U.S. patent application number 11/959423 was filed with the patent office on 2009-06-18 for activating blocks of symbol positions in a gaming machine to determine winning combinations of symbols.
This patent application is currently assigned to ATRONIC INTERNATIONAL GMBH. Invention is credited to Christian Baumgartner.
Application Number | 20090156287 11/959423 |
Document ID | / |
Family ID | 40753984 |
Filed Date | 2009-06-18 |
United States Patent
Application |
20090156287 |
Kind Code |
A1 |
Baumgartner; Christian |
June 18, 2009 |
Activating Blocks of Symbol Positions in a Gaming Machine To
Determine Winning Combinations of Symbols
Abstract
Instead of individual paylines being applied across an A.times.B
matrix of symbols to determine winning combinations of symbols, a
unique group (or block) of adjacent symbol positions is activated
for each possible bet amount. The possible bet amounts are limited.
After the player bets, only the associated group of adjacent symbol
positions is highlighted on the display screen so the player can
focus on only the relevant symbol positions. After the reels are
spun and randomly stopped, symbols at the highlighted symbol
positions, limited to one symbol per reel per combination, are
combined to create symbol combinations to determine the award to be
paid. The technique of highlighting blocks of adjacent symbol
positions, and not using individual paylines, enables the player to
comprehend, in real time, developing winning combinations of
symbols as the reels stop from left to right.
Inventors: |
Baumgartner; Christian;
(Oberndorf, AT) |
Correspondence
Address: |
PATENT LAW GROUP LLP
2635 NORTH FIRST STREET, SUITE 223
SAN JOSE
CA
95134
US
|
Assignee: |
ATRONIC INTERNATIONAL GMBH
Lubbecke
DE
|
Family ID: |
40753984 |
Appl. No.: |
11/959423 |
Filed: |
December 18, 2007 |
Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/34 20130101;
G07F 17/3262 20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method performed by a gaming device comprising: identifying a
plurality of betting amount options to a player, each betting
amount option being uniquely associated with a different group of
adjacent symbol positions in an A.times.B matrix of symbol
positions, different betting amount options being non-linearly
related to a number of possible combinations of symbol positions
used for creating winning combinations of symbols; detecting a bet
by the player in accordance with one of the betting amount options;
highlighting the symbol positions in the A.times.B matrix
associated with the bet detected to draw the player's attention to
the relevant symbol positions associated with the bet detected
prior to symbols at the highlighted symbol positions being randomly
selected; spinning and randomly stopping virtual reels to display
symbols at the A.times.B matrix of symbol positions; identifying to
the player those symbols involved in each winning combination
across the highlighted symbol positions, where symbols at
combinations of the highlighted symbol positions, limited to one
symbol per reel per combination, are combined to create symbol
combinations; and granting an award to the player for any winning
symbol combinations, awards for winning symbol combinations being
different based on an amount bet.
2. The method of claim 1 wherein betting a minimum betting amount
option causes at least all symbol positions in a first end row of
the A.times.B matrix to be highlighted, and wherein higher bet
amounts highlight symbol positions progressing towards an opposite
end row of the matrix.
3. The method of claim 1 wherein there are at least four betting
amount options, wherein a first betting amount option highlights
symbol positions in at least a first row of the A.times.B matrix,
wherein a second betting amount option additionally highlights
symbol positions in at least a second row of the matrix adjacent
the first row, wherein a third betting amount option additionally
highlights symbol positions in at least a third row of the matrix
adjacent the second row, and wherein a fourth betting amount option
additionally highlights symbol positions in at least a fourth row
of the matrix adjacent the third row.
4. The method of claim 3 further comprising a fifth betting amount
option highlighting only a portion of a row.
5. The method of claim 3 wherein the fourth betting amount option
causes all symbol positions to be highlighted.
6. The method of claim 1 wherein each betting amount option is a
number of credits, and wherein increasing a bet amount increases a
number of possible opportunities to obtain a winning combination of
symbols by a proportion greater than an increase in the proportion
of the number of credits bet.
7. The method of claim 1 wherein the A.times.B matrix is a five
column by four row matrix.
8. The method of claim 1 wherein the A.times.B matrix is a five
column by three row matrix.
9. The method of claim 1 wherein awards for winning symbol
combinations vary non-linearly for different betting amount
options.
10. The method of claim 1 wherein at least some winning
combinations of symbols require identical symbols only on adjacent
reels.
11. The method of claim 1 wherein each successive betting amount
option requires an entire row to be highlighted at a lower betting
amount option prior to any portion of an adjacent row to be
highlighted.
12. The method of claim 1 wherein highlighting the symbol positions
comprises highlighting an area of each symbol position associated
with the bet detected.
13. A method performed by a gaming device comprising: identifying a
plurality of betting amount options to a player, each betting
amount option being uniquely associated with a different group of
adjacent symbol positions in an A.times.B matrix of symbol
positions, different betting amount options being non-linearly
related to a number of possible combinations of symbol positions
used for creating winning combinations of symbols; detecting a bet
by the player in accordance with one of the betting amount options;
identifying the symbol positions in the A.times.B matrix associated
with the bet detected to identify to the player the relevant symbol
positions associated with the bet detected prior to symbols at the
identified symbol positions being randomly selected; randomly
selecting and displaying symbols at the A.times.B matrix of symbol
positions; identifying to the player those symbols involved in each
winning combination across the identified symbol positions, where
symbols at combinations of the identified symbol positions, limited
to one symbol per reel per combination, are combined to create
symbol combinations; and granting an award to the player for any
winning symbol combinations.
14. The method of claim 13 wherein awards for winning symbol
combinations are different based on an amount bet.
15. The method of claim 13 wherein betting a minimum betting amount
option causes at least all symbol positions in a first end row of
the A.times.B matrix to be identified, and wherein higher bets
highlight symbol positions progressing towards an opposite end of
the matrix.
16. The method of claim 13 wherein there are at least four betting
amount options, wherein a first betting amount option identifies
symbol positions in at least a first row of the A.times.B matrix,
wherein a second betting amount option additionally identifies
symbol positions in at least a second row of the matrix adjacent
the first row, wherein a third betting amount option additionally
identifies symbol positions in at least a third row of the matrix
adjacent the second row, and wherein a fourth betting amount option
additionally identifies symbol positions in at least a fourth row
of the matrix adjacent the third row.
17. The method of claim 16 further comprising a fifth betting
amount option identifying only a portion of a row.
18. The method of claim 16 wherein the fourth betting amount option
causes all symbol positions to be identified.
19. The method of claim 13 wherein identifying the symbol positions
comprises identifying the symbol positions at the locations of the
symbol positions.
20. The method of claim 13 wherein identifying the symbol positions
comprises highlighting the symbol positions at the locations of the
symbol positions.
21. The method of claim 13 wherein each betting amount option is a
number of credits, and wherein increasing a bet amount increases a
number of possible opportunities to obtain a winning combination of
symbols by a proportion greater than an increase in the proportion
of the number of credits bet.
22. The method of claim 13 wherein the A.times.B matrix is a five
column by four row matrix.
23. The method of claim 13 wherein the A.times.B matrix is a five
column by three row matrix.
24. The method of claim 13 wherein awards for winning symbol
combinations vary non-linearly for different betting amount
options.
25. The method of claim 13 wherein at least some winning
combinations of symbols require identical symbols only on adjacent
virtual reels displaying symbols at the A.times.B matrix of symbol
positions.
26. The method of claim 13 wherein each successive betting amount
option requires an entire row to be identified at a lower betting
amount option prior to any portion of an adjacent row to be
identified.
27. The method of claim 13 wherein identifying the symbol positions
comprises highlighting an area of each symbol position associated
with the bet detected.
28. A gaming machine comprising: a display device for displaying a
game; and at least one programmed processor for carrying out a game
program and controlling the display, the processor carrying out the
method comprising: detecting a bet by a player in accordance with
one of a plurality of betting amount options, each betting amount
option being uniquely associated with a different group of adjacent
symbol positions in an A.times.B matrix of symbol positions
displayed by the display device, different betting amount options
being non-linearly related to a number of possible combinations of
symbol positions used for creating winning combinations of symbols;
highlighting the symbol positions in the A.times.B matrix on the
display device associated with the bet detected to draw the
player's attention to the relevant symbol positions associated with
the bet detected prior to symbols at the highlighted symbol
positions being randomly selected; spinning and randomly stopping
virtual reels to display symbols at the A.times.B matrix of symbol
positions; identifying to the player those symbols involved in each
winning combination across the highlighted symbol positions, where
symbols at combinations of the highlighted symbol positions,
limited to one symbol per reel per combination, are combined to
create symbol combinations; and granting an award to the player for
any winning symbol combinations, awards for winning symbol
combinations being different based on an amount bet, and awards for
winning symbol combinations varying non-linearly for different
betting amount options.
Description
FIELD OF THE INVENTION
[0001] This invention relates to gaming machines and, in
particular, to a technique for determining winning combinations of
symbols in a two-dimensional matrix of symbols.
BACKGROUND
[0002] Common slot machines randomly select and display an array of
symbols on a video screen, using virtual reels, then grant an award
to a player based on the occurrence of winning symbol combinations
across activated paylines. Such paylines are frequently identified
by highlighted lines across the reels and are widely dispersed
across the rows and columns.
[0003] There may be a 5 column by 3 row (5.times.3) matrix, a
5.times.4 matrix, or any other size matrix of symbols. With such
large matrices of symbols, there are many different paylines of
various shapes.
[0004] The player may individually select paylines by betting
additional credits on a game, or a predetermined payline may be
automatically added by the machine for each extra bet. Therefore,
the odds of winning are linearly increased with each bet since each
bet adds a payline.
[0005] The reels only typically stop rotating after 1-3 seconds and
an award is displayed almost immediately after the reels have
stopped. Due to the complexity of all the separate paylines and the
large number of symbols (e.g., 15-20), the player is unable to
follow how the displayed symbols make up a winning combination. The
player misses out on the thrill of seeing a potential high payout
symbol combination developing as the reels progressive stop from
left to right.
[0006] Another drawback to a slot machine where the player takes
time to pay for each added payline or individually designates
paylines is that the frequency of playing the games is reduced,
resulting in less revenue taken in by the slot machine.
[0007] What is needed is a technique for rapidly setting symbol
positions in a video gaming machine for determining winning
combinations of symbols, where the player, by herself, can readily
determine winning combinations of symbols as the reels are
stopped.
SUMMARY
[0008] In one embodiment, a gaming machine has five virtual reels
displaying four symbols per reel to create a 5.times.4 matrix of
symbols. Such a machine may require a bet of five cents per credit,
which is referred to as a nickel slot machine. The machine only
gives the player the option of betting 1, 5, 10, 20, or 40 credits.
Instead of individual paylines being linearly added for each bet
amount (e.g., one payline per credit), a block of adjacent symbol
positions is increased for each extra bet. The activated block may
be highlighted during the game so the player can focus on only
those symbols in the highlighted block during the game. All symbols
in the activated block are combined to achieve winning
combinations, where only one symbol per reel is used in a
combination. Since only those symbols within the activated block
can be used in a winning combination, the player can easily
determine by herself whether there is a winning combination and how
a winning combination is developing as the reels progressive stop
from left to right.
[0009] Using this technique, traditional paylines are not used
since all symbols in the activated block can be combined in any
way, as long as only one symbol per reel is used in a combination.
Relevant symbol combinations are easily perceived by the player
since the player can focus on only a small subset of the matrix.
Also, by directly associating a different block with each limited
bet option (e.g., 5 bet options), the set-up before each game is
very fast, resulting in a greater frequency of play. For example,
five buttons may be used, one for each bet option.
[0010] Another advantage of this technique is that the relevant
symbol positions for creating winning combinations of symbols is
easily explained to the player by illustration on the machine's
display glass or auxiliary screen prior to the player placing a
bet. This is an improvement over a machine simply advertising a
number of paylines that a player may activate upon wagering
additional credits. A player is more likely to use a machine that
the player fully understands.
[0011] The technique can be applied to any size matrix (e.g.,
5.times.3) and any number of betting options.
[0012] In one embodiment, wins can be certain combinations of 2, 3,
4, or 5 symbols on adjacent reels from left to right or right to
left. In another embodiment, symbols in some winning combinations
do not have to be on adjacent reels. Such symbols are sometimes
called scatter symbols since their position within the activated
block of symbol positions is not relevant.
BRIEF DESCRIPTION OF THE DRAWINGS
[0013] FIG. 1 is a perspective view of one type of gaming machine
that is programmed to carry out the inventive technique.
[0014] FIG. 2 is a functional block diagram showing the basic
functional units in the gaming machine of FIG. 1.
[0015] FIG. 3 illustrates the block of symbol positions in a
5.times.4 matrix that are relevant to creating winning combinations
with a first bet amount.
[0016] FIG. 4 illustrates the block of symbol positions in a
5.times.4 matrix that are relevant to creating winning combinations
with a second bet amount.
[0017] FIG. 5 illustrates the block of symbol positions in a
5.times.4 matrix that are relevant to creating winning combinations
with a third bet amount.
[0018] FIG. 6 illustrates the block of symbol positions in a
5.times.4 matrix that are relevant to creating winning combinations
with a fourth bet amount.
[0019] FIG. 7 illustrates the block of symbol positions in a
5.times.4 matrix that are relevant to creating winning combinations
with a fifth bet amount.
[0020] FIG. 8 is a flow chart of the basic method carried out
during games using the new technique.
DETAILED DESCRIPTION
[0021] Although the invention can typically be implemented by
installing a software program in most types of modern video gaming
machines, one particular gaming machine platform will be described
in detail.
[0022] FIG. 1 is a perspective view of a gaming machine 10 that
incorporates the present invention. Machine 10 includes a display
12 that may be a thin film transistor (TFT) display, a liquid
crystal display (LCD), a cathode ray tube (CRT), or any other type
of display. A second display 14 provides game data or other
information in addition to display 12. Display 14 may provide
information such as an advertisement for the game, the rules of the
game, pay tables for each bet amount, the different blocks of
symbol positions associated with their associated bet amount to
determine winning symbol combinations, or other information, or may
even display the main game or the bonus games along with display
12. Alternatively, the area for display 14 may be a display glass
for conveying relevant information.
[0023] Display 12 or 14 may have a touch screen lamination that
includes a transparent grid of conductors. Touching the screen
changes the capacitance between the conductors, and thereby the X-Y
location of the touch may be determined. The processor associates
this X-Y location with a function to be performed. Such touch
screens are very well known in the field of slot machines, and a
detailed description of them is not required.
[0024] A coin slot 22 accepts coins or tokens in one or more
denominations to generate credits within machine 10 for playing
games. An input slot 24 for an optical reader and printer receives
machine readable printed tickets and outputs printed tickets for
use in cashless gaming. A bill acceptor 26 accepts various
denominations of banknotes.
[0025] A coin tray 32 receives coins or tokens from a hopper upon a
win or upon the player cashing out.
[0026] A card reader slot 34 accepts any of various types of cards,
such as smart cards, magnetic strip cards, or other types of cards
conveying machine readable information. The card reader reads the
inserted card for player and credit information for cashless
gaming. The card reader may also include an optical reader and
printer for reading and printing coded barcodes and other
information on a paper ticket.
[0027] A keypad 36 accepts player input, such as a personal
identification number (PIN) or any other player information. A
display 38 above keypad 36 displays a menu for instructions and
other information and provides visual feedback of the keys
pressed.
[0028] Player control buttons 39 include any buttons needed for the
play of the particular game or games offered by machine 10
including, for example, one or more bet buttons, a repeat bet
button, a spin reels button, a maximum bet button, a cash-out
button, a display payout tables button, select icon buttons, and
any other suitable button. Buttons 39 may be replaced by a touch
screen with virtual buttons.
[0029] FIG. 2 illustrates basic circuit blocks in a suitable gaming
device. A control unit (CPU 40) runs a gaming program stored in a
program ROM 43. A coin/credit detector 41 enables the CPU 40 to
initiate a next game. A pay table ROM 44 detects the outcome of the
game and identifies awards to be paid to the player. A payout
device 42 pays out an award to the player in the form of coins upon
termination of the game or upon the player cashing out. A payout
may also be in the form of a coded paper ticket, credits on a smart
card or magnetic strip card, or in any other form. A display
controller 45 receives commands from the CPU 40 and generates
signals for the various displays 46. If a display 46 is a touch
screen, player commands may be input through the display screen
into the CPU 40.
Operation of Gaming Machine Incorporating Invention
[0030] FIGS. 3-7 illustrate the symbol positions 50 in a 5.times.4
matrix of symbols displayed by the screen 12 in FIG. 1. The symbols
themselves (not shown) may be traditional symbols, such as fruit,
bells, etc., typically having a theme. Elsewhere, the gaming
machine displays instructions to the player about the game itself
and how each bet option corresponds to a block of symbol positions
relevant to determining winning combinations of symbols. Such
information may be displayed on screen 14 in FIG. 1.
[0031] The player is only allowed five betting options in the
example: 1, 5, 10, 20, or 40 credits. Each credit may be a nickel
or other denomination, such as 25 cents or a dollar. Limiting the
number of bets allows there to be one button 39 (physical or
touchscreen) on the machine of FIG. 1 for each bet option for very
fast turnaround.
[0032] As shown in FIG. 3, for a bet of one credit, only the
symbols in the highlighted (shaded) block of symbol positions 52 in
the bottom two rows are relevant when determining winning
combinations of symbols. All symbols in the bottom row and two
symbols in the adjacent row are highlighted. By making the symbol
positions in the block adjacent, it is much easier for the player
to determine whether a winning combination has occurred or is
developing during a game. The highlighted block is preferably
highlighted on the display screen 12 by increasing the background
brightness of the block, creating a box around each symbol position
in the block, or other technique so the player's attention can be
focused on those relevant symbol positions as the reels randomly
stop from left to right. The term randomly includes
pseudo-randomly.
[0033] Any winning combination of symbols throughout the entire
highlighted block, where only one symbol per reel is used in a
single combination, pays an award to the player. In FIG. 3, there
are four different ways to create a winning symbol combination
using only one highlighted symbol position per reel.
[0034] As shown in FIG. 4, for a bet of five credits, only the
symbols in the highlighted symbol positions in the bottom two rows
are relevant when determining winning combinations of symbols. All
symbols in the bottom two rows are highlighted.
[0035] As shown in FIG. 5, for a bet of ten credits, only the
symbols in the highlighted symbol positions in the bottom three
rows are relevant when determining winning combinations of symbols.
All symbols in the bottom two row and two symbols in the adjacent
row are highlighted.
[0036] As shown in FIG. 6, for a bet of 20 credits, only the
symbols in the highlighted symbol positions in the bottom three
rows are relevant when determining winning combinations of
symbols.
[0037] As shown in FIG. 7, for a maximum bet of 40 credits, all the
symbols in the matrix are relevant when determining winning
combinations of symbols.
[0038] As seen, each bet is associated with a unique group (block)
of adjacent symbol positions.
[0039] The amount of the bet and the number of relevant symbol
position combinations that can be used to create winning
combinations of symbols are taken into account when determining the
proper award to pay to the player for a particular symbol
combination. For example, there are only four combinations of
symbol positions in FIG. 3 across the five reels obtained with a
bet of one credit, while there are 1024 combinations of symbol
positions in FIG. 7 across the five reels obtained with a bet of 40
credits. In other words, the chances of winning with a 40 credit
bet are 256 times greater than the chances of winning with a 1
credit bet. Since each additional credit bet does not linearly
increase the odds of winning, the award for a particular winning
combination of symbols is not linearly related to the bet amount.
For example, the award for achieving a particular winning
combination of symbols for a bet of 40 credits would be much less
than the award for the same combination achieved with a bet of 1
credit, due to the much higher likelihood of achieving the
combination with a 40-credit bet, even though the bet amount is
higher.
[0040] This differs from conventional payline-based systems where,
if the paylines did not change for each additional bet, the award
amounts would just linearly increase in proportion to the amount
bet. Conversely, in a payline-based system, if each additional
credit bet added a payline, the odds of winning linearly increase
with the bet, so the award amounts may stay the same for all
bets.
[0041] For the inventive system, a mathematician skilled in the art
could calculate suitable awards to either provide the same average
payout percentage (i.e., average payout return for each a wager)
for each game played with any bet or provide an increased average
payout percentage when the player makes the maximum bet to
encourage maximum betting.
[0042] If the same number of symbol positions shown in FIGS. 3-6
were not in a block but were scattered throughout the matrix, the
same odds of winning would apply, but it would be much more
difficult for a player to grasp the significance of the scattered
symbols. Therefore, making the relevant symbol positions adjacent
maximizes the player's ability to appreciate the significance of
symbols appearing in the highlighted positions.
[0043] In one embodiment, wins can be certain combinations of 2, 3,
4, or 5 symbols (e.g., the same symbol) on adjacent reels from left
to right or right to left, as long as all the symbols are in the
activated block of positions. In another embodiment, symbols in
some winning combinations do not have to be on adjacent reels. Such
symbols are sometimes called scatter symbols since their position
within the activated block of symbol positions is not relevant when
combining the symbols for winning combinations.
[0044] FIGS. 3-7 are just examples of simple patterns of activated
symbol positions associated with each bet. In another embodiment, a
bet of 1 credit activates only the bottom row of symbol positions;
a bet of 5 credits activates only the bottom two rows of symbol
positions; a bet of 10 credits activates only the bottom three rows
of symbol positions; and a bet of 20 credits activates all four
rows symbol positions. In another embodiment, the blocks of symbol
positions start from the top of the matrix for the minimum bet and
progress downward for higher bets, opposite to the configurations
described above. Any bet amount can be uniquely associated with any
particular block of symbol positions, and the award amounts for
particular winning symbol combinations would be separately adjusted
for each bet amount based on the award amounts needed to achieve a
target average payout percentage for each wager amount. The target
average payout percentage (typically between 86-96%) for each wager
may be the same or different to encourage higher betting.
[0045] In another embodiment, the number of added symbol positions
for each incremental betting option may be selected so that the
award amount for a particular symbol combination stays the same for
each bet, or linearly changes with the bet amount. In any event,
the average payout percentage per game may remain the same
irrespective of the bet.
[0046] FIG. 8 is a flowchart identifying certain steps performed by
a gaming machine programmed with the technique described above.
[0047] In step 61, the gaming machine identifies to the player the
particular block of adjacent symbol positions in an A.times.B
matrix that can be activated with each bet option for determining
winning combinations of symbols. The gaming machine also identifies
all the possible winning combinations of symbols. This display of
information may be on the fixed display glass (e.g., the top glass)
of a standard video slot machine cabinet, or the display may be on
a video display screen that is the same as or separate from (e.g.,
display screen 14 in FIG. 1) the screen that displays the game
itself.
[0048] In step 62, the player bets one of the limited betting
options, where each bet is uniquely associated with a block of
symbol positions.
[0049] In step 63, the gaming machine highlights those symbol
positions in the displayed A.times.B matrix associated with the
bet. The highlighting may be any means of drawing the player's
attention to the relevant symbol positions.
[0050] In step 64, the virtual reels are spun and randomly stopped
to display the A.times.B matrix of symbols at the A.times.B symbol
positions.
[0051] In step 65, the machine analyzes the symbols and the
activated symbol positions and identifies those symbols involved in
each winning combination across activated symbol positions (e.g.,
by brightening or enlarging the relevant symbols).
[0052] In step 66, a paytable (ROM 44 in FIG. 2) is used to grant
an award to the player for the winning symbol combinations
obtained, based on the bet option.
[0053] The various techniques described are easily implemented by a
software programmer storing a program in the program ROM 43 in FIG.
2. The CPU 40 carries out the program, as would be understood by
those skilled in the art.
[0054] The technique may be carried out on a stand-alone machine or
on a machine connected to a server.
[0055] While particular embodiments of the present invention have
been shown and described, it will be obvious to those skilled in
the art that changes and modifications may be made without
departing from this invention in its broader aspects and,
therefore, the appended claims are to encompass within their scope
all such changes and modifications as fall within the true spirit
and scope of this invention.
* * * * *