U.S. patent application number 09/757915 was filed with the patent office on 2003-01-09 for gaming device and method.
Invention is credited to Stone, Jay.
Application Number | 20030008698 09/757915 |
Document ID | / |
Family ID | 25049741 |
Filed Date | 2003-01-09 |
United States Patent
Application |
20030008698 |
Kind Code |
A1 |
Stone, Jay |
January 9, 2003 |
Gaming device and method
Abstract
A method and apparatus for a gaming device in which a player is
awarded outright for a winning combination and is eligible for a
reward if the displayed outcome can be manipulated by the gaming
device to produce a winning combination.
Inventors: |
Stone, Jay; (Las Vegas,
NV) |
Correspondence
Address: |
BERNHARD KRETEN, ESQ. & ASSOCIATES
300 CAPITOL MALL, SUITE 1100
SACRAMENTO
CA
95814
US
|
Family ID: |
25049741 |
Appl. No.: |
09/757915 |
Filed: |
January 10, 2001 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/3265
20130101 |
Class at
Publication: |
463/16 |
International
Class: |
A63F 009/24 |
Claims
I claim:
1 --A gaming device, comprising, in combination: a display, a
plurality of decision making means, wagering means, a processor
including random means operatively coupled to said display, said
decision making means and said wagering means to receive and
transmit information therebetween, said display including a
plurality of symbols oriented in an RXC matrix, said plurality of
symbols changing as a function of said wagering means and said
random means to provide a first outcome, said processor including a
comparison means between said first outcome and a paytable, and
including means to change the location of one or more symbols if
said first outcome is not recognized by said paytable such that
said one or more symbols move from their first outcome orientation
to a different area in said RXC matrix to provide a second outcome
recognized by said comparison means to be on said paytable.
2 --The gaming device of claim 1 wherein said symbols move from
said first outcome orientation to any other area in said RXC matrix
to produce said second outcome recognized by said comparison means
to be on said paytable.
3 --The gaming device of claim 1 wherein said symbols only move
from said first outcome orientation to an area within the same row
or column, or along the same diagonal, in said RXC matrix to
produce said second outcome recognized by said comparison means to
be on said paytable.
4 --A gaming device according to claim 1, wherein said symbols only
move from said first outcome orientation to an adjacent area in
said RXC matrix to produce said second outcome recognized by said
comparison means to be on said paytable.
5 --The gaming device of claim 1 wherein said symbols only move in
one direction from said first outcome orientation to an adjacent
area in said RXC matrix to produce said second outcome recognized
by said comparison means to be on said paytable.
6 --The gaming device of claim 1 wherein said symbols that move
from said first outcome orientation in said RXC matrix to produce
said second outcome recognized by said comparison means to be on
said paytable are located in a subset of rows or columns of said
RXC matrix.
7 --The gaming device of claim 1 wherein said symbols that move
from said first outcome orientation in said RXC matrix to produce
said second outcome recognized by said comparison means to be on
said paytable are located in one specific column of said RXC
matrix.
8 --The gaming device of claim 1 wherein z symbols move from said
first outcome orientation to create said second outcome recognized
by said comparison means to be on said paytable where z is the
number of symbols necessary for a winning outcome
9 --The gaming device of claim 8 wherein any subset of z symbols
move from said first outcome orientation to create said second
outcome recognized by said comparison means to be on said
paytable.
10 --The gaming device of claim 1 wherein said symbols move from
said first outcome orientation to produce said second outcome
recognized by said comparison means to be on said paytable, wherein
said second outcome is recognized by said comparison means to be
the highest-ranking combination on said paytable of possible
combinations of said symbols of said first outcome orientation.
11 --The gaming device of claim 1 wherein said symbols move from
said first outcome orientation to produce said second outcome,
wherein said second outcome is recognized by said comparison means
to be the lowest-ranking combination on said paytable of possible
combinations of said symbols of said first outcome orientation.
12 --The gaming device of claim 1 wherein said means to change the
location of one or more symbols if said first outcome is not
recognized by said paytable is active during all times of
operation.
13 --The gaming device of claim 1 wherein said means to change the
location of one or more symbols if said first outcome is not
recognized by said paytable is not active during all times of
operation.
14 --The gaming device of claim 1 wherein a subset of said
plurality of symbols may move from said first outcome orientation
to produce said second outcome recognized by said comparison means
to be on said paytable.
15 --A method for wagering on a gaming device, including the steps
of: making a wager to enable the gaming device, evoking chance
means to trigger an outcome, displaying the outcome, comparing the
outcome to a paytable, awarding credits if the outcome is found on
the paytable, determining whether an outcome found on the paytable
can be made by permuting the initial outcome if the outcome is not
on the paytable, manipulating the losing outcome to produce a
winning outcome, and awarding credits for the manipulated outcome
found on the paytable.
16 --An apparatus for wagering, comprising, in combination:
wagering means, means for displaying a plurality of symbols in an
RXC matrix with N paylines, means for comparing displayed symbols
to a paytable, means for incrementing an award due in the presence
of a winning outcome, and means for changing the location of
displayed symbols to produce a winning outcome
Description
FIELD OF THE INVENTION
[0001] The following invention is generally related to
instrumentalities and methodologies in gaming devices. More
specifically, the instant invention is directed to a gaming device
having a winning outcome where the player wins directly and a
non-winning outcome which may be modified by the gaming device to
produce a winning outcome. The invention transforms a non-winning
outcome into a winning outcome if a permutation of the displayed
symbols would produce a winning outcome according to a rule set.
Most specifically, the following invention allows a gaming device
to transform an initial non-winning outcome into a winning outcome
by changing the location of one of more displayed symbols.
BACKGROUND OF THE INVENTION
[0002] One problem common to all gaming machines is the frustration
experienced by a player who is unable to achieve a winning
combination, yet sees a "near miss" combination that shows a
winning combination was just missed. For example, two symbols on a
line match, but a third matching symbol is one position off.
Players may be superstitious and seek a "hot" machine because
players want to believe that their machine is about to pay off.
While successive "near miss" results retain the player's interest
by encouraging this belief, if the player continues to lose in this
situation, interest in the game is not retained and the player
leaves the machine and stops gaming.
[0003] Several games have been developed that allow displayed
symbols to change positions in a limited manner, giving the player
another chance to win. These methods are capable of producing more
winning combinations for the player, and thus may retain the
player's interest more than traditional machines would. However,
these changes in orientation are limited in the ways symbols may
move and the changes are not guaranteed to produce winning results.
In the end, these machines may be less popular with some players
because the supposed "second chance" gives them little advantage
over traditional methods.
[0004] A traditional reel slot has a single payline for three reels
with twenty-two physical stops on each reel. A typical game play
consists of spinning the reels and stopping the reels to indicate a
winning or losing position. Some games in the industry have special
"nudge" symbols that have an indicator pointing up or down. When a
nudge symbol pointing down lands above the payline, the symbol
automatically moves down. When a nudge symbol pointing up lands
below the payline, the symbol automatically moves up.
[0005] In these nudge games, only particular symbols can nudge.
Usually the symbols have an up or down indicator, but sometimes a
symbol can nudge both up and down. In all cases, the nudge symbols
always nudge, whether a winning combination is made or lost by
nudging.
[0006] The following prior art reflects the state of the art of
which applicant is aware and is included herewith to discharge
applicant's acknowledged duty to disclose relevant prior art. It is
stipulated, however, that none of these references teach singly nor
render obvious when considered in any conceivable combination the
nexus of the instant invention as disclosed in greater detail
hereinafter and as particularly claimed.
1 Pat. No. ISSUE DATE INVENTOR 5,704,835 Jan. 6, 1998 Dietz
5,997,401 Dec. 7, 1999 Crawford
SUMMARY OF THE INVENTION
[0007] The present invention is distinguishable over the prior art
in a multiplicity of ways. For example, the instant invention
provides a method and apparatus to transform certain non-winning
outcomes into winning outcomes without further effort on the part
of the player. This effectively provides the player with a greater
opportunity of winning the game. The game transforms the first
outcome only if the second outcome provides a payout.
[0008] In addition, the present invention transforms the initial
outcome only when a winning outcome can be achieved based on a
defined rule set. If an initial non-winning outcome cannot be
transformed into a winning outcome, the player loses. If the
initial non-winning outcome is a "near miss," or could be a winning
outcome if the displayed symbols were in a different orientation,
this invention automatically provides a win to the player by merely
changing the orientation of these symbols to a winning outcome. The
player is then rewarded for this winning outcome. In this way, the
player's interest in gaming is retained by rewarding the player by
adjusting an outcome that is not contemplated by the paytable into
one that is contemplated.
OBJECTS OF THE INVENTION
[0009] Accordingly, it is a primary object of the present invention
to provide a new and novel method and apparatus for rewarding a
player whether the player wins or nearly wins an initial game
according to both a paytable and a rule set.
[0010] A further object is to provide a device and method as
characterized above wherein the player is rewarded if the outcome
of the initial game can be manipulated according to a rule set to
produce a second outcome that is contemplated by the paytable.
[0011] Viewed from a first vantage point, it is an object of the
present invention to provide a gaming device, comprising, in
combination: a display, a plurality of decision making means,
wagering means, a processor including random means operatively
coupled to the display, the decision making means and the wagering
means to receive and transmit information therebetween, the display
including a plurality of symbols oriented in an RXC matrix, the
plurality of symbols changing as a function of the wagering means
and the random means to provide a first outcome, the processor
including a comparison means between the first outcome and a
paytable, and including means to change the location of one or more
symbols if said first outcome is not recognized by said paytable
such that said one or more symbols move from their first outcome
orientation to a different area in said RXC matrix to provide a
second outcome recognized by said comparison means to be on said
paytable.
[0012] Viewed from a second vantage point, it is an object of the
present invention to provide a method for wagering on a gaming
device, comprising the steps of: making a wager to enable the
gaming device, evoking chance means to trigger an outcome,
displaying the outcome, comparing the outcome to a paytable,
awarding credits if the outcome is found on the paytable,
determining whether an outcome found on the paytable can be made by
permuting a losing outcome if the losing outcome is not on the
paytable, manipulating the losing outcome to produce a winning
outcome, and awarding credits for the manipulated outcome found on
the paytable.
[0013] Viewed from a third vantage point, it is an object of the
present invention to provide an apparatus for wagering, comprising,
in combination: wagering means, means for displaying a plurality of
symbols in an RXC matrix, means for comparing displayed symbols
with N paylines to a paytable, means for incrementing an award due
in the presence of a winning outcome, means for changing the
location of at least one displayed symbol to produce a winning
outcome and means for incrementing an award due in the presence of
a manipulated outcome that is a winning outcome.
[0014] These and other objects will be made manifest when
considering the following detailed specification when taken in
conjunction with the appended drawing figures.
BRIEF DESCRIPTION OF THE DRAWINGS
[0015] FIG. 1 is a flowchart of the methodology according to the
present invention.
[0016] FIG. 2 is a depiction of the apparatus associated
therewith.
[0017] FIG. 3 is a depiction of the display screen shown in FIG. 2,
depicting an RXC matrix, having N paylines.
[0018] FIG. 4 parallels FIG. 3, illustrating a card game.
DESCRIPTION OF PREFERRED EMBODIMENTS
[0019] Considering the drawings, wherein like reference numerals
denote like parts throughout the various drawing figures, reference
numeral 10 as shown in FIG. 2 is directed to the device according
to the present invention.
[0020] In its essence, the apparatus 10 includes a housing 16 which
supports a visual display 2, preferably a video monitor,
therewithin. Alternatively, the device may use a mechanical reel
system. The display 2 may include a window 8 for special messages
or for incrementing counting of credits accumulated by the player.
For example, the window 8 can be used to describe the initiation of
the feature of the present invention or its duration, or describe
the particular rule set, delineated infra. The device also includes
an LED readout 4 for prompting the player and can provide similar
verbiage as the window 8 or in lieu thereof, to stimulate the
player. The device includes an inlet 6 for the reception therein
for coins, currency or the like to auger in the inception of play.
A plurality of decision-making buttons 12 are located on the face
of the apparatus 10, preferable below the display 2 and a pull
handle 14 can be used to initiate play as an alternative to
supplement the decision-making buttons 12. A coin hopper 18 may be
included to effectuate an output of an award due the player. The
apparatus 10 may have a top portion 32 with a display thereon
having a motif correlative with the game to be played and can
include a paytable. A plurality of speakers 34 may be included on
the device for aural interaction with the player. The apparatus
also includes a processor P coordinating all functions and a random
number generator G operatively coupled thereto for generating
outcomes.
[0021] More specifically, and with reference to FIG. 3, greater
details with respect to the video display 2 can be explored. The
display 2 features a plurality of symbols 20 arranged in a row and
column (RXC) matrix 21. Paylines 22 correspond to areas on the
matrix in which winning combinations may be located.
[0022] Referring to FIG. 1, the flow chart associated with the
apparatus of FIGS. 2 and 3 can be explored. Initially, the player
plays the game with a maximum bet or less. Preferably, but
optionally, a maximum bet enables the features of the invention.
Assume a maximum bet is required. If the player plays with less
than a maximum bet, the outcome is determined by the symbols
displayed according to the display in FIG. 3. If the player opts to
play with a maximum bet, then after initial outcome is displayed,
the player is immediately rewarded if the initial outcome
corresponds to a value on an associated paytable, and is then given
the option to play again or to quit and cash out. However, if the
initial outcome does not correspond to a value on the paytable, all
of the displayed symbols and their locations are compared to the
paytable to determine whether a winning outcome may be produced by
reorienting the symbols shown according to a rule set. If no
winning combination can be produced from the displayed symbols, the
player loses, and is given the option to play again or to quit and
cash out. Should a winning combination be possible, the initial
outcome is automatically manipulated to produce this winning
combination by automatically moving one or more displayed symbols
to correspond to the winning combination. The player is then
rewarded, according to the paytable, for the winning outcome that
was produced.
[0023] The following rule set controls potential reorientation when
the initial outcome does not correspond to the paytable. Some of
the following rules in the rule set may be mutually exclusive.
[0024] 1. Symbols may move one stop in either direction in a
column.
[0025] 2. Symbols may only move one stop from a single particular
reel to establish winners. For instance, only reel three from a
three reel machine may be allowed to move one stop to establish an
outcome recognized by the paytable.
[0026] 3. Symbols may only move one stop from a single reel to
establish winners, but the symbol is not limited to a particular
reel. For instance, two of the three winning symbols may be on
reels two and three, and reel one moves one stop to establish an
outcome recognized by the paytable.
[0027] 4. Symbols may move one stop from multiple reels to
establish winners, but not all reels. For instance, a five reel
game may only allow moves on reels four and five.
[0028] 5. All symbols may move one stop to establish an outcome
recognized by the paytable.
[0029] 6. A subset of symbols may move to complete an outcome
recognized by the paytable. For example, only cards less than a ten
may move in a five reel video poker machine.
[0030] 7. Symbols may indicate a move direction (up or down) or
symbols may move both directions.
[0031] 8. A move can be based on precedence. For example, the
highest winning combination recognized by the paytable may be used,
the lowest winning combination may be used, or a bonus event
combination of symbols might be used.
[0032] 9. Symbols may move only during special events. Special
events resulting in this invention may include, but are not limited
to: time intervals whose occurrence and duration may vary (e.g.,
happy hour), a special symbol which triggers the invention on
subsequent spins, system generated events, player card events, or
random events. The special event times may or may not be indicated
on the game with a light or other means.
[0033] 10. These features may be applied to any number of reels or
rows. For instance, a five reel, three row game could be used, or a
six reel, four row game could be used.
[0034] 11. These features may be applied to multiline games.
[0035] 12. These features may be applied to video poker. For
example, cards can move form row to row to establish the best
possible winners, or cards may change rank or suit to provide a
winning hand. For example, FIG. 4 shows an arrangement where a King
and a Queen will move to a central row, providing a winning hand.
As shown, the new hand yields a straight and a four card flush. In
one embodiment (e.g. a maximum bet), if the spade King could
transform to any heart, a flush would result. If the spade King
transforms to a heart King, a royal flush would result.
[0036] 13. These features may be applied to table card games. For
example, cards can move from row to row to establish the best
possible winners, or cards may change rank or suit to provide a
sinning hand.
[0037] 14. These features may be applied to video slot machines. In
addition, the symbols do not have to be in different columns, the
symbols can "shuffle" to establish winners.
[0038] 15. These features may be applied to dice games. For
example, one die (or more) can be rotated beyond an initial at rest
position.
[0039] 16. Dice can also move from row to row to establish the best
possible winners.
[0040] Moreover, having thus described the invention, it should be
apparent that numerous structural modifications and adaptations may
be resorted to without departing from the scope and fair meaning of
the instant invention as set forth hereinabove and as described
hereinbelow by the claims.
* * * * *