US20090156287A1 - Activating Blocks of Symbol Positions in a Gaming Machine To Determine Winning Combinations of Symbols - Google Patents
Activating Blocks of Symbol Positions in a Gaming Machine To Determine Winning Combinations of Symbols Download PDFInfo
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- US20090156287A1 US20090156287A1 US11/959,423 US95942307A US2009156287A1 US 20090156287 A1 US20090156287 A1 US 20090156287A1 US 95942307 A US95942307 A US 95942307A US 2009156287 A1 US2009156287 A1 US 2009156287A1
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- 239000011159 matrix material Substances 0.000 claims abstract description 50
- 238000000034 method Methods 0.000 claims abstract description 41
- 230000002250 progressing effect Effects 0.000 claims 2
- 238000009987 spinning Methods 0.000 claims 2
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- 239000011521 glass Substances 0.000 description 4
- 239000004020 conductor Substances 0.000 description 2
- 238000012986 modification Methods 0.000 description 2
- 230000004048 modification Effects 0.000 description 2
- 229910052759 nickel Inorganic materials 0.000 description 2
- 230000003287 optical effect Effects 0.000 description 2
- 230000000750 progressive effect Effects 0.000 description 2
- 238000005282 brightening Methods 0.000 description 1
- 238000010586 diagram Methods 0.000 description 1
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- 238000003475 lamination Methods 0.000 description 1
- 239000004973 liquid crystal related substance Substances 0.000 description 1
- 239000010409 thin film Substances 0.000 description 1
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/34—Coin-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
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3262—Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played
Definitions
- This invention relates to gaming machines and, in particular, to a technique for determining winning combinations of symbols in a two-dimensional matrix of symbols.
- Common slot machines randomly select and display an array of symbols on a video screen, using virtual reels, then grant an award to a player based on the occurrence of winning symbol combinations across activated paylines.
- Such paylines are frequently identified by highlighted lines across the reels and are widely dispersed across the rows and columns.
- the player may individually select paylines by betting additional credits on a game, or a predetermined payline may be automatically added by the machine for each extra bet. Therefore, the odds of winning are linearly increased with each bet since each bet adds a payline.
- the reels only typically stop rotating after 1-3 seconds and an award is displayed almost immediately after the reels have stopped. Due to the complexity of all the separate paylines and the large number of symbols (e.g., 15-20), the player is unable to follow how the displayed symbols make up a winning combination. The player misses out on the thrill of seeing a potential high payout symbol combination developing as the reels progressive stop from left to right.
- Another drawback to a slot machine where the player takes time to pay for each added payline or individually designates paylines is that the frequency of playing the games is reduced, resulting in less revenue taken in by the slot machine.
- What is needed is a technique for rapidly setting symbol positions in a video gaming machine for determining winning combinations of symbols, where the player, by herself, can readily determine winning combinations of symbols as the reels are stopped.
- a gaming machine has five virtual reels displaying four symbols per reel to create a 5 ⁇ 4 matrix of symbols.
- Such a machine may require a bet of five cents per credit, which is referred to as a nickel slot machine.
- the machine only gives the player the option of betting 1, 5, 10, 20, or 40 credits.
- individual paylines being linearly added for each bet amount (e.g., one payline per credit)
- a block of adjacent symbol positions is increased for each extra bet.
- the activated block may be highlighted during the game so the player can focus on only those symbols in the highlighted block during the game. All symbols in the activated block are combined to achieve winning combinations, where only one symbol per reel is used in a combination. Since only those symbols within the activated block can be used in a winning combination, the player can easily determine by herself whether there is a winning combination and how a winning combination is developing as the reels progressive stop from left to right.
- Another advantage of this technique is that the relevant symbol positions for creating winning combinations of symbols is easily explained to the player by illustration on the machine's display glass or auxiliary screen prior to the player placing a bet. This is an improvement over a machine simply advertising a number of paylines that a player may activate upon wagering additional credits. A player is more likely to use a machine that the player fully understands.
- the technique can be applied to any size matrix (e.g., 5 ⁇ 3) and any number of betting options.
- wins can be certain combinations of 2, 3, 4, or 5 symbols on adjacent reels from left to right or right to left.
- symbols in some winning combinations do not have to be on adjacent reels. Such symbols are sometimes called scatter symbols since their position within the activated block of symbol positions is not relevant.
- FIG. 1 is a perspective view of one type of gaming machine that is programmed to carry out the inventive technique.
- FIG. 2 is a functional block diagram showing the basic functional units in the gaming machine of FIG. 1 .
- FIG. 3 illustrates the block of symbol positions in a 5 ⁇ 4 matrix that are relevant to creating winning combinations with a first bet amount.
- FIG. 4 illustrates the block of symbol positions in a 5 ⁇ 4 matrix that are relevant to creating winning combinations with a second bet amount.
- FIG. 5 illustrates the block of symbol positions in a 5 ⁇ 4 matrix that are relevant to creating winning combinations with a third bet amount.
- FIG. 6 illustrates the block of symbol positions in a 5 ⁇ 4 matrix that are relevant to creating winning combinations with a fourth bet amount.
- FIG. 7 illustrates the block of symbol positions in a 5 ⁇ 4 matrix that are relevant to creating winning combinations with a fifth bet amount.
- FIG. 8 is a flow chart of the basic method carried out during games using the new technique.
- FIG. 1 is a perspective view of a gaming machine 10 that incorporates the present invention.
- Machine 10 includes a display 12 that may be a thin film transistor (TFT) display, a liquid crystal display (LCD), a cathode ray tube (CRT), or any other type of display.
- a second display 14 provides game data or other information in addition to display 12 .
- Display 14 may provide information such as an advertisement for the game, the rules of the game, pay tables for each bet amount, the different blocks of symbol positions associated with their associated bet amount to determine winning symbol combinations, or other information, or may even display the main game or the bonus games along with display 12 .
- the area for display 14 may be a display glass for conveying relevant information.
- Display 12 or 14 may have a touch screen lamination that includes a transparent grid of conductors. Touching the screen changes the capacitance between the conductors, and thereby the X-Y location of the touch may be determined. The processor associates this X-Y location with a function to be performed.
- touch screens are very well known in the field of slot machines, and a detailed description of them is not required.
- a coin slot 22 accepts coins or tokens in one or more denominations to generate credits within machine 10 for playing games.
- An input slot 24 for an optical reader and printer receives machine readable printed tickets and outputs printed tickets for use in cashless gaming.
- a bill acceptor 26 accepts various denominations of banknotes.
- a coin tray 32 receives coins or tokens from a hopper upon a win or upon the player cashing out.
- a card reader slot 34 accepts any of various types of cards, such as smart cards, magnetic strip cards, or other types of cards conveying machine readable information.
- the card reader reads the inserted card for player and credit information for cashless gaming.
- the card reader may also include an optical reader and printer for reading and printing coded barcodes and other information on a paper ticket.
- a keypad 36 accepts player input, such as a personal identification number (PIN) or any other player information.
- a display 38 above keypad 36 displays a menu for instructions and other information and provides visual feedback of the keys pressed.
- Player control buttons 39 include any buttons needed for the play of the particular game or games offered by machine 10 including, for example, one or more bet buttons, a repeat bet button, a spin reels button, a maximum bet button, a cash-out button, a display payout tables button, select icon buttons, and any other suitable button. Buttons 39 may be replaced by a touch screen with virtual buttons.
- FIG. 2 illustrates basic circuit blocks in a suitable gaming device.
- a control unit (CPU 40 ) runs a gaming program stored in a program ROM 43 .
- a coin/credit detector 41 enables the CPU 40 to initiate a next game.
- a pay table ROM 44 detects the outcome of the game and identifies awards to be paid to the player.
- a payout device 42 pays out an award to the player in the form of coins upon termination of the game or upon the player cashing out.
- a payout may also be in the form of a coded paper ticket, credits on a smart card or magnetic strip card, or in any other form.
- a display controller 45 receives commands from the CPU 40 and generates signals for the various displays 46 . If a display 46 is a touch screen, player commands may be input through the display screen into the CPU 40 .
- FIGS. 3-7 illustrate the symbol positions 50 in a 5 ⁇ 4 matrix of symbols displayed by the screen 12 in FIG. 1 .
- the symbols themselves may be traditional symbols, such as fruit, bells, etc., typically having a theme.
- the gaming machine displays instructions to the player about the game itself and how each bet option corresponds to a block of symbol positions relevant to determining winning combinations of symbols. Such information may be displayed on screen 14 in FIG. 1 .
- the player is only allowed five betting options in the example: 1, 5, 10, 20, or 40 credits.
- Each credit may be a nickel or other denomination, such as 25 cents or a dollar.
- Limiting the number of bets allows there to be one button 39 (physical or touchscreen) on the machine of FIG. 1 for each bet option for very fast turnaround.
- the highlighted block of symbol positions 52 in the bottom two rows are relevant when determining winning combinations of symbols. All symbols in the bottom row and two symbols in the adjacent row are highlighted. By making the symbol positions in the block adjacent, it is much easier for the player to determine whether a winning combination has occurred or is developing during a game.
- the highlighted block is preferably highlighted on the display screen 12 by increasing the background brightness of the block, creating a box around each symbol position in the block, or other technique so the player's attention can be focused on those relevant symbol positions as the reels randomly stop from left to right.
- the term randomly includes pseudo-randomly.
- FIG. 3 there are four different ways to create a winning symbol combination using only one highlighted symbol position per reel.
- each bet is associated with a unique group (block) of adjacent symbol positions.
- the amount of the bet and the number of relevant symbol position combinations that can be used to create winning combinations of symbols are taken into account when determining the proper award to pay to the player for a particular symbol combination. For example, there are only four combinations of symbol positions in FIG. 3 across the five reels obtained with a bet of one credit, while there are 1024 combinations of symbol positions in FIG. 7 across the five reels obtained with a bet of 40 credits. In other words, the chances of winning with a 40 credit bet are 256 times greater than the chances of winning with a 1 credit bet. Since each additional credit bet does not linearly increase the odds of winning, the award for a particular winning combination of symbols is not linearly related to the bet amount.
- the award for achieving a particular winning combination of symbols for a bet of 40 credits would be much less than the award for the same combination achieved with a bet of 1 credit, due to the much higher likelihood of achieving the combination with a 40-credit bet, even though the bet amount is higher.
- a mathematician skilled in the art could calculate suitable awards to either provide the same average payout percentage (i.e., average payout return for each a wager) for each game played with any bet or provide an increased average payout percentage when the player makes the maximum bet to encourage maximum betting.
- wins can be certain combinations of 2, 3, 4, or 5 symbols (e.g., the same symbol) on adjacent reels from left to right or right to left, as long as all the symbols are in the activated block of positions.
- symbols in some winning combinations do not have to be on adjacent reels. Such symbols are sometimes called scatter symbols since their position within the activated block of symbol positions is not relevant when combining the symbols for winning combinations.
- FIGS. 3-7 are just examples of simple patterns of activated symbol positions associated with each bet.
- a bet of 1 credit activates only the bottom row of symbol positions; a bet of 5 credits activates only the bottom two rows of symbol positions; a bet of 10 credits activates only the bottom three rows of symbol positions; and a bet of 20 credits activates all four rows symbol positions.
- the blocks of symbol positions start from the top of the matrix for the minimum bet and progress downward for higher bets, opposite to the configurations described above.
- Any bet amount can be uniquely associated with any particular block of symbol positions, and the award amounts for particular winning symbol combinations would be separately adjusted for each bet amount based on the award amounts needed to achieve a target average payout percentage for each wager amount.
- the target average payout percentage typically between 86-96%) for each wager may be the same or different to encourage higher betting.
- the number of added symbol positions for each incremental betting option may be selected so that the award amount for a particular symbol combination stays the same for each bet, or linearly changes with the bet amount. In any event, the average payout percentage per game may remain the same irrespective of the bet.
- FIG. 8 is a flowchart identifying certain steps performed by a gaming machine programmed with the technique described above.
- the gaming machine identifies to the player the particular block of adjacent symbol positions in an A ⁇ B matrix that can be activated with each bet option for determining winning combinations of symbols.
- the gaming machine also identifies all the possible winning combinations of symbols.
- This display of information may be on the fixed display glass (e.g., the top glass) of a standard video slot machine cabinet, or the display may be on a video display screen that is the same as or separate from (e.g., display screen 14 in FIG. 1 ) the screen that displays the game itself.
- step 62 the player bets one of the limited betting options, where each bet is uniquely associated with a block of symbol positions.
- step 63 the gaming machine highlights those symbol positions in the displayed A ⁇ B matrix associated with the bet.
- the highlighting may be any means of drawing the player's attention to the relevant symbol positions.
- step 64 the virtual reels are spun and randomly stopped to display the A ⁇ B matrix of symbols at the A ⁇ B symbol positions.
- step 65 the machine analyzes the symbols and the activated symbol positions and identifies those symbols involved in each winning combination across activated symbol positions (e.g., by brightening or enlarging the relevant symbols).
- a paytable (ROM 44 in FIG. 2 ) is used to grant an award to the player for the winning symbol combinations obtained, based on the bet option.
- the technique may be carried out on a stand-alone machine or on a machine connected to a server.
Abstract
Description
- This invention relates to gaming machines and, in particular, to a technique for determining winning combinations of symbols in a two-dimensional matrix of symbols.
- Common slot machines randomly select and display an array of symbols on a video screen, using virtual reels, then grant an award to a player based on the occurrence of winning symbol combinations across activated paylines. Such paylines are frequently identified by highlighted lines across the reels and are widely dispersed across the rows and columns.
- There may be a 5 column by 3 row (5×3) matrix, a 5×4 matrix, or any other size matrix of symbols. With such large matrices of symbols, there are many different paylines of various shapes.
- The player may individually select paylines by betting additional credits on a game, or a predetermined payline may be automatically added by the machine for each extra bet. Therefore, the odds of winning are linearly increased with each bet since each bet adds a payline.
- The reels only typically stop rotating after 1-3 seconds and an award is displayed almost immediately after the reels have stopped. Due to the complexity of all the separate paylines and the large number of symbols (e.g., 15-20), the player is unable to follow how the displayed symbols make up a winning combination. The player misses out on the thrill of seeing a potential high payout symbol combination developing as the reels progressive stop from left to right.
- Another drawback to a slot machine where the player takes time to pay for each added payline or individually designates paylines is that the frequency of playing the games is reduced, resulting in less revenue taken in by the slot machine.
- What is needed is a technique for rapidly setting symbol positions in a video gaming machine for determining winning combinations of symbols, where the player, by herself, can readily determine winning combinations of symbols as the reels are stopped.
- In one embodiment, a gaming machine has five virtual reels displaying four symbols per reel to create a 5×4 matrix of symbols. Such a machine may require a bet of five cents per credit, which is referred to as a nickel slot machine. The machine only gives the player the option of betting 1, 5, 10, 20, or 40 credits. Instead of individual paylines being linearly added for each bet amount (e.g., one payline per credit), a block of adjacent symbol positions is increased for each extra bet. The activated block may be highlighted during the game so the player can focus on only those symbols in the highlighted block during the game. All symbols in the activated block are combined to achieve winning combinations, where only one symbol per reel is used in a combination. Since only those symbols within the activated block can be used in a winning combination, the player can easily determine by herself whether there is a winning combination and how a winning combination is developing as the reels progressive stop from left to right.
- Using this technique, traditional paylines are not used since all symbols in the activated block can be combined in any way, as long as only one symbol per reel is used in a combination. Relevant symbol combinations are easily perceived by the player since the player can focus on only a small subset of the matrix. Also, by directly associating a different block with each limited bet option (e.g., 5 bet options), the set-up before each game is very fast, resulting in a greater frequency of play. For example, five buttons may be used, one for each bet option.
- Another advantage of this technique is that the relevant symbol positions for creating winning combinations of symbols is easily explained to the player by illustration on the machine's display glass or auxiliary screen prior to the player placing a bet. This is an improvement over a machine simply advertising a number of paylines that a player may activate upon wagering additional credits. A player is more likely to use a machine that the player fully understands.
- The technique can be applied to any size matrix (e.g., 5×3) and any number of betting options.
- In one embodiment, wins can be certain combinations of 2, 3, 4, or 5 symbols on adjacent reels from left to right or right to left. In another embodiment, symbols in some winning combinations do not have to be on adjacent reels. Such symbols are sometimes called scatter symbols since their position within the activated block of symbol positions is not relevant.
-
FIG. 1 is a perspective view of one type of gaming machine that is programmed to carry out the inventive technique. -
FIG. 2 is a functional block diagram showing the basic functional units in the gaming machine ofFIG. 1 . -
FIG. 3 illustrates the block of symbol positions in a 5×4 matrix that are relevant to creating winning combinations with a first bet amount. -
FIG. 4 illustrates the block of symbol positions in a 5×4 matrix that are relevant to creating winning combinations with a second bet amount. -
FIG. 5 illustrates the block of symbol positions in a 5×4 matrix that are relevant to creating winning combinations with a third bet amount. -
FIG. 6 illustrates the block of symbol positions in a 5×4 matrix that are relevant to creating winning combinations with a fourth bet amount. -
FIG. 7 illustrates the block of symbol positions in a 5×4 matrix that are relevant to creating winning combinations with a fifth bet amount. -
FIG. 8 is a flow chart of the basic method carried out during games using the new technique. - Although the invention can typically be implemented by installing a software program in most types of modern video gaming machines, one particular gaming machine platform will be described in detail.
-
FIG. 1 is a perspective view of agaming machine 10 that incorporates the present invention.Machine 10 includes adisplay 12 that may be a thin film transistor (TFT) display, a liquid crystal display (LCD), a cathode ray tube (CRT), or any other type of display. Asecond display 14 provides game data or other information in addition to display 12.Display 14 may provide information such as an advertisement for the game, the rules of the game, pay tables for each bet amount, the different blocks of symbol positions associated with their associated bet amount to determine winning symbol combinations, or other information, or may even display the main game or the bonus games along withdisplay 12. Alternatively, the area fordisplay 14 may be a display glass for conveying relevant information. -
Display - A
coin slot 22 accepts coins or tokens in one or more denominations to generate credits withinmachine 10 for playing games. Aninput slot 24 for an optical reader and printer receives machine readable printed tickets and outputs printed tickets for use in cashless gaming. Abill acceptor 26 accepts various denominations of banknotes. - A
coin tray 32 receives coins or tokens from a hopper upon a win or upon the player cashing out. - A
card reader slot 34 accepts any of various types of cards, such as smart cards, magnetic strip cards, or other types of cards conveying machine readable information. The card reader reads the inserted card for player and credit information for cashless gaming. The card reader may also include an optical reader and printer for reading and printing coded barcodes and other information on a paper ticket. - A
keypad 36 accepts player input, such as a personal identification number (PIN) or any other player information. Adisplay 38 abovekeypad 36 displays a menu for instructions and other information and provides visual feedback of the keys pressed. -
Player control buttons 39 include any buttons needed for the play of the particular game or games offered bymachine 10 including, for example, one or more bet buttons, a repeat bet button, a spin reels button, a maximum bet button, a cash-out button, a display payout tables button, select icon buttons, and any other suitable button.Buttons 39 may be replaced by a touch screen with virtual buttons. -
FIG. 2 illustrates basic circuit blocks in a suitable gaming device. A control unit (CPU 40) runs a gaming program stored in aprogram ROM 43. A coin/credit detector 41 enables theCPU 40 to initiate a next game. Apay table ROM 44 detects the outcome of the game and identifies awards to be paid to the player. Apayout device 42 pays out an award to the player in the form of coins upon termination of the game or upon the player cashing out. A payout may also be in the form of a coded paper ticket, credits on a smart card or magnetic strip card, or in any other form. Adisplay controller 45 receives commands from theCPU 40 and generates signals for the various displays 46. If adisplay 46 is a touch screen, player commands may be input through the display screen into theCPU 40. -
FIGS. 3-7 illustrate the symbol positions 50 in a 5×4 matrix of symbols displayed by thescreen 12 inFIG. 1 . The symbols themselves (not shown) may be traditional symbols, such as fruit, bells, etc., typically having a theme. Elsewhere, the gaming machine displays instructions to the player about the game itself and how each bet option corresponds to a block of symbol positions relevant to determining winning combinations of symbols. Such information may be displayed onscreen 14 inFIG. 1 . - The player is only allowed five betting options in the example: 1, 5, 10, 20, or 40 credits. Each credit may be a nickel or other denomination, such as 25 cents or a dollar. Limiting the number of bets allows there to be one button 39 (physical or touchscreen) on the machine of
FIG. 1 for each bet option for very fast turnaround. - As shown in
FIG. 3 , for a bet of one credit, only the symbols in the highlighted (shaded) block of symbol positions 52 in the bottom two rows are relevant when determining winning combinations of symbols. All symbols in the bottom row and two symbols in the adjacent row are highlighted. By making the symbol positions in the block adjacent, it is much easier for the player to determine whether a winning combination has occurred or is developing during a game. The highlighted block is preferably highlighted on thedisplay screen 12 by increasing the background brightness of the block, creating a box around each symbol position in the block, or other technique so the player's attention can be focused on those relevant symbol positions as the reels randomly stop from left to right. The term randomly includes pseudo-randomly. - Any winning combination of symbols throughout the entire highlighted block, where only one symbol per reel is used in a single combination, pays an award to the player. In
FIG. 3 , there are four different ways to create a winning symbol combination using only one highlighted symbol position per reel. - As shown in
FIG. 4 , for a bet of five credits, only the symbols in the highlighted symbol positions in the bottom two rows are relevant when determining winning combinations of symbols. All symbols in the bottom two rows are highlighted. - As shown in
FIG. 5 , for a bet of ten credits, only the symbols in the highlighted symbol positions in the bottom three rows are relevant when determining winning combinations of symbols. All symbols in the bottom two row and two symbols in the adjacent row are highlighted. - As shown in
FIG. 6 , for a bet of 20 credits, only the symbols in the highlighted symbol positions in the bottom three rows are relevant when determining winning combinations of symbols. - As shown in
FIG. 7 , for a maximum bet of 40 credits, all the symbols in the matrix are relevant when determining winning combinations of symbols. - As seen, each bet is associated with a unique group (block) of adjacent symbol positions.
- The amount of the bet and the number of relevant symbol position combinations that can be used to create winning combinations of symbols are taken into account when determining the proper award to pay to the player for a particular symbol combination. For example, there are only four combinations of symbol positions in
FIG. 3 across the five reels obtained with a bet of one credit, while there are 1024 combinations of symbol positions inFIG. 7 across the five reels obtained with a bet of 40 credits. In other words, the chances of winning with a 40 credit bet are 256 times greater than the chances of winning with a 1 credit bet. Since each additional credit bet does not linearly increase the odds of winning, the award for a particular winning combination of symbols is not linearly related to the bet amount. For example, the award for achieving a particular winning combination of symbols for a bet of 40 credits would be much less than the award for the same combination achieved with a bet of 1 credit, due to the much higher likelihood of achieving the combination with a 40-credit bet, even though the bet amount is higher. - This differs from conventional payline-based systems where, if the paylines did not change for each additional bet, the award amounts would just linearly increase in proportion to the amount bet. Conversely, in a payline-based system, if each additional credit bet added a payline, the odds of winning linearly increase with the bet, so the award amounts may stay the same for all bets.
- For the inventive system, a mathematician skilled in the art could calculate suitable awards to either provide the same average payout percentage (i.e., average payout return for each a wager) for each game played with any bet or provide an increased average payout percentage when the player makes the maximum bet to encourage maximum betting.
- If the same number of symbol positions shown in
FIGS. 3-6 were not in a block but were scattered throughout the matrix, the same odds of winning would apply, but it would be much more difficult for a player to grasp the significance of the scattered symbols. Therefore, making the relevant symbol positions adjacent maximizes the player's ability to appreciate the significance of symbols appearing in the highlighted positions. - In one embodiment, wins can be certain combinations of 2, 3, 4, or 5 symbols (e.g., the same symbol) on adjacent reels from left to right or right to left, as long as all the symbols are in the activated block of positions. In another embodiment, symbols in some winning combinations do not have to be on adjacent reels. Such symbols are sometimes called scatter symbols since their position within the activated block of symbol positions is not relevant when combining the symbols for winning combinations.
-
FIGS. 3-7 are just examples of simple patterns of activated symbol positions associated with each bet. In another embodiment, a bet of 1 credit activates only the bottom row of symbol positions; a bet of 5 credits activates only the bottom two rows of symbol positions; a bet of 10 credits activates only the bottom three rows of symbol positions; and a bet of 20 credits activates all four rows symbol positions. In another embodiment, the blocks of symbol positions start from the top of the matrix for the minimum bet and progress downward for higher bets, opposite to the configurations described above. Any bet amount can be uniquely associated with any particular block of symbol positions, and the award amounts for particular winning symbol combinations would be separately adjusted for each bet amount based on the award amounts needed to achieve a target average payout percentage for each wager amount. The target average payout percentage (typically between 86-96%) for each wager may be the same or different to encourage higher betting. - In another embodiment, the number of added symbol positions for each incremental betting option may be selected so that the award amount for a particular symbol combination stays the same for each bet, or linearly changes with the bet amount. In any event, the average payout percentage per game may remain the same irrespective of the bet.
-
FIG. 8 is a flowchart identifying certain steps performed by a gaming machine programmed with the technique described above. - In
step 61, the gaming machine identifies to the player the particular block of adjacent symbol positions in an A×B matrix that can be activated with each bet option for determining winning combinations of symbols. The gaming machine also identifies all the possible winning combinations of symbols. This display of information may be on the fixed display glass (e.g., the top glass) of a standard video slot machine cabinet, or the display may be on a video display screen that is the same as or separate from (e.g.,display screen 14 inFIG. 1 ) the screen that displays the game itself. - In
step 62, the player bets one of the limited betting options, where each bet is uniquely associated with a block of symbol positions. - In
step 63, the gaming machine highlights those symbol positions in the displayed A×B matrix associated with the bet. The highlighting may be any means of drawing the player's attention to the relevant symbol positions. - In
step 64, the virtual reels are spun and randomly stopped to display the A×B matrix of symbols at the A×B symbol positions. - In
step 65, the machine analyzes the symbols and the activated symbol positions and identifies those symbols involved in each winning combination across activated symbol positions (e.g., by brightening or enlarging the relevant symbols). - In
step 66, a paytable (ROM 44 inFIG. 2 ) is used to grant an award to the player for the winning symbol combinations obtained, based on the bet option. - The various techniques described are easily implemented by a software programmer storing a program in the
program ROM 43 inFIG. 2 . TheCPU 40 carries out the program, as would be understood by those skilled in the art. - The technique may be carried out on a stand-alone machine or on a machine connected to a server.
- While particular embodiments of the present invention have been shown and described, it will be obvious to those skilled in the art that changes and modifications may be made without departing from this invention in its broader aspects and, therefore, the appended claims are to encompass within their scope all such changes and modifications as fall within the true spirit and scope of this invention.
Claims (28)
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US (1) | US20090156287A1 (en) |
Cited By (15)
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US8393950B1 (en) | 2009-09-04 | 2013-03-12 | Primo Innovo, Llc | Method and apparatus for a wagering game having a secondary game array formed from a plurality of primary game arrays |
US20160247361A1 (en) * | 2015-02-20 | 2016-08-25 | Ainsworth Game Technology Limited | Electronic gaming machine and gaming method |
US9679444B2 (en) | 2013-12-10 | 2017-06-13 | Cadillac Jack, Inc. | Electronic gaming device with reel exposing functionality |
US9805541B2 (en) | 2015-07-24 | 2017-10-31 | Cadillac Jack, Inc. | Electronic gaming device with second chance functionality |
US9811975B2 (en) | 2013-09-20 | 2017-11-07 | Sg Gaming Anz Pty Ltd | Methods and apparatuses for electronic gaming including stacks and blocks of symbols |
US10102710B2 (en) | 2016-09-01 | 2018-10-16 | Ags Llc | Games and gaming machines having prizes triggered by expanding reels |
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US11094170B2 (en) * | 2017-03-17 | 2021-08-17 | Sg Gaming, Inc. | Gaming machine using multiple triggers to determine an award from a subset of displayed awards |
US11699327B2 (en) | 2021-11-17 | 2023-07-11 | Lnw Gaming, Inc. | Gaming machine and method with persistent award modifier triggered and modified by appearance of a catalyst symbol |
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US11741788B2 (en) | 2021-11-24 | 2023-08-29 | Lnw Gaming, Inc. | Gaming machine and method with symbol conversion feature |
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Cited By (22)
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US8393950B1 (en) | 2009-09-04 | 2013-03-12 | Primo Innovo, Llc | Method and apparatus for a wagering game having a secondary game array formed from a plurality of primary game arrays |
US9811975B2 (en) | 2013-09-20 | 2017-11-07 | Sg Gaming Anz Pty Ltd | Methods and apparatuses for electronic gaming including stacks and blocks of symbols |
US9679444B2 (en) | 2013-12-10 | 2017-06-13 | Cadillac Jack, Inc. | Electronic gaming device with reel exposing functionality |
US20160247361A1 (en) * | 2015-02-20 | 2016-08-25 | Ainsworth Game Technology Limited | Electronic gaming machine and gaming method |
US10068413B2 (en) * | 2015-02-20 | 2018-09-04 | Ainsworth Game Technology Limited | Electronic gaming machine and gaming method |
US9805541B2 (en) | 2015-07-24 | 2017-10-31 | Cadillac Jack, Inc. | Electronic gaming device with second chance functionality |
US10255751B2 (en) | 2015-07-24 | 2019-04-09 | Ags Llc | Electronic gaming device with bonus game extended reel functionality |
US10706664B2 (en) | 2015-07-24 | 2020-07-07 | Ags Llc | Electronic gaming device with bonus game extended reel functionality |
US10102710B2 (en) | 2016-09-01 | 2018-10-16 | Ags Llc | Games and gaming machines having prizes triggered by expanding reels |
US11094170B2 (en) * | 2017-03-17 | 2021-08-17 | Sg Gaming, Inc. | Gaming machine using multiple triggers to determine an award from a subset of displayed awards |
US20210327219A1 (en) * | 2017-03-17 | 2021-10-21 | Sg Gaming, Inc. | Gaming machine using multiple triggers to determine an award from a subset of displayed awards |
US11587403B2 (en) * | 2017-03-17 | 2023-02-21 | Sg Gaming, Inc. | Gaming machine using multiple triggers to determine an award from a subset of displayed awards |
US11710378B2 (en) | 2017-03-17 | 2023-07-25 | Lnw Gaming, Inc. | Gaming machine using multiple triggers to determine an award from a subset of displayed awards |
US11798371B2 (en) | 2017-03-17 | 2023-10-24 | Lnw Gaming, Inc. | Gaming machine using multiple triggers to determine an award from a subset of displayed awards |
WO2021118628A1 (en) * | 2019-12-13 | 2021-06-17 | Aristocrat Technologies, Inc. | Symbol frame with prize |
US11749054B2 (en) | 2019-12-13 | 2023-09-05 | Aristocrat Technologies, Inc. | Symbol frame with prize |
US11699327B2 (en) | 2021-11-17 | 2023-07-11 | Lnw Gaming, Inc. | Gaming machine and method with persistent award modifier triggered and modified by appearance of a catalyst symbol |
US11721165B2 (en) | 2021-11-18 | 2023-08-08 | Lnw Gaming, Inc. | Gaming machine and method with symbol redistribution feature |
US11741788B2 (en) | 2021-11-24 | 2023-08-29 | Lnw Gaming, Inc. | Gaming machine and method with symbol conversion feature |
US11804104B2 (en) | 2021-12-03 | 2023-10-31 | Lnw Gaming, Inc. | Gaming machine and method with value-bearing symbol feature |
US11710370B1 (en) | 2022-01-26 | 2023-07-25 | Lnw Gaming, Inc. | Gaming machine and method with a symbol collection feature |
US11875645B2 (en) | 2022-02-02 | 2024-01-16 | Lnw Gaming, Inc. | Gaming systems and methods for dynamic award symbols |
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