US20090186683A1 - gaming system and a method of gaming - Google Patents

gaming system and a method of gaming Download PDF

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Publication number
US20090186683A1
US20090186683A1 US12/337,311 US33731108A US2009186683A1 US 20090186683 A1 US20090186683 A1 US 20090186683A1 US 33731108 A US33731108 A US 33731108A US 2009186683 A1 US2009186683 A1 US 2009186683A1
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Prior art keywords
symbol
symbols
game
segment
selectors
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US12/337,311
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Simon Patrick Ashley
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Aristocrat Technologies Australia Pty Ltd
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Aristocrat Technologies Australia Pty Ltd
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Priority claimed from AU2007906972A external-priority patent/AU2007906972A0/en
Application filed by Aristocrat Technologies Australia Pty Ltd filed Critical Aristocrat Technologies Australia Pty Ltd
Assigned to ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LIMITED reassignment ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LIMITED ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: ASHLEY, SIMON PATRICK
Publication of US20090186683A1 publication Critical patent/US20090186683A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/34Coin-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

Definitions

  • first rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector
  • second rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector
  • the game may be played using a physical implementation or an electronic simulated implementation.
  • the wheels are physical objects.
  • the wheels are displayed on a display.
  • the symbol selection component 22 , the comparator 30 , the prize allocator 34 and the outcome generator 30 are implemented using the processor 5 and associated programs, although it will be understood that other implementations are envisaged.
  • the gaming system may have two or more rotatable symbol selectors, as described above, provided for a bank of gaming machines.
  • the rotatable symbol selectors may be triggered by any one of the gaming machines in the bank or the outcome of the rotation may be applicable to any or all of the gaming machines in the bank.
  • the rotatable symbol selectors may be used in a bonus or feature game which all players at the bank participate in. Alternatively one player at a time may participate in this game.

Abstract

A gaming system comprises a first rotatable symbol selector and a second rotatable symbol selector. The first rotatable symbol selector has a surface divided into segments, with each segment having at least one of a plurality of a first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector. The second rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of a second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector. The symbol selectors are positioned relative to each other so that after the symbol selectors are rotated and when a condition is met, the symbols associated with respective peripheral portions of the symbol selectors in a first designated relationship with one another are selected for use in a game outcome.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • The present application claims the benefit of priority to Australian Provisional Patent Application No. 2007906972, filed on Dec. 19, 2007, entitled “A GAMING SYSTEM AND A METHOD OF GAMING”, which is herein incorporated by reference in its entirety.
  • FIELD OF THE INVENTION
  • The present invention relates to a gaming system and to a method of gaming.
  • BACKGROUND OF THE INVENTION
  • It is known to provide a gaming machine which comprises a plurality of reels, each of which spin about a common axis of rotation and have symbols located on their circumferential surface. The reels are viewed facing a portion of the circumference of the reels. Not all of the symbols on the reels are visible at a time. Such gaming machines are played by activating the machine to rotate the reels. When the reels come to a stop the aligned symbols in a “pay line” determine the outcome of the game.
  • It is also known to have a game which has a wheel with money amounts displayed on radially divided segments on the face of the wheel. A pointer is positioned to point to one of the segments. The game is played by spinning the wheel and when it stops the pointer will select one of the amounts. The known game of roulette is similar, except that a ball stops in one of the segments which replaces the stationary pointer and numbers replace the money amounts.
  • SUMMARY OF THE INVENTION
  • According to a first aspect of the present invention there is provided a gaming system including:
  • a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of a first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector;
  • a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of a second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector;
  • wherein the symbol selectors are positioned relative to each other so that after the symbol selectors are rotated and when a condition is met, the symbols associated with respective peripheral portions of the symbol selectors in a first designated relationship with one another are selected for use in a game outcome.
  • In an embodiment the condition is met when the symbol selectors stop rotating.
  • In an embodiment the condition is met when the symbol selectors have rotated for a period of time. The period of time may be fixed, player determined, randomly determined, or otherwise determined.
  • In an embodiment the first rotatable symbol selector is a wheel. In an embodiment the second rotatable symbol selector is a wheel.
  • In an embodiment the first rotatable symbol selector is radially divided into the segments. In an embodiment the second rotatable symbol selector is radially divided into the segments.
  • In an embodiment one or both of the symbol selectors have all of the symbols visible on the respective surface.
  • In an embodiment the symbol selectors are simultaneously rotatable. In an embodiment the symbol selectors are independently rotatable.
  • In an embodiment the axes of rotation of the symbol selectors are spaced apart from one another. In an embodiment the axes of rotation are parallel to each other.
  • In an embodiment one or more of the symbol selectors are rotatably mounted to a bearing.
  • In an embodiment one or more of the symbol selectors are displayed on a display.
  • In an embodiment the gaming system further includes an indicator for indicating which first symbol and which second symbol are selected after the symbol selectors are rotated and the condition is met.
  • In an embodiment the gaming system further includes:
  • a third rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of third symbols allocated thereto, each segment being associated with a peripheral portion of the third symbol selector;
  • wherein the third symbol selector is positioned relative to the first symbol selector so that after the symbol selectors are rotated and when the predetermined condition is met, the symbols associated with respective peripheral portions of the first and third symbol selectors in a second designated relationship with one another are selected for use in the game outcome.
  • In an embodiment the third symbol selector is positioned relative to the second symbol selector so that after the symbol selectors are rotated and when the predetermined condition is met, the symbols associated with respective peripheral portions of the second and third symbol selectors in a third designated relationship with one another are selected for use in the game outcome.
  • In an embodiment the first selector, second selector and third selector are aligned, such that the centres of the selectors form points in a straight line. In an alternative embodiment a centre of the third selector is not aligned with the centres of the first and second selectors.
  • In an embodiment one of the designated relationships includes two or more of the peripheral portions of respective symbol selectors being closest to each other.
  • In an embodiment one of the designated relationships includes one of the following:
  • two or more of the peripheral portions of respective symbol selectors being in mutually equivalent relative positions;
  • two or more of the peripheral portions of respective symbol selectors being in mutually opposite relative positions;
  • two or more of the peripheral portions of respective symbol selectors being in mutually equally spaced apart relative positions;
  • two or more of the peripheral portions of respective symbol selectors being a respective specified distance from a common point.
  • In an embodiment only one of each symbol in each set of symbols occurs in the segments of one or more of the symbol selectors. In an embodiment more than one of each symbol in each set of symbols occurs in the segments of one or more of the symbol selectors.
  • In an embodiment symbols on opposed sides of one or more of the selectors are the same. In an alternative embodiment symbols on opposed sides of one or more of the selectors are not the same.
  • In an embodiment one or more of the sets of symbols include a repeating sub-set of symbols. In an alternative embodiment the symbols do not repeat in any of the sets of symbols.
  • In one arrangement, the gaming system includes a comparator for comparing the results of selection of one or more of the selected symbols with game criteria to determine the outcome of the game.
  • In an embodiment the comparator is arranged to determine that the outcome of the game is a win in the event that the selected first symbol is the same as the selected second symbol.
  • In an embodiment the comparator is arranged to determine that the outcome of the game is a win in the event that a combination of the selected symbols indicate a win.
  • In an embodiment the comparator is arranged to determine that the outcome of the game is a loss in the event that the selected symbols do not match.
  • In an embodiment the comparator is arranged to determine that the outcome of the game is a loss in the event that a combination of the selected symbols do not indicate a win.
  • In an embodiment the gaming system includes a prize allocator for allocating a prize to a player of the game based on the outcome of the game.
  • In an embodiment the prize allocator allocates a prize having a quantum represented by the selected symbols.
  • In an embodiment one or more of the symbols represent a prize amount for the respective segment.
  • The gaming system may be arranged such that a player is able to choose to enter into another round of the game and thereby risk losing a prize or a portion of a prize, or to end the game and receive a prize won thus far.
  • The or each prize may be in the form of a monetary amount, points, tokens, progressive prizes, eligibility for feature games, tournament entitlements, or entitlements to inclusion of special symbols in subsequent rounds of the game, such as wildcard symbols.
  • The gaming system may be implemented as a stand alone gaming machine or across a network.
  • According to a second aspect of the present invention there is provided a method of playing a game using the gaming system including:
      • rotating the first and second symbol selectors;
      • determining which symbols are selected when the predetermined condition is met;
      • determining the outcome of the game according which symbols are selected.
  • In an embodiment the outcome of the game is a win in the event that the first symbol is the same as the second symbol.
  • In an embodiment a quantum of the outcome of the game is represented by the selected symbols.
  • In an embodiment the outcome of the game is a win in the event that a combination of the selected symbols indicate a win.
  • In an embodiment the outcome of the game is a loss in the event that the selected symbols do not match.
  • In an embodiment the outcome of the game is a loss in the event that a combination of the selected symbols do not indicate a win.
  • In an embodiment the outcome of the game is determined according to which pair of first and second symbols, first and third symbols and pair of second and third symbols are selected.
  • According to a third aspect of the present invention there is provided a game controller for controlling a gaming system, the gaming system including:
      • a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector,
      • a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
  • wherein the game controller is arranged to cause:
  • the first and second symbol selectors to rotate, and,
  • the symbol selectors to be positioned relative to each other when a condition is met, with a respective peripheral portion of a segment of each symbol selector being in a designated relationship with each other, such that the symbols associated with the respective segments are selected for use in a game outcome.
  • In an embodiment the game controller further includes a processor configured to control a display of the gaming system to show the symbol selectors.
  • In an embodiment the game controller further includes a processor configured to control rotation of the symbol selectors.
  • In an embodiment the game controller further includes a determining component for determining the condition.
  • In an embodiment the game controller further includes a checking component for checking when the condition is met.
  • In an embodiment a gaming system including the game controller, wherein the gaming system is a stand alone machine including the game controller.
  • In an embodiment a gaming system includes the game controller, wherein the game controller is remotely located from the display.
  • According to a fourth aspect of the present invention there is provided a method of playing a game using the gaming controller, said method including:
  • displaying rotation of the first and second symbol selectors;
  • determining which symbols are selected when the condition is met;
  • determining the outcome of the game according the which symbols are selected.
  • According to a fifth aspect of the present invention there is provided a game controller for controlling a gaming system, the game controller arranged to cause a display to show:
  • a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector,
  • a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
  • the first and second symbol selectors rotating, and,
  • the symbol selectors positioned relative to each other when a condition is met, with a respective peripheral portion of a segment of each symbol selector being in a designated relationship with each other, such that the symbols associated with the respective segments are selected for use in a game outcome.
  • According to a sixth aspect of the present invention there is provided a gaming apparatus including:
  • a screen; and
    a processor configured to control the screen to display:
  • a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector,
  • a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
  • wherein the processor is configured to control a display to show the first and second symbol selectors rotating, wherein the symbol selectors are displayed positioned relative to each other when they stop with a respective peripheral portion of each symbol selector being closest to each other, such that the symbols associated with the resulting closest periphery portions are selected for use in a game outcome.
  • In an embodiment the processor is configured to control the display to show the selected symbol of the first set of symbols and the selected second symbol of the second set of symbols.
  • According to a seventh aspect of the present invention there is provided a method of playing a game including:
  • rotating a first symbol selector and a second symbol selector, wherein the first rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector, wherein the second rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
  • determining the symbols associated with respective peripheral portions of each symbol selector that are positioned closest to each other; and
  • determining an outcome of the game according the determined symbols.
  • According to an eighth aspect of the present invention there is provided a method of playing a game using the gaming apparatus including:
  • displaying rotation of the first and second symbol selectors;
  • displaying the symbol selectors coming to a stop;
  • determining which symbols are selected when the symbol selectors come to a stop;
  • determining the outcome of the game according the selection of the symbols.
  • According to a ninth aspect of the present invention there is provided a method of playing a game including:
  • rotating a first symbol selector and second symbol selector, wherein the first rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector, wherein the second rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
  • determining the symbols associated with respective peripheral portions of each symbol selector that are positioned closest to each other when a predefined condition is met; and
  • determining an outcome of the game according the selected symbols.
  • In an embodiment the predefined condition is met when the symbols selectors stop rotating. In an embodiment stopping of the rotation is by applying a rotational deceleration force to each symbol selector. In one form the deceleration force is friction. In another form the deceleration force includes a force applied by an active brake. In another form the deceleration force is simulated.
  • According to a tenth aspect of the present invention there is provided a game including:
  • a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of a first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector;
  • a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of a second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector;
  • wherein the symbol selectors are positioned relative to each other so that the symbols associated with respective peripheral portions of the symbol selectors will be in a designated relationship with one another when a condition is met, such that the symbols associated with the peripheral portions in the designated relationship are selected for use in a game outcome;
  • wherein the symbol selectors are rotated to play the game and the result of the game is determined according to which first symbol and which second symbol are selected.
  • According to an eleventh aspect of the present invention there is provided logic embodied in a machine readable form for controlling a processor to operate as a gaming apparatus including instructions for controlling the processor to:
  • display a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector,
  • display a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
  • display the first and second symbol selectors rotating;
  • display the symbol selectors positioned relative to each other when a condition is met, with a respective peripheral portion of a segment of each symbol selector being in a designated relationship with one another, such that the symbols associated with the respective segments are selected for use in a game outcome.
  • According to a twelfth aspect of the present invention there is provided logic embodied in a machine readable form for controlling a processor to perform a method of playing a game including instructions for controlling the processor to:
  • rotate a first symbol selector and a second symbol selector, wherein the first rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector, wherein the second rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
  • position relative to each other so that after the symbol selectors are rotated and when a condition is met, so that respective peripheral portions of the symbol selectors are in a designated relationship with one another and the symbols associated with respective peripheral portions are selected for use in a game outcome.
  • In an embodiment the logic is embodied in a computer program including instructions which when executed control the operation of the processor.
  • According to a thirteenth aspect of the present invention there is provided a data signal including the computer program.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • Certain embodiments of the present invention will now be described, by way of example only, with reference to the accompanying drawings, in which:
  • FIG. 1 is a diagrammatic block diagram of a gaming system in accordance with an embodiment of the present invention;
  • FIG. 2 is a diagrammatic representation of a gaming system in accordance with an embodiment of the present invention with the gaming system implemented in the form of a stand alone gaming machine;
  • FIG. 3 is a schematic block diagram of operative components of the gaming machine shown in FIG. 2;
  • FIG. 4 is a schematic block diagram of components of a memory of the gaming machine shown in FIG. 2;
  • FIG. 5 is a schematic diagram of a gaming system in accordance with an alternative embodiment of the present invention with the gaming system implemented over a network;
  • FIG. 6 is a schematic flowchart of a method of gaming according to an embodiment of the present invention;
  • FIG. 7A is a flow diagram illustrating a method of determining a game outcome in accordance with an embodiment of the present invention;
  • FIG. 7B is a flow diagram illustrating a method of determining a prize allocation in accordance with an embodiment to the present invention;
  • FIG. 8 is a diagrammatic representations of example symbol selectors displayed by a gaming system in accordance with an embodiment of the present invention when implementing the method of gaming illustrated in FIG. 6 showing an example of a winning game result;
  • FIG. 9 is a diagrammatic representations of example symbol selectors displayed by a gaming system in accordance with an embodiment of the present invention when implementing the method of gaming illustrated in FIG. 6 showing an example of a losing game result;
  • FIG. 10 is a schematic representation of an alternative embodiment of example symbol selectors displayed by a gaming system in accordance with an embodiment of the present invention;
  • FIG. 11 is a schematic representation of a gaming apparatus showing a further alternative embodiment of example symbol selectors in accordance with an embodiment of the present invention.
  • The foregoing summary, as well as the following detailed description of certain embodiments of the present invention, will be better understood when read in conjunction with the appended drawings. For the purpose of illustrating the invention, certain embodiments are shown in the drawings. It should be understood, however, that the present invention is not limited to the arrangements and instrumentality shown in the attached drawings.
  • DESCRIPTION OF AN EMBODIMENT OF THE INVENTION
  • Referring to the drawings, there is shown a gaming system arranged to implement a probabilistic wagering game wherein a player wagers a bet amount and a prize is allocated to the player depending on a game result.
  • The game implemented by the gaming system operates such that a player places a bet on a game outcome and will be awarded a prize according to the result of the game and in some embodiments according to the amount wagered.
  • The gaming system includes a gaming apparatus having two or more rotatable symbol selectors. Preferably each symbol selector is in the form of a wheel having a circular surface radially divided into segments with each segment having at least one of a plurality of a respective set of symbols displayed. In an embodiment all of the symbols of the symbol selectors are visible particularly when the symbol selector stops rotating. Each segment is associated with an arc of a circumference of the wheel by virtue of the segment having a portion of a border of the segment coinciding with the circumference portion. Other forms of symbol selectors are possible.
  • The wheels are intended to be rotated or spun to play the game, with the result of the game determined when a predetermined condition is met, such as when the wheels stop spinning. Alternatively the predetermined condition may be met when the wheels have been rotating for a certain amount of time. The time period may be fixed, for example 15 seconds, selected by a player or selected randomly. The time period may be determined in some other way.
  • The wheels are located adjacent to each other so that, when stationary one of the circumference portions of each adjacent wheel pair will be closest to each other. The symbols of the segments having the closest circumference portions are considered to be selected. Typically an imaginary straight line between the centres of each wheel pair will pass through the pair of closest circumference portions. Consequently each wheel pair will have a pair of symbols, one from each wheel in the pair, which are closest to each other. Such a pair or pairs (if there are more than two wheels) are regarded as the selected symbols of the game (or that round of the game). The outcome of the game is determined according to the rules of the specific implementation of the game and the selected symbols. Typically the rules provide for a win if the selected symbols match, but other implementations are possible. Instead of selecting the symbols of the closest segments, other designated relationships between the symbol selectors may be used. For example the designated relationships include one or more of the following:
  • two or more of the peripheral portions of respective symbol selectors being in mutually equivalent relative positions;
  • two or more of the peripheral portions of respective symbol selectors being in mutually opposite relative positions;
  • two or more of the peripheral portions of respective symbol selectors being in mutually equally spaced apart relative positions;
  • two or more of the peripheral portions of respective symbol selectors being a respective specified distance from a common point.
  • In relation to the player's wager the outcome can be a success, a loss, or a neutral outcome, which will depend on the specific implementation of the game. A successful outcome will result in winning of a prize. A loss will result in no prize and loss of the wager. A neutral outcome will be no awarded prize, but no loss of the wager amount. In this case, another round of the game can therefore be played without making a further wager.
  • The symbols may take any suitable form such as representations of dice, cards, dominoes, tiles, shapes, numbers, letters, currency amounts or any other type of symbols. The symbols may have an associated ranking or a ranking can be applied so that a comparison of other symbol(s) with the selected pairs of symbols yields a success or failure result. The ranking may be fixed or may vary according to a schedule, such as in the game “scissors, paper, rock”.
  • In one example, the symbols are currency amounts and success is determined on the basis of matching the currency amounts in each selected pair of symbols. In one implementation the quantum of the prize won is determined by the value of the amounts selected.
  • In an alternative example, the game outcome depends on the combination of selected symbols, for example the selected pair(s) of symbols are compared to reference symbols and success is determined on the basis of the comparison with the reference symbols. For example, the symbols are numbers, if the sum of the numbers shown on the selected pairs is greater than or equal to the sum of the numbers shown on the reference numbers, the player wins.
  • The segments of the wheels may include numbers, letters, one or more colours, or at least one special symbol or colour having an allocated special function or prize.
  • The game may be multi-leveled, where successive rounds are played and depending on the success or otherwise, in each round, the game may progress through the levels.
  • The number of wheels may be constant or may vary according to game rules, for example the number of wheels may increase or decrease with each succeeding game round/level. The wheels used may include the same symbols or may have different combinations of symbols in different rounds/levels. The number of symbols on the wheels may vary between games/rounds/levels.
  • The symbols may include standard symbols and may additionally include one or more function symbols, and the ranking associated with a symbol or combination of symbols may be determined on the basis of the displayed standard symbols and the function associated with any displayed function symbol. The function associated with a function symbol may be for example a wild function wherein display of the function symbol is treated during consideration of the game outcome as any of the standard symbols or as a predetermined function selected by the gaming system on commencement of the game.
  • The game may be played using a physical implementation or an electronic simulated implementation. In the physical implementation the wheels are physical objects. In the simulated implementation the wheels are displayed on a display.
  • The game may be a secondary game in which the secondary game is used to determine a secondary or bonus prize of another game.
  • The game may be implemented as part of another game, wherein the game is activated as a result of any predetermined action, such as a game outcome related event, an operator initiated event, a random event, an event related to turnover, or an event related to special bets being placed.
  • Referring to FIG. 1, a gaming system 10 for implementing an electronic embodiment of the game is shown in diagrammatic form. The gaming system 10 includes a player interface 6 and a game controller 4. The player interface 6 is arranged to enable interaction between a player and the gaming system and for this purpose includes input/output components for the player to enter instructions and play the game.
  • Components of the player interface 6 may vary but will typically include a credit mechanism 7 to enable a player to input credits and receive payouts, one or more displays 8 which may include a touch screen, and a game play mechanism 9 arranged to enable a player to input game play instructions.
  • The game controller 4 is in data communication with the player interface 6 and typically includes a processor 5 arranged to process game play instructions and output game player outcomes to the display 8. Typically, the game play instructions are stored as program code in a memory 12 that can also be hardwired. It will be understood that in this specification the term “processor” is used to refer generically to any device that can process game play instructions and may include a microprocessor, microcontroller, programmable logic device or any other computational device such as a personal computer or a server.
  • The memory 12 is arranged to store symbols data 14 indicative of a plurality of symbols for selection and display to a player during a game, function data 16 indicative of one or more functions associated with one or more of the symbols, prize data 18 indicative of prize amounts of the game, and game play instruction data 20 indicative of game instructions usable by the gaming system 10 to control operation of the game.
  • The game controller 4 also includes a symbol selection component 22 which is arranged to implement the symbol selectors. In particular the symbol selection component 22 implements rotation of the wheels which select one or more pairs of symbols. In one implementation the symbol selection component 22 includes physical wheels. In another implementation the wheels are simulated, in this example the symbol selection component 22 uses a random number generator 24 to determine the stopping position of each simulated wheel.
  • It will be appreciated that the random number generator 24 may be of a type which is arranged to generate pseudo random numbers based on a seed number, and that in this specification the term “random” will be understood accordingly to mean truly random or pseudo random.
  • The game controller 4 also includes a comparator 30 arranged to compare the selected pairs of symbols in accordance with the game instruction data 20, and an outcome generator 32 which in accordance with the game instruction data 20 determines whether the player is successful or unsuccessful and therefore wins a prize or not.
  • While in this example the comparator 30 and the outcome generator 32 are shown as separate components, it will be understood that the functions of the outcome generator and the comparator may be implemented by one component.
  • The game controller 4 also includes a prize allocator 34 which communicates with the prize data 18 stored in the memory 12 and with the outcome generator 30, and determines an appropriate prize to allocate to a player depending on the outcome of the game and in some embodiments depending on the symbols selected by the symbol selection component 22.
  • Additional prizes may be allocated on the basis of occurrence of a predetermined combination, such as for example the same symbol in one or more of the pairs, a consecutive sequence in or between the pairs, occurrence of all odd or all even numbers, occurrence of the same symbol combination, a predetermined sequence in consecutive spins, and so on. The additional prizes may take the form of one or more additional spins of the wheels.
  • The gaming system 10 may also be arranged such that a player has the option of choosing to continue with another round of the game and thereby attempt to wager the winnings of the previous round or to win a game in which the results of subsequent rounds determines the outcome of the game.
  • Instead of providing monetary prize amounts, the prize allocated to a player for reaching a level and/or any additional prize may be in the form of points, tokens, progressive prizes, eligibility for feature games, tournament entitlements, or special symbol entitlements in other games, such as an additional wild symbol for a predetermined number of games.
  • In the embodiment described below, the symbol selection component 22, the comparator 30, the prize allocator 34 and the outcome generator 30 are implemented using the processor 5 and associated programs, although it will be understood that other implementations are envisaged.
  • The gaming system 10 can take a number of different forms.
  • In a first form, a stand alone gaming machine is provided wherein all or most components for implementing the game are present in a player operable gaming machine.
  • In a second form, a distributed architecture is provided wherein some of the components for implementing the game are present in a player operable gaming machine and some of the components for implementing the game are located remotely relative to the gaming machine. For example, a “thick client” architecture may be used wherein part of the game is executed on a player operable gaming machine and part of the game is executed remotely, such as by a gaming server; or a “thin client” architecture may be used wherein most of the game is executed remotely such as by a gaming server and a player operable gaming machine is used only to display audible and/or visible gaming information to the player and receive gaming inputs from the player.
  • However, it will be understood that other arrangements are envisaged. For example, an architecture may be provided wherein a gaming machine is networked to a gaming server and the respective functions of the gaming machine and the gaming server are selectively modifiable. For example, the gaming system may operate in stand alone gaming machine mode, “thick client” mode or “thin client” mode depending on the game being played, operating conditions, and so on. Other variations will be apparent to persons skilled in the art.
  • A gaming system in the form of a stand alone gaming machine 40 is illustrated in FIG. 2. The gaming machine 40 includes a console 42 having a display 44 on which is displayed representations of a game 46 that can be played by a player. A mid-trim 50 of the gaming machine 40 houses a bank of buttons 52 for enabling a player to interact with the gaming machine during gameplay, including enabling the player to select the bet amount and to receive other inputs. The mid-trim 50 also houses a credit input mechanism 54 which in this example includes a coin input chute 54A and a bill collector 54B. Other credit input mechanisms may also be employed, for example, a card reader for reading a smart card, debit card or credit card. A reading device may also be provided for the purpose of reading a player tracking device, for example as part of a loyalty program. The player tracking device may be in the form of a card, flash drive or any other portable storage medium capable of being read by the reading device.
  • A top box 56 may carry artwork 58, including for example pay tables and details of bonus awards and other information or images relating to the game. Further artwork and/or information may be provided on a front panel 59 of the console 42. A coin tray 60 is mounted beneath the front panel 59 for dispensing cash payouts from the gaming machine 30.
  • The display 44 is in the form of a video display unit, particularly a cathode ray tube screen device. Alternatively, the display 44 may be a liquid crystal display, plasma screen, any other suitable video display unit. The top box 56 may also include a display, for example a video display unit, which may be of the same type as the display 44, or of a different type. The display may include a touch screen usable by a player to interact with the gaming machine, in particular during game play.
  • The display 44 in this example is arranged to display representations of the wheels, each wheel of which has several associated symbols. Typically 2, 3, 4 or 5 wheels are provided.
  • A player marketing module (PMM) 62 having a display 64 is connected to the gaming machine 10. The main purpose of the PMM 62 is to allow the player to interact with a player loyalty system. The PMM has a magnetic card reader for the purpose of reading a player tracking device, for example as part of a loyalty program. However other reading devices may be employed and the player tracking device may be in the form of a card, flash drive or any other portable storage medium capable of being read by the reading device. In this example, the PMM 62 is a Sentinel III device produced by Aristocrat Technologies Pty Ltd.
  • FIG. 3 shows a block diagram of operative components of a typical gaming machine 100 which may be the same as or different to the gaming machine shown in FIG. 2.
  • The gaming machine 100 includes a game controller 101 having a processor 102. Instructions and data to control operation of the processor 102 in accordance with the present invention are stored in a memory 103 which is in data communication with the processor 102.
  • Typically, the gaming machine 100 will include both volatile and non-volatile memory and more than one of each type of memory, with such memories being collectively represented by the memory 103.
  • FIG. 4 shows a block diagram of the main components of an exemplary memory 103. The memory 103 includes RAM 103A, EPROM 103B and a mass storage device 103C. The RAM 103A typically temporarily holds program files for execution by the processor 102 and related data. The EPROM 103B may be a boot ROM device and/or may contain some system or game related code. The mass storage device 103C is typically used to store game programs, the integrity of which may be verified and/or authenticated by the processor 102 using protected code from the EPROM 103B or elsewhere, and data indicative of symbols, prize amounts and symbol functions used in the game.
  • The gaming machine has hardware meters 104 for purposes including ensuring regulatory compliance and monitoring player credit, an input/output (I/O) interface 105 for communicating with a player interface 120 of the gaming machine 100, the player interface 120 having several peripheral devices. The input/output interface 105 and/or the peripheral devices may be intelligent devices with their own memory for storing associated instructions and data for use with the input/output interface or the peripheral devices. A random number generator module 113 generates random numbers for use by the processor 102.
  • In the example shown in FIG. 3, the peripheral devices that communicate with the game controller 101 include one or more displays 106, a touch screen and/or bank of buttons 107, a card and/or ticket reader 108, a printer 109, a bill acceptor and/or coin input mechanism 110 and a coin output mechanism 111. Additional hardware may be included as part of the gaming machine 100, or hardware may be omitted based on the specific implementation.
  • In addition, the gaming machine 100 may include a communications interface, for example a network card 112. The network card may, for example, send status information, accounting information or other information to a central controller, server or database and receive data or commands from the central controller, server or database.
  • It is also possible for the operative components of the gaming machine 100 to be distributed, for example input/ output devices 106,107,108,109,110,111 may be provided remotely from the game controller 101.
  • FIG. 5 shows a gaming system 1200 in accordance with an alternative embodiment. The gaming system 1200 may include a network 1201, which for example may be an Ethernet network, a LAN or a WAN. In this example, three banks 1203 of two gaming machines 1202 are connected to the network 1201. The gaming machines 1202 provide a player operable interface and may be the same as the gaming machines 40,100 shown in FIGS. 2 and 3, or may have simplified functionality depending on the requirements for implementing game play. While banks 1203 of two gaming machines are illustrated in FIG. 5, banks of one, three or more gaming machines are also envisaged.
  • One or more displays 1204 may also be connected to the network 1201. The displays 1204 may, for example, be associated with one or more banks 1203 of gaming machines. The displays 1204 may be used to display representations associated with game play on the gaming machines 1202, and/or used to display other representations, for example promotional or informational material.
  • In a thick client embodiment, a game server 1205 implements part of the game played by a player using a gaming machine 1202 and the gaming machine 1202 implements part of the game. With this embodiment, as both the game server 1205 and the gaming machine 1202 implement part of the game, they collectively provide a game controller. A database management server 1206 may manage storage of game programs and associated data for downloading or access by the gaming devices 1202 in a database 1206A. Typically, if the gaming system enables players to participate in a Jackpot game, a Jackpot server 1207 will be provided to monitor and carry out the Jackpot game.
  • In a variation of the above thick client embodiment, the gaming machine 202 may implement the game, with the game server 205 functioning merely to serve data indicative of a game to the gaming machine 202 for implementation.
  • With this implementation, a data signal containing a computer program usable by the client terminal to implement the gaming system may be transferred from the game server to the client terminal, for example in response to a request by the client terminal.
  • In a thin client embodiment, the game server 1205 implements most or all of the game played by a player using a gaming machine 1202 and the gaming machine 1202 essentially provides only the player interface. With this embodiment, the game server provides the game controller. The gaming machine will receive player instructions, and pass the instructions to the game server which will process them and return game play outcomes to the gaming machine for display. In a thin client embodiment, the gaming machines could be computer terminals, e.g. PCs running software that provides a player interface operable using standard computer input and output components.
  • Servers are also typically provided to assist in the administration of the gaming system 1200, including for example a gaming floor management server 1208 and a licensing server 1209 to monitor the use of licenses relating to particular games. An administrator terminal 1210 is provided to allow an administrator to monitor the network 1201 and the devices connected to the network.
  • The gaming system 1200 may communicate with other gaming systems, other local networks such as a corporate network, and/or a wide area network such as the Internet, for example through a firewall 1211.
  • The gaming system 1200 may also include a loyalty program server 1212.
  • Persons skilled in the art will appreciate that in accordance with known techniques, functionality at the server side of the network may be distributed over a plurality of different computers. For example, elements may be run as a single “engine” on one server or a separate server may be provided. For example, the game server could run a random number generator engine. Alternatively, a separate random number generator server could be provided.
  • An example of a specific implementation of the gaming system will now be described in relation to a stand alone gaming machine 40, although it will be understood that implementation may also be carried out using other gaming system architectures such as a network architecture.
  • In the present embodiment, the gaming system 10 is arranged to display virtual symbols using a video graphical display device, although it will be understood that other arrangements are envisaged.
  • FIG. 6 shows a method 200 of playing the game performed by the gaming system 10. The game is initialised 202. Initialisation may include taking a wager on the outcome of the game, play of a precursor game or some other preliminary step. The game then activates, whereupon the symbol selector component 22 rotates 204 the wheels.
  • In a physical implementation of the symbol selectors, the wheels may be spun by the player, by another person (such as a croupier) or by a motor or another form of actuator. The rotational impetus applied by the motor/actuator may be actively randomised or controlled by a stepper motor or the like. The wheels will slow and come to a stop due to friction and possibly other retarding means or in the case of a stepper motor at a selected position.
  • In a simulated implementation the symbol selectors may be spun upon completion of the initialisation, for example by the player placing a bet. In this implementation physical wheels may be modelled, or the number of steps that each wheel rotated may be randomly determined and the position of the wheel calculated based on the determined number of steps. Each step will be an arc of the circumference of each wheel spanning a segment. Alternatively the speed and duration of rotation may be randomised. In some embodiments acceleration and/or deceleration (due to simulated friction) may be simulated. Rotation of each wheel may be displayed stepwise or in a smooth animation. One or more of the wheels may be animated to move in some other manner in addition to rotation.
  • The wheels then slow 206, until they come to a stop 208. The comparator 30 checks 210 which symbols are adjacent each other in each pair of selected symbols. The outcome generator 32 then determines 212 the outcome of the game. Depending on the outcome, a prize may be allocated 214 by prize allocator 34. The game or the round of the game then ends 216.
  • In an embodiment the stopping position of each symbol selector may be selected by the symbol selection component 22 and the rotation of the symbol selectors controlled so as to stop rotating at the selected positions. The probability of stopping at each position may be weighted differently. For example if a segment is larger than another it may be more likely to be selected. Alternatively if the prize amount of a segment is larger then another, then the probability of stopping on that segment may be smaller than for the other segment. The weighting may be localised to one machine, or may be influenced by the outcomes of other machines or a Jackpot. Weighting of the probability in this way may achieve a configurable statistical return to a player over time.
  • In FIG. 7A one embodiment of a process for determining 212 the outcome of the game is shown. In this embodiment a check 220 is performed to determine whether the symbols in the each pair match, for example they show the same amount of $1000, for example as shown in FIG. 8.
  • In the event of a match 222, the game is considered to be a win. In the event of the pair of symbols not matching, for example as shown in FIG. 9, then the game is not a win, that is the player looses 224.
  • In FIG. 7B one embodiment of a prize allocation 214 is shown. A check is performed 240 to determine whether the symbols in the each pair match 242, for example they show the same amount of $1000. In this case a bonus prize is the indicated $1000. In the event that they do not match 244 then there is no bonus prize.
  • The outcome generator 32, in association with the prize allocator 34 and the prize data 18 then allocates an appropriate prize to the player dependent on the amount bet or dependent on the amount in the selected pair(s).
  • As mentioned above various numbers of and arrangements of wheels are possible. Referring to FIG. 10, an example of an arrangement 300 of wheels is shown. In this case there is a central wheel 302, and three peripheral wheels 304, 306 and 308. Pairs of symbols are determined between wheels 302 and 304, wheels 302 and 306 and wheels 302 and 308. The positions of the segments for determining the pairs are shown by dashed lines 310. Furthermore wheels 304, 302 and 306 are aligned, such that the pairs between these wheels may have extra significance in determining the outcome of the game or the amount of the prize won, according to the rules of the game.
  • Referring to FIG. 11, an arrangement 400 of wheels is shown. In this arrangement wheels are formed in a triangle such that wheels 402 and 404 form a pair, 402 and 406 form a pair, and wheels 404 and 406 form a pair. Each of the pairs involves different circumferential portions of each wheel. The axes of rotation of the wheels are spaced apart from one another and are parallel to each other.
  • In an embodiment the wheels may be implemented physically in the form of bearing mounted discs which spin about their central axis. Such a structure may be mounted to a gaming table 420, for example as shown in FIG. 11. Lines 422 may be marked on the table to assist in determining which segments of the wheels are adjacent each other. The marking may take other forms, such as arrows, colours etc.
  • In an embodiment a pointer may be used at each end of each line 422 to clearly indicate which segment is selected. The pointer may be resilient and interfere with a set of projecting pins, where the pins brush past the pointer as each wheel rotates. Pins are located on the dividing line between the segments. Once a pin passes the pointer, the pointer is regarded as pointing to the segment after the pin. If however the pointer does not pass the pin when the wheel stops the pointer is regarded as pointing to the segment before the pin. This mechanism can be used to avoid the wheel stopping midway between segments. In the simulated version this can be avoided.
  • The wheels are typically rotated simultaneously. Typically, but not necessarily, the wheels are independent of each other so that they can be rotated in opposite directions. The wheels can be freewheeling or ratcheted so as to enforce a direction of rotation.
  • The gaming system may further include an indicator for indicating, such as in a lit display, which symbols are selected.
  • In some versions only one of each symbol in each set of symbols occurs in the segments of the wheels. Alternatively the symbols may repeat. The repetition may be such that the symbols on opposite side of the wheel are the same.
  • The gaming system may have two or more rotatable symbol selectors, as described above, provided for a bank of gaming machines. The rotatable symbol selectors may be triggered by any one of the gaming machines in the bank or the outcome of the rotation may be applicable to any or all of the gaming machines in the bank. In this example the rotatable symbol selectors may be used in a bonus or feature game which all players at the bank participate in. Alternatively one player at a time may participate in this game.
  • Modifications and variations as would be apparent to a skilled addressee are deemed to be within the scope of the present invention.
  • Persons skilled in the art will appreciate that many variations may be made to the invention without departing from the scope of the invention. In particular, various of the above features may be combined to form alternative embodiments.
  • In the claims which follow and in the preceding description of the invention, except where the context indicates otherwise due to express language or necessary implication, the word “comprise” or variations such as “comprises” or “comprising” is used in an inclusive sense, i.e. to specify the presence of the stated features but not to preclude the presence or addition of further features in various embodiments of the invention.
  • It is to be understood that, if any prior art publication is referred to herein, such reference does not constitute an admission that the publication forms a part of the common general knowledge in the art in any country.
  • It will be appreciated by persons skilled in the art that numerous variations and/or modifications may be made to the invention as shown in the specific embodiments without departing from the spirit or scope of the invention as broadly described. The present embodiments are, therefore, to be considered in all respects as illustrative and not restrictive. Several embodiments are described above with reference to the drawings. These drawings illustrate certain details of specific embodiments that implement the systems and methods and programs of the present invention. However, describing the invention with drawings should not be construed as imposing on the invention any limitations associated with features shown in the drawings. The present invention contemplates methods, systems and program products on any electronic device and/or machine-readable media suitable for accomplishing its operations. Certain embodiments of the present invention may be implemented using an existing computer processor and/or by a special purpose computer processor incorporated for this or another purpose or by a hardwired system, for example.
  • Embodiments within the scope of the present invention include program products comprising machine-readable media for carrying or having machine-executable instructions or data structures stored thereon. Such machine-readable media can be any available media that can be accessed by a general purpose or special purpose computer or other machine with a processor. By way of example, such machine-readable media may comprise RAM, ROM, PROM, EPROM, EEPROM, Flash, CD-ROM or other optical disk storage, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to carry or store desired program code in the form of machine-executable instructions or data structures and which can be accessed by a general purpose or special purpose computer or other machine with a processor. When information is transferred or provided over a network or another communications connection (either hardwired, wireless, or a combination of hardwired or wireless) to a machine, the machine properly views the connection as a machine-readable medium. Thus, any such a connection is properly termed a machine-readable medium. Combinations of the above are also included within the scope of machine-readable media. Machine-executable instructions comprise, for example, instructions and data which cause a general purpose computer, special purpose computer, or special purpose processing machines to perform a certain function or group of functions.

Claims (69)

1. A gaming system comprising:
a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of a first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector;
a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of a second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector;
wherein the symbol selectors are positioned relative to each other so that after the symbol selectors are rotated and when a condition is met, the symbols associated with respective peripheral portions of the symbol selectors in a first designated relationship with one another are selected for use in a game outcome.
2. A gaming system as claimed in claim 1, wherein the condition is met when the symbol selectors stop rotating.
3. A gaming system as claimed in claim 1, wherein the condition is met when the symbol selectors have rotated for a period of time.
4. A gaming system as claimed in claim 3, wherein the period of time is one of: a fixed amount of time, a player determined amount of time or a randomly determined amount of time.
5. A gaming system as claimed in claim 1, wherein the first rotatable symbol selector is a wheel.
6. A gaming system as claimed in claim 1, wherein the second rotatable symbol selector is a wheel.
7. A gaming system as claimed in claim 1, wherein the first rotatable symbol selector is radially divided into the segments.
8. A gaming system as claimed in claim 1, wherein the second rotatable symbol selector is radially divided into the segments.
9. A gaming system as claimed in claim 1, wherein one or both of the symbol selectors have all of the symbols visible on the respective surface.
10. A gaming system as claimed in claim 1, wherein the symbol selectors are simultaneously rotatable.
11. A gaming system as claimed in claim 1, wherein the symbol selectors are independently rotatable.
12. A gaming system as claimed in claim 1, wherein the axes of rotation of the symbol selectors are spaced apart from one another.
13. A gaming system as claimed in claim 12, wherein the axes of rotation are parallel to each other.
14. A gaming system as claimed in claim 1, wherein one or more of the symbol selectors are rotatably mounted to a bearing.
15. A gaming system as claimed in claim 1, wherein one or more of the symbol selectors are displayed on a display.
16. A gaming system as claimed in claim 1, wherein the gaming system further comprises an indicator for indicating which first symbol and which second symbol are selected after the symbol selectors are rotated and the condition is met.
17. A gaming system as claimed in claim 1, wherein the gaming system further comprises:
a third rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of third symbols allocated thereto, each segment being associated with a peripheral portion of the third symbol selector;
wherein the third symbol selector is positioned relative to the first symbol selector so that after the symbol selectors are rotated and when the predetermined condition is met, the symbols associated with respective peripheral portions of the first and third symbol selectors in a second designated relationship with one another are selected for use in the game outcome.
18. A gaming system as claimed in claim 17, wherein the third symbol selector is positioned relative to the second symbol selector so that after the symbol selectors are rotated and when the predetermined condition is met, the symbols associated with respective periphery portions of the second and third symbol selectors in a third designated relationship with one another are selected for use in the game outcome.
19. A gaming system as claimed in claim 17, wherein the first selector, second selector and third selector are aligned, such that the centres of the selectors form points in a straight line.
20. A gaming system as claimed in claim 17, wherein a centre of the third selector is not aligned with the centres of the first and second selectors.
21. A gaming system as claimed in claim 1, wherein one of the designated relationships comprises two or more of the peripheral portions of respective symbol selectors being closest to each other.
22. A gaming system as claimed in claim 1, wherein one of the designated relationships comprises one of the following:
two or more of the peripheral portions of respective symbol selectors being in mutually equivalent relative positions;
two or more of the peripheral portions of respective symbol selectors being in mutually opposite relative positions;
two or more of the peripheral portions of respective symbol selectors being in mutually equally spaced apart relative positions;
two or more of the peripheral portions of respective symbol selectors being a respective specified distance from a common point.
23. A gaming system as claimed in claim 1, wherein only one of each symbol in each set of symbols occurs in the segments of one or more of the symbol selectors.
24. A gaming system as claimed in claim 1, wherein more than one of each symbol in each set of symbols occurs in the segments of one or more of the symbol selectors.
25. A gaming system as claimed in claim 24, wherein symbols on opposed sides of one or more of the selectors are the same.
26. A gaming system as claimed in claim 24, wherein symbols on opposed sides of one or more of the selectors are not the same.
27. A gaming system as claimed in claim 1, wherein one or more of the sets of symbols comprise a repeating sub-set of symbols.
28. A gaming system as claimed in claim 1, wherein the symbols do not repeat in any of the sets of symbols.
29. A gaming system as claimed in claim 1, wherein the gaming system comprises a comparator for comparing the results of selection of one or more of the selected symbols with game criteria to determine the outcome of the game.
30. A gaming system as claimed in claim 29, wherein the comparator is arranged to determine that the outcome of the game is a win in the event that the selected first symbol is the same as the selected second symbol.
31. A gaming system as claimed in claim 29, wherein the comparator is arranged to determine that the outcome of the game is a win in the event that a combination of the selected symbols indicate a win.
32. A gaming system as claimed in claim 29, wherein the comparator is arranged to determine that the outcome of the game is a loss in the event that the selected symbols do not match.
33. A gaming system as claimed in claim 29, wherein the comparator is arranged to determine that the outcome of the game is a loss in the event that a combination of the selected symbols do not indicate a win.
34. A gaming system as claimed in claim 1, wherein the gaming system comprises a prize allocator for allocating a prize to a player of the game based on the outcome of the game.
35. A gaming system as claimed in claim 33, wherein the prize allocator allocates a prize having a quantum represented by the selected symbols.
36. A gaming system as claimed in claim 1, wherein one or more of the symbols represent a prize amount for the respective segment.
37. A gaming system as claimed in claim 1, wherein the gaming system is arranged such that a player is able to choose to enter into another round of the game and thereby risk losing a prize or a portion of a prize, or to end the game and receive a prize won thus far.
38. A gaming system as claimed in claim 37, wherein the or each prize may be in the form of a monetary amount, points, tokens, progressive prizes, eligibility for feature games, tournament entitlements, or entitlements to inclusion of special symbols in subsequent rounds of the game, such as wildcard symbols.
39. A gaming system as claimed in claim 1, wherein the gaming system may be implemented as a stand alone gaming machine or across a network.
40. A method of playing a game using a gaming system, the gaming system comprising a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of a first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector; and a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of a second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector, wherein the symbol selectors are positioned relative to each other so that after the symbol selectors are rotated and when a condition is met, the symbols associated with respective peripheral portions of the symbol selectors in a first designated relationship with one another are selected for use in a game outcome, the method comprising:
rotating the first and second symbol selectors;
determining which symbols are selected when the predetermined condition is met;
determining the outcome of the game according which symbols are selected.
41. A method as claimed in claim 40, wherein the outcome of the game is a win in the event that the first symbol is the same as the second symbol.
42. A method as claimed in claim 40, wherein a quantum of the outcome of the game is represented by the selected symbols.
43. A method as claimed in claim 40, wherein the outcome of the game is a win in the event that a combination of the selected symbols indicate a win.
44. A method as claimed in claim 40, wherein the outcome of the game is a loss in the event that the selected symbols do not match.
45. A method as claimed in claim 43, wherein the outcome of the game is a loss in the event that a combination of the selected symbols do not indicate a win.
46. A method as claimed in claim 40, wherein the gaming system further comprises a third rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of third symbols allocated thereto, each segment being associated with a peripheral portion of the third symbol selector; wherein the third symbol selector is positioned relative to the first symbol selector so that after the symbol selectors are rotated and when the predetermined condition is met, the symbols associated with respective peripheral portions of the first and third symbol selectors in a second designated relationship with one another are selected for use in the game outcome; and wherein the outcome of the game is determined according to which pair of first and second symbols, first and third symbols and pair of second and third symbols are selected.
47. A game controller for controlling a gaming system, the gaming system comprising:
a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector,
a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
wherein the game controller is arranged to cause:
the first and second symbol selectors to rotate, and,
the symbol selectors to be positioned relative to each other when a condition is met, with a respective periphery portion of a segment of each symbol selector being in a designated relationship with each other, such that the symbols associated with the respective segments are selected for use in a game outcome.
48. A game controller as claimed in claim 47 further comprising a processor configured to control a display of the gaming system to show the symbol selectors.
49. A game controller as claimed in claim 47 further comprising a processor configured to control rotation of the symbol selectors.
50. A game controller as claimed in claim 47 further comprising a determining component for determining the condition.
51. A game controller as claimed in claim 47 further comprising a checking component for checking when the condition is met.
52. A gaming system comprising the game controller as claimed in claim 47, wherein the gaming system is a stand alone machine comprising the game controller.
53. A gaming system comprising the game controller as claimed in claim 47, wherein the game controller is remotely located from the display.
54. A method of playing a game using a gaming controller a game controller for controlling a gaming system, the gaming system comprising: a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector; and a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector; wherein the game controller is arranged to cause: the first and second symbol selectors to rotate, and, the symbol selectors to be positioned relative to each other when a condition is met, with a respective periphery portion of a segment of each symbol selector being in a designated relationship with each other, such that the symbols associated with the respective segments are selected for use in a game outcome, said method comprising:
displaying rotation of the first and second symbol selectors;
determining which symbols are selected when the condition is met;
determining the outcome of the game according to which symbols are selected.
55. A game controller for controlling a gaming system, the game controller arranged to cause a display to show:
a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector,
a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
the first and second symbol selectors rotating, and,
the symbol selectors positioned relative to each other when a condition is met, with a respective peripheral portion of a segment of each symbol selector being in a designated relationship with each other, such that the symbols associated with the respective segments are selected for use in a game outcome.
56. A gaming apparatus comprising:
a screen; and
a processor configured to control the screen to display:
a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector,
a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
wherein the processor is configured to control a display to show the first and second symbol selectors rotating and then coming to a stop, wherein the symbol selectors are displayed positioned relative to each other when they stop with a respective periphery portion of each symbol selector being closest to each other, such that the symbols associated with the resulting closest periphery portions are selected for use in a game outcome.
57. A method of playing a game using a gaming apparatus comprising a screen and a processor configured to control the screen to display:
a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector, and
a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
wherein the processor is configured to control a display to show the first and second symbol selectors rotating and then coming to a stop, wherein the symbol selectors are displayed positioned relative to each other when they stop with a respective periphery portion of each symbol selector being closest to each other, such that the symbols associated with the resulting closest periphery portions are selected for use in a game outcome;
said method comprising:
displaying rotation of the first and second symbol selectors;
displaying the symbol selectors coming to a stop;
determining which symbols are selected when the symbol selectors come to a stop;
determining the outcome of the game according the selection of the symbols.
58. A method of playing a game comprising:
rotating a first symbol selector and a second symbol selector, wherein the first rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector, wherein the second rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
positioning the symbol selectors relative to each other so that after the symbol selectors are rotated and when a condition is met, respective peripheral portions of the symbol selectors are in a designated relationship with one another and the symbols associated with the respective peripheral portions are selected for use in a game.
59. A method as claimed in claim 58, wherein the predefined condition is met when the symbols selectors stop rotating.
60. A method as claimed in claim 58, wherein stopping of the rotation is by applying a rotational deceleration force to each symbol selector.
61. A method as claimed in claim 60, wherein the deceleration force is friction.
62. A method as claimed in claim 60, wherein the deceleration force comprises a force applied by an active brake.
63. A method as claimed in claim 59, wherein the deceleration force is simulated.
64. A method of playing a game comprising:
rotating a first symbol selector and a second symbol selector, wherein the first rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector, wherein the second rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
determining the symbols associated with respective peripheral portions of each symbol selector that are positioned closest to each other; and
determining an outcome of the game according the determined symbols.
65. A game comprising:
a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of a first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector;
a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of a second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector;
wherein the symbol selectors are positioned relative to each other so that the symbols associated with respective peripheral portions of the symbol selectors will be in a designated relationship with one another when a condition is met, such that the symbols associated with the peripheral portions in the designated relationship are selected for use in a game outcome;
wherein the symbol selectors are rotated to play the game and the result of the game is determined according to which first symbol and which second symbol are selected.
66. Logic embodied in a machine readable form for controlling a processor to operate as a gaming apparatus comprising instructions for controlling the processor to:
display a first rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector,
display a second rotatable symbol selector having a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
display the first and second symbol selectors rotating;
display the symbol selectors positioned relative to each other when a condition is met, with a respective peripheral portion of a segment of each symbol selector being in a designated relationship with one another, such that the symbols associated with the respective segments are selected for use in a game outcome.
67. Logic embodied in a machine readable form for controlling a processor to perform a method of playing a game comprising instructions for controlling the processor to:
rotate a first symbol selector and a second symbol selector, wherein the first rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of first set of symbols allocated thereto, each segment being associated with a peripheral portion of the first symbol selector, wherein the second rotatable symbol selector has a surface divided into segments with each segment having at least one of a plurality of second set of symbols allocated thereto, each segment being associated with a peripheral portion of the second symbol selector,
position the symbol selectors relative to each other so that after the symbol selectors are rotated and when a condition is met, so that respective peripheral portions of the symbol selectors are in a designated relationship with one another and the symbols associated with respective peripheral portions are selected for use in a game outcome.
68. Logic as claimed in claim 66, wherein the logic is embodied in a computer program comprising instructions which when executed control the operation of the processor.
69. Logic as claimed in claim 67, wherein the logic is embodied in a computer program comprising instructions which when executed control the operation of the processor.
US12/337,311 2007-12-19 2008-12-17 gaming system and a method of gaming Abandoned US20090186683A1 (en)

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