U.S. Pat. No. 10,026,257

METHOD OF OPERATING A GAMING SYSTEM, A GAMING SYSTEM AND A GAME CONTROLLER

AssigneeAristocrat Technologies Australia Pty Limited

Issue DateSeptember 23, 2016

Illustrative Figure

Abstract

An electronic gaming machine and method. An initial symbol array of a predetermined size is provided, and reels are used for selecting symbols for display onto the array. There is an active region and a non-active region of the array. At least one reel includes a vertical stack of at least two rows high. If the vertical stack lands in a position overlapping the active and non-active region, the array grows to encompass the vertical stack. The outcome is determined based on the array after it has grown. In addition, a second growing occurs randomly when the vertical stack lands within the active region or overlaps the active and non-active regions.

Description

DETAILED DESCRIPTION OF THE INVENTION Referring to the drawings, there is shown a gaming system having a game controller having components that enable the implementation of a method of operating a gaming system where, in an embodiment, one or more reel strips (advantageously all of the reel strips) having a vertical stack formed of a stacked number of symbols or an oversized symbol. Symbols are selected for display in an active display area which has a height in symbol display positions of a number of rows high. The embodiment, the height of display area is randomly determined dependent on the displayed location of the vertical stack. Two random selections are used to control the height of the symbol display area. General Construction of the Gaming System The gaming system can take a number of different forms. In a first form, a standalone gaming machine is provided wherein all or most components required for implementing the game are present in a player operable gaming machine. In a second form, a distributed architecture is provided wherein some of the components required for implementing the game are present in a player operable gaming machine and some of the components required for implementing the game are located remotely relative to the gaming machine. For example, a “thick client” architecture may be used wherein part of the game is executed on a player operable gaming machine and part of the game is executed remotely, such as by a gaming server; or a “thin client” architecture may be used wherein most of the game is executed remotely such as by a gaming server and a player operable gaming machine is used only to display audible and/or visible gaming information to the player and receive gaming inputs from the player. However, it will be understood that other ...

DETAILED DESCRIPTION OF THE INVENTION

Referring to the drawings, there is shown a gaming system having a game controller having components that enable the implementation of a method of operating a gaming system where, in an embodiment, one or more reel strips (advantageously all of the reel strips) having a vertical stack formed of a stacked number of symbols or an oversized symbol. Symbols are selected for display in an active display area which has a height in symbol display positions of a number of rows high.

The embodiment, the height of display area is randomly determined dependent on the displayed location of the vertical stack. Two random selections are used to control the height of the symbol display area.

General Construction of the Gaming System

The gaming system can take a number of different forms. In a first form, a standalone gaming machine is provided wherein all or most components required for implementing the game are present in a player operable gaming machine.

In a second form, a distributed architecture is provided wherein some of the components required for implementing the game are present in a player operable gaming machine and some of the components required for implementing the game are located remotely relative to the gaming machine. For example, a “thick client” architecture may be used wherein part of the game is executed on a player operable gaming machine and part of the game is executed remotely, such as by a gaming server; or a “thin client” architecture may be used wherein most of the game is executed remotely such as by a gaming server and a player operable gaming machine is used only to display audible and/or visible gaming information to the player and receive gaming inputs from the player.

However, it will be understood that other arrangements are envisaged. For example, an architecture may be provided wherein a gaming machine is networked to a gaming server and the respective functions of the gaming machine and the gaming server are selectively modifiable. For example, the gaming system may operate in standalone 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.

Irrespective of the form, the gaming system has several core components. At the broadest level, the core components are a player interface50and a game controller60as illustrated inFIG. 1. Player interface50is configured to enable manual interaction between a player and the gaming system and for this purpose includes the input/output components required for the player to enter instructions to play the game and observe the game outcomes.

Components of the player interface may vary from embodiment to embodiment but will typically include a credit mechanism52to enable a player to input credits and receive payouts, one or more displays54, a game play mechanism56including one or more input devices that enable a player to input game play instructions (e.g. to place a wager and to initiate the play of a game), and one or more speakers58.

Game controller60is in data communication with player interface50and typically includes a processor62that processes game play instructions in accordance with game play rules and outputs game play outcomes to the display. Typically, the game play rules are stored as program code in a memory64but can also be hardwired. Herein the term “processor” is used to refer generically to any device that can process game play instructions in accordance with game play rules and may include: a microprocessor, microcontroller, programmable logic device or other computational device, a general purpose computer (e.g. a PC) or a server. That is, a processor may be provided by any suitable logic circuitry for receiving inputs, processing them in accordance with instructions stored in memory and generating outputs (for example on the display). Such processors are sometimes also referred to as central processing units (CPUs). Most processors are general purpose units, however, it is also know to provide a specific purpose processor using an application specific integrated circuit (ASIC) or a field programmable gate array (FPGA).

Referring toFIG. 2, a gaming system in the form of a stand lone gaming machine10includes a console12having a display14on which are displayed representations of a game16that can be played by a player. A mid-trim20of gaming machine10houses a bank of buttons22for enabling a player to interact with the gaming machine, in particular during game play. Mid-trim20also houses a credit input mechanism24which, in this example, includes a coin input chute24A and a bill collector24B. Other credit input mechanisms may also be employed, for example, a card reader for reading a smart card, debit card or credit card. Other gaming machines may have a ticket reader for reading tickets having a value and crediting the player based on the face value of the ticket. A player marketing module (not shown) having 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. In some embodiments, the player marketing module may provide an additional credit mechanism, either by transferring credits to the gaming machine from credits stored on the player tracking device or by transferring credits from a player account in data communication with the player marketing module that is accessed in response to insertion of the player tracking device.

A top box26may carry artwork28, 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 panel29of console12. A coin tray30is mounted beneath front panel29for dispensing cash payouts from gaming machine10.

Display14shown inFIG. 2is in the form of a liquid crystal display. Display14may be any other suitable video display unit, such as an OLED display. Top box26may also include a display, which may be of the same type as the display14, or of a different type.

Referring now toFIG. 3, a block diagram is shown of operative components of a typical gaming machine which may be the same as or different to the gaming machine ofFIG. 2.

A gaming machine100includes a game controller101having a processor102mounted on a circuit board. Instructions and data to control operation of processor102are stored in a memory103, which is in data communication with processor102. Typically, gaming machine100will include both volatile and non-volatile memory and more than one of each type of memory, with such memories being collectively represented by memory103.

Gaming machine100has hardware meters104for purposes including ensuring regulatory compliance and monitoring player credit, an input/output (I/O) interface105for communicating with peripheral devices of gaming machine100. Input/output interface105and/or the peripheral devices may be intelligent devices with their own memory for storing associated instructions and data for use with input/output interface105or the peripheral devices. A random number generator module113generates random numbers for use by processor102. Persons skilled in the art will appreciate that the reference to random numbers includes pseudo-random numbers.

In the example shown inFIG. 3, a player interface120includes peripheral devices that communicate with game controller101including one or more displays106, a touch screen and/or buttons107(which provide a game play mechanism), a card and/or ticket reader108, a printer109, a bill acceptor and/or coin input mechanism110and a coin output mechanism111. Additional hardware may be included as part of gaming machine100, or hardware may be omitted as required for the specific implementation. For example, while buttons or touch screens are typically used in gaming machines to allow a player to place a wager and initiate a play of a game any input device that enables the player to input game play instructions may be used. For example, in some gaming machines a mechanical handle is used to initiate a play of the game. Persons skilled in the art will also appreciate that a touch screen can be used to emulate other input devices, for example, a touch screen can display virtual buttons which a player can “press” by touching the screen where they are displayed.

In addition, gaming machine100may include a communications interface, for example a network card112. Network card112may, for example, send status information, accounting information or other information to a bonus controller, central controller, server or database and receive data or commands from the bonus controller, central controller, server or database. In embodiments employing a player marketing module, communications over a network may be via player marketing module—i.e. the player marketing module may be in data communication with one or more of the above devices and communicate with it on behalf of the gaming machine.

Referring toFIG. 4, a block diagram of the main components of an exemplary memory103is shown. Memory103includes a RAM103A, an EPROM103B and a mass storage device103C. RAM103A typically temporarily holds program files for execution by processor102and related data. EPROM103B may be a boot ROM device and/or may contain some system or game related code. Mass storage device103C is typically used to store game programs, the integrity of which may be verified and/or authenticated by processor102using protected code from EPROM103B or elsewhere.

It is also possible for the operative components of gaming machine100to be distributed, for example input/output devices106,107,108,109,110,111, to be provided remotely from game controller101.

Referring toFIG. 5, a gaming system200is shown and is in accord with an alternative embodiment. Gaming system200includes a network201, which for example may be an Ethernet network. A plurality of gaming machines202, are shown arranged in three banks203of two gaming machines202, which are connected to the network201. Gaming machines202provide a player operable interface and may be the same as gaming machines10,100shown inFIGS. 2 and 3, or may have simplified functionality depending on the requirements for implementing game play. While banks203of two gaming machines are illustrated inFIG. 5, banks of one, three or more gaming machines are also envisaged.

One or more displays204may also be connected to network201. For example, displays204may be associated with one or more banks203of gaming machines. Displays204may be used to display representations associated with game play on gaming machines202, and/or used to display other representations, for example promotional or informational material.

In a thick client embodiment, a game server205implements part of the game played by a player using a gaming machine202and gaming machine202implements part of the game. With this embodiment, as both the game server and the gaming device implement part of the game, they collectively provide a game controller. A database management server206may manage storage of game programs and associated data for downloading or access by the gaming machines202in a database206A. Typically, if the gaming system enables players to participate in a Jackpot game, a Jackpot server207will be provided to perform accounting functions for the Jackpot game. A loyalty program server212may also be provided.

In a thin client embodiment, game server205implements most or all of the game played by a player using a gaming machine202and gaming machine202essentially provides only the player interface. With this embodiment, game server205provides the game controller. Gaming machine202will receive player instructions, pass these to the game server which will process them and return game play outcomes to the gaming machine for display. In a thin client embodiment, gaming machines202could be computer terminals, e.g. PCs running software that provides a player interface operable using standard computer input and output components. Other client/server configurations are possible, and further details of a client/server architecture can be found in WO 2006/052213 and PCT/SE2006/000559, the disclosures of which are incorporated herein by reference.

Servers are also typically provided to assist in the administration of gaming network200, including for example a gaming floor management server208, and a licensing server209to monitor the use of licenses relating to particular games. An administrator terminal210is provided to allow an administrator to run network201and the devices connected to the network.

Gaming system200may communicate with other gaming systems, other local networks, for example a corporate network, and/or a wide area network such as the Internet, for example through a firewall211.

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, game server205could run a random generator engine. Alternatively, a separate random number generator server could be provided. Further, persons skilled in the art will appreciate that a plurality of game servers could be provided to run different games or a single game server may run a plurality of different games as required by the terminals.

Further Detail of the Gaming System

Referring again toFIG. 1, a player operates game play mechanism56to specify a wager which will be made for play of the game and to initiate play of the game. Persons skilled in the art will appreciate that a player's wager can be varied from game to game dependent on player selections. In most spinning reel games, it is typical for the player's wager to be made up of a selection as to how the game outcome will be evaluated by specifying what parts of the game outcome will qualify for winning outcomes and a multiplier that will apply to each winning outcome. For example, a player's wager may be based on how many lines are played in each game—e.g. a minimum of one line up to the maximum number of lines allowed by the game (noting that not all permutations of win lines may be available for selection) and an amount per line—e.g. one, two or five credits. Winning outcomes on an activated win line may be evaluated based on a pay table that specifies the amount awarded for a one credit per line wager multiplied by the amount wagered per line.

Such win lines are typically formed by a combination of symbol display positions, one from each reel, the symbol display positions being located relative to one another such that they form a line.

In many games, the gaming machine may award winning outcomes which are not strictly limited to the lines they have selected, for example, “scatter” pays are awarded independently of a player's selection of pay lines.

Persons skilled in the art will appreciate that in other embodiments, the player may select a number of reels to play. Games of this type are marketed under the trade name “Reel Power” by Aristocrat Leisure Industries Pty Ltd and are also known as “ways” to win games. The selection of the reel means that each displayed symbol of the reel can be substituted for a symbol at one or more designated display positions. In other words, all symbols displayed at symbol display positions corresponding to a selected reel can be used to form symbol combinations with symbols displayed at a designated, symbol display positions of the other reels. For example, if there are five reels and three symbol display positions for each reel such that the symbol display positions comprise three rows of five symbol display positions, the symbols displayed in the center row are used for non-selected reels. As a result, the total number of ways to win is determined by multiplying the number of active display positions of each of the reels, the active display positions being all display positions of each selected reel and the designated display position of the non-selected reels. As a result for five reels and fifteen display positions there are 243 ways to win.

Referring toFIG. 6, processor62of game controller60is shown implementing a number of modules based on program code and data stored in memory64. Persons skilled in the art will appreciate that one or more of the modules could be implemented in some other way, for example by a dedicated circuit. The particular game described below occurs as a feature game in which the game display area is caused to grow upon certain events. In the preferred embodiment, the growth will not occur in the base game.

An outcome generator622is configured to start spinning and then stop the reels during each play of the game. That is, each time a player places a fresh wager, the reels are spun and stopped. In this embodiment, the outcome generator622is also configured to begin at a predetermined height for the game play area that will be active in a feature game. In the embodiment, the height of the game area will be caused to grow (increase in game height) in the feature game depending on the display location of a vertical symbol stack. To this end, the outcome generator622includes a symbol selector622A which selects the outcome of symbols for display on a 5×5 display area.

Referring toFIG. 7, an array701of symbols is displayed onto display device54(FIG. 6). Symbol positions703are presented in the array and are arranged in a rectangular array of rows and columns. The columns correspond to respective ones of a plurality of reels. Array701may be formed of different sizes. For example, the array displayed may be nine rows, and five columns, i.e., 9×5 or it may be 8×5, 7×5, 6×5 and 5×5. Each symbol display position703displays a single symbol705, and thus up to forty-five (45) symbols may appear in the array701at its 9×5 size.

Symbols105are selected for display using five (5) virtual reels707,709,711,713and715. The five reels are spun and then stopped to reveal symbols705in array703. However, the symbols705are only shown in a portion717of array701. Portion717is a 5×5 array of symbol positions located as the bottom five rows of array701. It will be appreciated that if there are five rows, the height of the active game area is five symbol positions high.

Thus twenty-five (25) symbols in the bottom five rows provide an outcome of the game. The portion717is referred to as an “active portion” in that only the symbols705in portion717are seen by the player for play of the game and are evaluated for an award. The remaining 4×5 portion719is “non-active.” Non-active portion719is non-active in the sense that no symbols705are seen by the player in portion719and are not evaluated for awards.

Non-active portion719may be visually shaded dark or shown as a solid color.

As shown inFIG. 7, a vertical stack721of three symbols is located in display positions on center reel711. Stack721may be a vertical stack of separate symbols, e.g., three of the same WILD symbols723,725,727, each being placed in a symbol position703(although symbol727lies in the dark area above row five). Alternatively, stack721may be a single large symbol of a size to occupy three positions in a vertical stack. Vertical stack721is randomly positioned in the display area701as the third reel711is spun and stopped.

When the third reel711is randomly stopped and stack721of WILD symbols overlaps (occupies both) active area717and non-active area719, active area717is expanded. As shown inFIG. 8, active area717expands or “grows” so that active area717includes the entire vertical stack721. Active area717grows upwardly by one row, row729, as shown inFIG. 8, so as to include the entire stack721. Active area717only grows so far as necessary to include the top of the stack (including the symbol727). Thus, active portion727of the array grows from a 5×5 active array (FIG. 7) to a 6×5 active array (FIG. 8).

Thus, a height selector622B (FIG. 6) recognizes the overlap will occur and responsively adds a sixth row729(FIG. 8) of symbol positions with the sixth row of symbols taken from the reels. The newly grown active portion717of array703(the 6×5 active array ofFIG. 8) is evaluated for awards. For example, an award may be based on a symbol combination in the newly added row729. After the award, the active portion of the array returns to a 5×5 array for the next spin in the feature game, or to the next spin in a base game if the feature game is completed. Stack721may or may not again occur in an overlap area in the next spin of the feature game. Other embodiments may be formed in which, for example, a number of free spins are given to the player in the feature game, and the array701is allowed to grow without returning to its 5×5 size after a spin, until the number of free games has ended.

If vertical stack721is randomly positioned entirely above the top row of active portion717so that it does not overlap both the active portion717and non-active portion719, the active portion717will not grow to obtain the vertical stack721. For example, where a 5×5 array is being played and the vertical stack is positioned in rows6,7and8(although not seen by the player), the array will not grow so as to include the vertical stack.

In addition to the growth caused by a vertical stack overlapping the active and non-active area, the array is caused to grow further by a random selection of a height for the array. This second growth in height is shown inFIG. 9. After the array has grown, based on the overlap, to the sixth row (FIG. 8), a row height is randomly selected from a set of possible heights, for example, a height of eight rows is randomly selected. Since the height of eight rows is higher than the grown array of six rows, the array grows to eight rows, as shown inFIG. 9. As will suggest itself, instead of selecting the height by row number (e.g.,8), a random selection of a number of rows (e.g., 2) to be added to the top of the active portion, may be made, allowing up to nine rows high.

That is, there are two growing actions. First, as shown inFIG. 8, the array grows to the top of the location of a vertical stack that overlaps both active and non-active portions717,719when the reels stop (the stack then is overlapping into the non-active portion). Second, as shown inFIG. 9, a random selection is next used to determine whether the array grows further in height. The second action of random selection takes place if either (1) the vertical stack overlaps the active and non-active portion (as inFIG. 7) or the vertical stack occurs within the active portion (for example, in rows1,2and3). Thus, the second action extends the active portion of the 5×5 array (it not having been extended due to overlap, but the vertical stack occurs entirely within the 5×5 array) or further extends the active portion of, e.g., an extended 6×5 array (it having been extended to 6×5 from a 5×5 array due to overlap). As is evident, random growth occurs whenever all or part of the vertical stack turns up on the screen.

As shown inFIG. 6, outcome generator622includes a height selector622B. Height selector622B determines whether there is a vertical stack overlap based on selection by symbol selector622A. In response to the determination of overlap, height selector622B determines a row height which will display the top of the vertical stack within the active area. Also the height selector622B will randomly determine whether to increase the row height. The active portion of the array will then be displayed at the determined row height via display controller624.

With these two growth actions, the game can be set such that higher growth occurs more often. In addition, more than one vertical stack may be carried by a reel. Also, the length of a vertical stack may be varied.

As will suggest itself, the game may allow growth only with respect to some reels. For example, where the game has five reels as shown inFIG. 7, only the center three reels709,711,713are permitted to cause the array to grow. No vertical stack will be a part of the symbols in the reel strips of reels707, and715. Also, in some embodiments, certain events in the game may cause certain reels to be populated with vertical stacks which were not present on the reels prior to such a certain event.

Referring again toFIG. 6, symbol data641defines base reel strips641A which are comprised of a number of predefined symbols including one or more vertical stacks. Further, in this embodiment of the invention, the same arrangement of stacked symbols is applied to each reel.

Symbol selector622A selects symbols for display using random number generator621. The selected symbols are advised to the display controller624which causes them to be displayed on display54at a set of display positions.

One example of selecting symbol′s is for the symbol selector622A to select symbols from respective ones of a plurality of spinning reels. The symbol selector622A selects the symbols for display by selecting a stopping position in the sequence of symbols, for each reel. It is known to use a probability table stored in memory64to vary the odds of a particular stop position being selected. Other techniques can be used to control the odds of particular outcomes occurring to thereby control the return to player of the game.

Once symbols are selected, they are evaluated in order to determine whether they include any winning outcomes. These evaluations are made by outcome evaluator623based on the pay table643which defines the winning outcomes and associated awards.

It will be understood to persons skilled in the art of the invention that many modifications may be made without departing from the spirit and scope of the invention, in particular it will be apparent that certain features of embodiments of the invention can be employed to form further embodiments.

In the claims which follow and in the preceding description of the invention, except where the context requires 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.

Claims

  1. An electronic method of operating a gaming machine comprising a game controller having a random number generator, a display having a rectangular display area formed of display positions arranged in rows and columns, a set of reels each having predefined symbols, at least one of said reels having a vertical stack of a length of at least two rows high, a credit input mechanism configured to receive a physical item representing a monetary value to establish a credit balance, the credit balance being increasable and decreasable based at least on wagering activity, a credit meter configured to monitor the credit input having been provided by the credit input mechanism, and a payout mechanism configured to provide a payout, the method comprising: establishing a credit balance via said credit input mechanism receiving the physical item;selecting symbols, via the random number generator in accord with the wagering activity, from the set of reels for display in individual ones of the display positions of a predefined active region of the rectangular display area and for potential display in individual ones of the display positions of a non-active region of the rectangular display area;determining, via the game controller, from said selecting whether said vertical stack is selected and overlaps both the active region and the non-active region of the rectangular display area;controlling, via the game controller, the display to increase the size of the active region in response to determining said vertical stack overlaps both the active region and the non-active region of the rectangular display array by adding a number of rows from the non-active region to form a first increased size of the active region so as to maintain said vertical stack entirely within the active region of the rectangular display area;controlling, via the game controller, the display to randomly increase the size of the active region of the rectangular display area by adding a number of rows from the non-active region to the active region to form a second increased size of the active region of the rectangular display area;displaying on the display in the second increased size of the active region of the rectangular display area the selected symbols in their respective display positions;making, via the game controller, an award if the selected symbols in the second increased size of the active region include a winning outcome;and providing via the payout mechanism a payout based on the credit balance.
  1. A method as claimed in claim 1 wherein said step of randomly increasing the size of the active region to form the second increased size occurs whether or not the size of the active region is increased to form the first increased size.
  2. A method as claimed in claim 1 wherein both steps of increasing occur.
  3. A method as claimed in claim 3 wherein the second increase size of the active region is larger in number of rows than said first increase size of the active region.
  4. A method as claimed in claim 1 wherein the number of rows added to increase the size of the active region to the second increased size is at least equal to the row length of the vertical stack.
  5. A method as claimed in claim 1 wherein said vertical stack is one symbol.
  6. A method as claimed in claim 1 wherein said vertical stack is a plurality of single symbols in a stack, each said single symbol being placed in the stack to occupy one display position.
  7. A method as claimed in claim 1 , wherein said step of increasing the size of the active region to form the first increased size of the active region is performed prior to said step of randomly increasing the active region to form the second increased size of the active region.
  8. A method as claimed in claim 1 , wherein all of said reels have a vertical stack.
  9. A method as claimed in claim 1 , wherein said set of reels consists of five reels.
  10. A method as claimed in claim 1 , wherein only three reels of the five reels have a vertical stack.
  11. A method as claimed in claim 1 wherein each of said three wheels are adjacent another one of said five reels.
  12. A method as claimed in claim 1 , wherein selecting symbols further comprises selecting sufficient symbols to populate the entire rectangular display area.
  13. A method as claimed in claim 1 , and wherein randomly increasing includes randomly increasing via a weighted table.

Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.