemented as a state machine. This has various different states, corresponding with different states of the image 40, such as stationary, turning about a particular axis etc. The outputs 52 represent the current state of each state machine 50 to be interpreted accordingly by the display 22. The state of each cube module 50, and thus the image ultimately displayed, is changed by inputs received by the cube modules 50, from the cube grid module 48. The cube grid module 48 may also be implemented as a state machine having inputs from the game module 46 to create outputs to the cube module state machines 50.
The cube grid module 48 coordinates the cube modules 50 by issuing appropriate instructions to them when the game module 46 requires a gaming event to be executed. Thus, the cube grid module 48 and the cube modules form part of an interface between the user and the game module 46, creating a gaming event in the game area 26 of the display 22. The visual form of the gaming event created on the display 22 can be determined by the cube grid module 24 and cube modules 50. It is not necessary for the game module 46 to specify fully the form of the gaming event. Consequently, the nature of the game executed by the game module 46 can change, for example in relation to the nature or significance of bets which can be placed, without any changes being necessary in the interface. Conversely, changes in the effects created by the interface, as will be described, can be made without affecting the nature of the game being executed by the game module 46.
Cube Grid Module and Cube Modules In this example, cube modules 50 can depict the cube turning about various axes in three dimensions. They may turn at various different speeds to give the impression of turning slowly (so that each indicium can be seen as it moves past the viewer) or spinning so quickly that individual indicia cannot be seen. Either direction of spin about each axis may be depicted. Turning may be depicted by first turning the cube slowly in one sense about the chosen axis, stopping the cube and then turning or spinning the cube in the opposite sense.
Each cube may be depicted strictly realisticafly, that is with six faces which come into view in sequence, depending on how the cube is turned.
Alternatively, indicia on cube faces not visible to the player may be changed, perhaps randomly, either at the beginning of a gaming event or during a gaming event. Thus, while the final indicium to be displayed by the cube is determined by the game module 46 (and indicated to the cube module 50 through the cube grid module 48), the screen image can be manipulated in many different ways by the cube grid 48 and cube module 50 so that the transition to the outcome image occurs in various different ways. This enhances the experience of the player.
The player experience is further enhanced by the ability of the cube grid module 48 to create visible sequences or patterns of changes of the array images 40, during a gaming event. This arises because the cube grid module 48 provides individual instructions to each cube module 50. Accordingly, the cube grid module 48 is able to control the time at which each image 40 commences changing (by the timing of an instruction to the corresponding cube module 50), or the speed or manner in which they change (by issuing an appropriate instruction). This enables a very wide range of visibly distinct sequences or patterns of changes of the array images to be created during gaming events. One of these will now be described in detail, from which many other possibilities will be apparent to the skilled reader.
GaminQ Event Sequence The following example is a set of instructions from the cube grid module 48 to the cube modules 50 to create a gaming event in which all twenty five cube images 40 turn together and slowly in one direction, before spinning in the opposite direction at full speed and then coming to rest. This effect can be achieved by issuing the following set of instructions to each of the cube modules 50, at the same times. The sequence of instructions is: 1. Instruct the required outcome image and the required axis and direction of spin.
2. Instruct the cube to rotate in the backwards direction, slowly, stopping after a set period of time (such as one half second).
3. Commence spinning in the forward direction at full speed.
4. Set the indicium on the face which will finally be the front face (the outcome indicium) to the indicium required by the game module 46.
5. Continue spinning.
6. Stop spinning, bringing the face with the outcome indicium to the front.
This sequence of instructions, issued as inputs to the state machines 50, results in all of the images 40 turning back slowly, then spinning in the forward direction and then coming to rest together, resulting in the display of the outcome indicia of each image 40. These are the indicia on which the outcome of the gaming event is determined.
In this example, the same movement is achieved in each image 40.
However, the independent control of each image 40, achieved by the respective cube module 50 under instruction from the cube grid module 48, allows a very wide range of alternative gaming event effects, sequences and patterns to be implemented. Some of these are illustrated in Fig. 4. Each grid of Fig. 4 represents a different starting sequence. The positions of the images are numbered (1, 2.... etc.) in the order in which they begin to change.
Fig. 4a illustrates the left three columns beginning to change row by row, beginning at the top, while the right two columns begin row by row from the bottom. Cubes can begin turning individually (at specified time intervals) or in groups, such as a column (Fig. 4b), row (Fig. 4c), or group of neighbours.
Different cubes or groups of cubes could rotate in different directions or at different speeds or accelerate or decelerate at different rates or times. Cube movement could begin in a sequence of individual cubes in many different patterns, such as a central cube, followed by neighbouring cubes in sequence, to create a spiral pattern of movement commencing (Fig. 4e), or movement radiating out from the centre cube (Fig. 4f) or in horizontal, vertical or diagonal waves (Fig. 4d) across the array, or in shaped waves (Fig. 4g).
It will be readily apparent that many other effects and patterns could be used to change the images 40, during a gaming event. It will also now be apparent to the reader that the game outcome is determined only by the outcome indicium set by the game module 46 when the gaming event commences, and that this is not affected by the manner in which the interface changes the indicium from the initial indicium to the outcome indicium. The wide range of possibilities available from the interface described above, results in an attractive interface which enhances player experience and thus encourages more play of the underlying game.
The range of different sequences and patterns of change which can be created during a gaming event can readily be changed by appropriate reprogramming of the cube grid module 48 and cube module 50, without changing the game module 46. Conversely, the game module 46 can be changed without changes being required to the interface. However, it can be understood that the ability to control each image independently of each other image, and in particular the ability to allow each outcome image to be substantially independent of the outcome image of each other image of the array, allows considerable freedom for changing the rules by which the game executed in the module 46 is played. This allows a wide range of different games to be devised and played, while retaining the same player interface.
Variations and Modifications Many variations and modifications can be made to the arrangements described above, as has been indicated. In particular, many different images could be chosen for the array of images. Although cubes have been described, other three dimensional or imaginary objects could be depicted, such as pyramids or three dimensional objects with more than six faces.
It is envisaged that the embodiments described above can be implemented as described, or with modification readily apparent to the skilled reader, as dedicated machines (for example as slot machines in gaming establishments or elsewhere), as software executing on a general purpose computer (for example, for home use), or as an on-line game (in which the arrangements are implemented as client software communicating with a remote server).
Whilst endeavouring in the foregoing specification to draw attention to those features of the invention believed to be of particular importance it should be understood that the Applicant claims protection in respect of any patentable feature or combination of features hereinbefore referred to and/or shown in the drawings whether or not particular emphasis has been placed thereon.

Claims (40)

1. A gaming machine comprising a player interface and a bet resolution arrangement operable to resolve bets in dependence on the outcome of a gaming event created by the player interface, the interface comprising: 1. a display operable to provide images for viewing by a user; 2. an image changing arrangement operable to change the images provided, to create a gaming event, and 3. user controls operable to instruct placement of a bet in relation to the outcome of a gaming event and to initiate a gaming event; wherein, the display provides a plurality of discrete images which form an array of separately discernible images when viewed by a user, and wherein the image changing arrangement is operable to create a gaming event by changing each image of the array to an outcome image which is selected substantially independently of the outcome image of each other image of the array.
2. A machine according to claim 1, wherein each image of the array is an image of an object, the image changing arrangement being operable, when creating a gaming event, to turn the depicted object to change the view of the object presented to the user.
3. A machine according to claim I or 2, wherein at least one of the depicted objects is three dimensional.
4. A machine according to claim 2 or 3, wherein the image changing arrangement is operable to turn the depicted object about a selected one of a plurality of axes.
5. A machine according to any of claims 2 to 4, wherein the image changing apparatus is operable to change the speed at which the depicted object is turned.
6. A machine according to any of claims I to 5, wherein the image changing arrangement is operable to create a visible sequence or pattern of changes of the array images, during a gaming event.
7. A machine according to claim 6, wherein a sequence or pattern is created by selecting the order in which array images commence changing, or the speed or manner with which they change.
8. A machine according to any of claims I to 7, wherein the image changing arrangement includes: i) a set of array image controllers, each controlling a respective image or images of the array, and ii) an array coordinator operable to instruct the array image controllers when image changes are required.
9. A machine according to claim 8, wherein the array coordinator is operable to select, in use, a visible sequence or pattern of changes of the array images to be created during a gaming event, and to create a set of instructions for the respective array image controllers, to create the sequence or pattern.
10. A machine according to claim 9, wherein the set of instructions or the timing of the instructions determine the order in which the array images commence changing, or the speed or manner with which they change.
11. A machine according to any of claims 8 to 10, wherein the array image controllers and/or the array coordinator are state machines.
12. A machine according to any of claims I to 11, wherein the bet resolution arrangement is operable to instruct the image changing apparatus to change selected array images to highlighted images representing successful bet outcomes.
13. A gaming machine substantially as described above, with reference to the accompanying drawings.
14. A machine gaming interface operable to communicate with a bet resolution arrangement for bet resolution in dependence on the outcome of a gaming event created by the player interface, the interface comprising: 1. a display operable to provide images for viewing by a user; 2. an image changing arrangement operable to change the images provided, to create a gaming event, and 3. user controls operable to instruct placement of a bet in relation to the outcome of a gaming event and to initiate a gaming event; wherein, the display provides a plurality of discrete images which form an array of separately discernible images when viewed by a user, and wherein the image changing arrangement is operable during a gaming event to change each image substantially independently of the outcome image of each other image of the array.
15. An interface according to claim 14, wherein each image of the array is an image of an object, the image changing arrangement being operable, when creating a gaming event, to turn the depicted object to change the view of the object presented to the user.
16. An interface according to claim 15, wherein at least one of the depicted objects is three dimensional.
17. An interface according to claim 14 or 15, wherein the image changing arrangement is operable to turn the depicted object about a selected one of a plurality of axes.
18. An interface according to any of claims 15 to 17, wherein the image changing apparatus is operable to change the speed at which the depicted object is turned.
19. An interface according to any of claims 14 to 18, wherein the image changing arrangement is operable to create a visible sequence or pattern of changes of the array images, during a gaming event.
20. An interface according to claim 19, wherein a sequence or pattern is created by selecting the order in which array images commence changing, or the speed or manner with which they change.
21. An interface according to any of claims 14 to 20, wherein the image changing arrangement includes: i) a set of array image controflers, each controlling a respective image or images of the array, and ii) an array coordinator operable to instruct the array image controllers when image changes are required.
22. An interface according to claim 21, wherein the array coordinator is operable to select, in use, a visible sequence or pattern of changes of the array images to be created during a gaming event, and to create a set of instructions for the respective array image controllers, to create the sequence or pattern.
23. An interface according to claim 22, wherein the set of instructions or the timing of the instructions determine the order in which the array images commence changing, or the speed or manner with which they change.
24. An interface according to any of claims 21 to 23, wherein the array image controllers and/or the array coordinator are state machines.
25. An interface according to any of claims 14 to 24, wherein the image changing apparatus is operable to receive instructions from the bet resolution arrangement to change selected array images to highlight images representing successful bet outcomes.
26. An interface substantially as described above, with reference to the accompanying drawings.
27. A computer readable medium having stored therein a set of routines for creating a machine gaming interface, and comprising: 1. a routine for operating a display to provide images for viewing by a user; 2. a routine for changing images provided, to create a gaming event; and 3. a routine operable to receive user instructions to instruct placement of a bet in relation to the outcome of a gaming event; wherein the display is created as a plurality of discrete images which form an array of separately discernible images when viewed by a user, and wherein the images are changed to create a gaming event by changing each image of the array to an outcome image, by means of a visible sequence or pattern of changes of the array images, during a gaming event.
28. A method of providing a gaming machine interface, in which: 1. a display is operated to provide images for viewing by a user; 2. images provided on the display are changed to create a gaming event; and 3. user controls are provided for receiving instructions for placement of a bet in relation to the outcome of a gaming event and to initiate a gaming event; wherein, a plurality of discrete images are provided, forming an array of separately discernible images when viewed by a user, and a gaming event is created by changing each image of the array to an outcome image, by means of a visible sequence or pattern of changes of the array images, during a gaming event.
29. A gaming machine comprising a player interface and a bet resolution arrangement operable to resolve bets in dependence on the outcome of a gaming event created by the player interface, the interface comprising: 1. a display operable to provide images for viewing by a user; 2. an image changing arrangement operable to change the images provided, to create a gaming event, and 3. user controls operable to instruct placement of a bet in relation to the outcome of a gaming event and to initiate a gaming event; wherein, the display provides a plurality of discrete images which form an array of separately discernible images when viewed by a user, and wherein the image changing arrangement is operable to create a gaming event by changing each image of the array to an outcome image, by means of a visible sequence or pattern of changes of the array images, during a gaming event.
30. A machine according to claim 29, wherein each image of the array is an image of an object, the image changing arrangement being operable, when creating a gaming event, to turn the depicted object to change the view of the object presented to the user.
31. A machine according to claim 30, wherein at least one of the depicted objects is three dimensional.
32. A machine according to any of claims 30 or 31, wherein the image changing arrangement is operable to turn the depicted object about a selected one of a plurality of axes.
33. A machine according to any of claims 30 to 32, wherein the image changing apparatus is operable to change the speed at which the depicted object is turned.
34. A machine according to any of claims 29 to 33, wherein a sequence or pattern is created by selecting the order in which array images commence changing, or the speed or manner with which they change.
35. A machine according to any of claims 29 to 34, wherein the image changing arrangement includes: i) a set of array image controllers, each controlling a respective image or images of the array, and ii) an array coordinator operable to instruct the array image controllers when image changes are required.
36. A machine according to claim 35, wherein the array coordinator is operable to select, in use, a visible sequence or pattern of changes of the array images to be created during a gaming event, and to create a set of instructions for the respective array image controllers, to create the sequence or pattern.
37. A machine according to claim 36, wherein the set of instructions or the timing of the instructions determine the order in which the array images commence changing, or the speed or manner with which they change.
38. A machine according to any of claims 35 to 37, wherein the array image controllers and/or the array coordinator are state machines.
39. A machine according to any of claims 29 to 38, wherein the bet resolution arrangement is operable to instruct the image changing apparatus to change selected array images to highlighted images representing successful bet outcomes.
40. Any novel subject matter or combination including novel subject matter disclosed herein, whether or not within the scope of or relating to the same invention as any of the preceding claims.
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US6869359B1 (en) * 2002-08-16 2005-03-22 Marc Mathews Roulette-type gaming apparatus and method for playing the same

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