U.S. patent application number 12/337311 was filed with the patent office on 2009-07-23 for gaming system and a method of gaming.
This patent application is currently assigned to Aristocrat Technologies Australia Pty Limited. Invention is credited to Simon Patrick Ashley.
Application Number | 20090186683 12/337311 |
Document ID | / |
Family ID | 40873567 |
Filed Date | 2009-07-23 |
United States Patent
Application |
20090186683 |
Kind Code |
A1 |
Ashley; Simon Patrick |
July 23, 2009 |
GAMING SYSTEM AND A METHOD OF GAMING
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.
Inventors: |
Ashley; Simon Patrick;
(Faulconbridge, AU) |
Correspondence
Address: |
HANLEY, FLIGHT & ZIMMERMAN, LLC
150 S. WACKER DRIVE, SUITE 2100
CHICAGO
IL
60606
US
|
Assignee: |
Aristocrat Technologies Australia
Pty Limited
Lane Cove
AU
|
Family ID: |
40873567 |
Appl. No.: |
12/337311 |
Filed: |
December 17, 2008 |
Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/34 20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Dec 19, 2007 |
AU |
2007906972 |
Claims
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.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] 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
[0002] The present invention relates to a gaming system and to a
method of gaming.
BACKGROUND OF THE INVENTION
[0003] 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.
[0004] 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
[0005] According to a first aspect of the present invention there
is provided a gaming system including:
[0006] 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;
[0007] 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;
[0008] 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.
[0009] In an embodiment the condition is met when the symbol
selectors stop rotating.
[0010] 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.
[0011] In an embodiment the first rotatable symbol selector is a
wheel. In an embodiment the second rotatable symbol selector is a
wheel.
[0012] 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.
[0013] In an embodiment one or both of the symbol selectors have
all of the symbols visible on the respective surface.
[0014] In an embodiment the symbol selectors are simultaneously
rotatable. In an embodiment the symbol selectors are independently
rotatable.
[0015] 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.
[0016] In an embodiment one or more of the symbol selectors are
rotatably mounted to a bearing.
[0017] In an embodiment one or more of the symbol selectors are
displayed on a display.
[0018] 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.
[0019] In an embodiment the gaming system further includes:
[0020] 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;
[0021] 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.
[0022] 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.
[0023] 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.
[0024] 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.
[0025] In an embodiment one of the designated relationships
includes one of the following:
[0026] two or more of the peripheral portions of respective symbol
selectors being in mutually equivalent relative positions;
[0027] two or more of the peripheral portions of respective symbol
selectors being in mutually opposite relative positions;
[0028] two or more of the peripheral portions of respective symbol
selectors being in mutually equally spaced apart relative
positions;
[0029] two or more of the peripheral portions of respective symbol
selectors being a respective specified distance from a common
point.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] In an embodiment the prize allocator allocates a prize
having a quantum represented by the selected symbols.
[0040] In an embodiment one or more of the symbols represent a
prize amount for the respective segment.
[0041] 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.
[0042] 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.
[0043] The gaming system may be implemented as a stand alone gaming
machine or across a network.
[0044] According to a second aspect of the present invention there
is provided a method of playing a game using the gaming system
including: [0045] rotating the first and second symbol selectors;
[0046] determining which symbols are selected when the
predetermined condition is met; [0047] determining the outcome of
the game according which symbols are selected.
[0048] 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.
[0049] In an embodiment a quantum of the outcome of the game is
represented by the selected symbols.
[0050] In an embodiment the outcome of the game is a win in the
event that a combination of the selected symbols indicate a
win.
[0051] In an embodiment the outcome of the game is a loss in the
event that the selected symbols do not match.
[0052] 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.
[0053] 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.
[0054] According to a third aspect of the present invention there
is provided a game controller for controlling a gaming system, the
gaming system including: [0055] 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, [0056] 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,
[0057] wherein the game controller is arranged to cause:
[0058] the first and second symbol selectors to rotate, and,
[0059] 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.
[0060] In an embodiment the game controller further includes a
processor configured to control a display of the gaming system to
show the symbol selectors.
[0061] In an embodiment the game controller further includes a
processor configured to control rotation of the symbol
selectors.
[0062] In an embodiment the game controller further includes a
determining component for determining the condition.
[0063] In an embodiment the game controller further includes a
checking component for checking when the condition is met.
[0064] In an embodiment a gaming system including the game
controller, wherein the gaming system is a stand alone machine
including the game controller.
[0065] In an embodiment a gaming system includes the game
controller, wherein the game controller is remotely located from
the display.
[0066] 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:
[0067] displaying rotation of the first and second symbol
selectors;
[0068] determining which symbols are selected when the condition is
met;
[0069] determining the outcome of the game according the which
symbols are selected.
[0070] 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:
[0071] 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,
[0072] 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,
[0073] the first and second symbol selectors rotating, and,
[0074] 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.
[0075] 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:
[0076] 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,
[0077] 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,
[0078] 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.
[0079] 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.
[0080] According to a seventh aspect of the present invention there
is provided a method of playing a game including:
[0081] 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,
[0082] determining the symbols associated with respective
peripheral portions of each symbol selector that are positioned
closest to each other; and
[0083] determining an outcome of the game according the determined
symbols.
[0084] According to an eighth aspect of the present invention there
is provided a method of playing a game using the gaming apparatus
including:
[0085] displaying rotation of the first and second symbol
selectors;
[0086] displaying the symbol selectors coming to a stop;
[0087] determining which symbols are selected when the symbol
selectors come to a stop;
[0088] determining the outcome of the game according the selection
of the symbols.
[0089] According to a ninth aspect of the present invention there
is provided a method of playing a game including:
[0090] 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,
[0091] 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
[0092] determining an outcome of the game according the selected
symbols.
[0093] 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.
[0094] According to a tenth aspect of the present invention there
is provided a game including:
[0095] 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;
[0096] 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;
[0097] 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;
[0098] 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.
[0099] 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:
[0100] 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,
[0101] 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,
[0102] display the first and second symbol selectors rotating;
[0103] 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.
[0104] 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:
[0105] 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,
[0106] 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.
[0107] In an embodiment the logic is embodied in a computer program
including instructions which when executed control the operation of
the processor.
[0108] According to a thirteenth aspect of the present invention
there is provided a data signal including the computer program.
BRIEF DESCRIPTION OF THE DRAWINGS
[0109] Certain embodiments of the present invention will now be
described, by way of example only, with reference to the
accompanying drawings, in which:
[0110] FIG. 1 is a diagrammatic block diagram of a gaming system in
accordance with an embodiment of the present invention;
[0111] 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;
[0112] FIG. 3 is a schematic block diagram of operative components
of the gaming machine shown in FIG. 2;
[0113] FIG. 4 is a schematic block diagram of components of a
memory of the gaming machine shown in FIG. 2;
[0114] 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;
[0115] FIG. 6 is a schematic flowchart of a method of gaming
according to an embodiment of the present invention;
[0116] FIG. 7A is a flow diagram illustrating a method of
determining a game outcome in accordance with an embodiment of the
present invention;
[0117] FIG. 7B is a flow diagram illustrating a method of
determining a prize allocation in accordance with an embodiment to
the present invention;
[0118] 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;
[0119] 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;
[0120] 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;
[0121] 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.
[0122] 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
[0123] 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.
[0124] 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.
[0125] 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.
[0126] 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.
[0127] 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:
[0128] two or more of the peripheral portions of respective symbol
selectors being in mutually equivalent relative positions;
[0129] two or more of the peripheral portions of respective symbol
selectors being in mutually opposite relative positions;
[0130] two or more of the peripheral portions of respective symbol
selectors being in mutually equally spaced apart relative
positions;
[0131] two or more of the peripheral portions of respective symbol
selectors being a respective specified distance from a common
point.
[0132] 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.
[0133] 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".
[0134] 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.
[0135] 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.
[0136] 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.
[0137] 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.
[0138] 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.
[0139] 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.
[0140] 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.
[0141] The game may be a secondary game in which the secondary game
is used to determine a secondary or bonus prize of another
game.
[0142] 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.
[0143] 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.
[0144] 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.
[0145] 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.
[0146] 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.
[0147] 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.
[0148] 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.
[0149] 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.
[0150] 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.
[0151] 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.
[0152] 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.
[0153] 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.
[0154] 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.
[0155] 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.
[0156] The gaming system 10 can take a number of different
forms.
[0157] 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.
[0158] 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.
[0159] 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.
[0160] 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.
[0161] 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.
[0162] 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.
[0163] 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.
[0164] 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.
[0165] 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.
[0166] 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.
[0167] 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.
[0168] 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.
[0169] 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.
[0170] 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.
[0171] 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.
[0172] 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.
[0173] 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.
[0174] 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.
[0175] 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.
[0176] 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.
[0177] 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.
[0178] 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.
[0179] 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.
[0180] 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.
[0181] The gaming system 1200 may also include a loyalty program
server 1212.
[0182] 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.
[0183] 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.
[0184] 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.
[0185] 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.
[0186] 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.
[0187] 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.
[0188] 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.
[0189] 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.
[0190] 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.
[0191] 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.
[0192] 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.
[0193] 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).
[0194] 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.
[0195] 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.
[0196] 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.
[0197] 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.
[0198] 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.
[0199] The gaming system may further include an indicator for
indicating, such as in a lit display, which symbols are
selected.
[0200] 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.
[0201] 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.
[0202] Modifications and variations as would be apparent to a
skilled addressee are deemed to be within the scope of the present
invention.
[0203] 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.
[0204] 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.
[0205] 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.
[0206] 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.
[0207] 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.
* * * * *