U.S. Pat. No. 9,230,408

METHOD OF GAMING, A GAME CONTROLLER AND A GAMING SYSTEM

AssigneeARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LIMITED

Issue DateMay 17, 2012

Illustrative Figure

Abstract

A method of gaming comprising: (a) defining a target outcome to be achieved in respect of a game, the target outcome having an associated award; (b) allocating a number of game rounds to achieve the target outcome; (c) conducting the allocated game rounds, each of which can result in a contribution to the target outcome; (d) accumulating any contributions during the one or game rounds; and (e) making the associated award if the target outcome is achieved based on the accumulated contributions before the allocated game rounds are exhausted.

Description

DETAILED DESCRIPTION OF THE INVENTION Referring to the drawings, there is shown a gaming system having a game controller arranged to implement a game where a player is allocated a number of game rounds to achieve a target outcome. During the game rounds contributions towards the outcome are accumulated and the player receives an award if the target outcome is achieved. In an embodiment, the player selects the target outcome from target outcomes having different levels of difficulty with greater awards associated with higher difficulty, thus introducing a tension between the player's selection and the prospects of success. General Construction of Gaming System The gaming system can take a number of different forms. In a first form, a stand alone 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 ...

DETAILED DESCRIPTION OF THE INVENTION

Referring to the drawings, there is shown a gaming system having a game controller arranged to implement a game where a player is allocated a number of game rounds to achieve a target outcome. During the game rounds contributions towards the outcome are accumulated and the player receives an award if the target outcome is achieved. In an embodiment, the player selects the target outcome from target outcomes having different levels of difficulty with greater awards associated with higher difficulty, thus introducing a tension between the player's selection and the prospects of success.

General Construction of Gaming System

The gaming system can take a number of different forms. In a first form, a stand alone 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 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.

Irrespective of the form, the gaming system comprises several core components. At the broadest level, the core components are a player interface50and a game controller60as illustrated inFIG. 1. The player interface is arranged 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 and play the game.

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 mechanism56comprising one or more input devices that enable a player to input game play instructions (e.g. to place bets), and one or more speakers58.

The game controller60is in data communication with the player interface and typically includes a processor62that processes the game play instructions in accordance with game play rules and outputs game play outcomes to the display. Typically, the game play instructions 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.

A gaming system in the form of a stand alone gaming machine10is illustrated inFIG. 2. The gaming machine10includes a console12having a display14on which are displayed representations of a game16that can be played by a player. A mid-trim20of the gaming machine10houses a bank of buttons22for enabling a player to interact with the gaming machine, in particular during game play. The 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. 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.

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 the console12. A coin tray30is mounted beneath the front panel29for dispensing cash payouts from the gaming machine10.

The display14shown inFIG. 2is in the form of a video display unit, particularly a cathode ray tube screen device. Alternatively, the display14may be a liquid crystal display, plasma screen, any other suitable video display unit, or the visible portion of an electromechanical device. The top box26may also include a display, for example a video display unit, which may be of the same type as the display14, or of a different type.

FIG. 3shows a block diagram of operative components of a typical gaming machine which may be the same as or different to the gaming machine ofFIG. 2.

The gaming machine100includes a game controller101having a processor102. Instructions and data to control operation of the processor102are stored in a memory103, which is in data communication with the processor102. Typically, the 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 the memory103.

The gaming machine has hardware meters104for purposes including ensuring regulatory compliance and monitoring player credit, an input/output (I/O) interface105for communicating with peripheral devices of the gaming machine100. The input/output interface105and/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 module113generates random numbers for use by the 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 the game controller101and comprise one or more displays106, a touch screen and/or buttons107, 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 the 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.

In addition, the gaming machine100may include a communications interface, for example a network card112. 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.

FIG. 4shows a block diagram of the main components of an exemplary memory103. The memory103includes RAM103A, EPROM103B and a mass storage device103C. The RAM103A typically temporarily holds program files for execution by the processor102and related data. The EPROM103B may be a boot ROM device and/or may contain some system or game related code. The mass storage device103C is typically used to store game programs, the integrity of which may be verified and/or authenticated by the processor102using protected code from the EPROM103B or elsewhere.

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

FIG. 5shows a gaming system200in accordance with an alternative embodiment. The gaming system200includes a network201, which for example may be an Ethernet network. Gaming machines202, shown arranged in three banks203of two gaming machines202inFIG. 5, are connected to the network201. The gaming machines202provide a player operable interface and may be the same as the 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 the network201. For example, the displays204may be associated with one or more banks203of gaming machines. The displays204may be used to display representations associated with game play on the gaming machines202, and/or used to display other representations, for example promotional or informational material.

In a thick client embodiment, game server205implements part of the game played by a player using a gaming machine202and the 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 devices202in 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 the gaming machine202essentially provides only the player interface. With this embodiment, the game server205provides the game controller. The gaming machine will 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, the gaming machines could be computer terminals, e.g. PCs running software that provides a player interface operable using standard computer input and output components.

Servers are also typically provided to assist in the administration of the gaming 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 the network201and the devices connected to the network.

The 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, the game server205could run a random number 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 Gaming System

In the embodiment, the game is triggered by trigger monitor626A as a feature game from a base game conducted by base game controller626and displayed in a first display area54A. In the embodiment, the feature is conducted as a second screen feature and is displayed in a second display area54B which may be on a separate display to the first display area54A.

The feature can be triggered in accordance with any of the know eligibility criteria including based on turnover, by being purchased in the base game, by a system event or by a symbol combination in the base game.

The selection processor623is arranged to offer via display54a plurality of different selectable target outcomes specified by target outcome data642. In the embodiment, the player operates game play mechanism56to select one of the target outcomes. In an alternative embodiment, the player may be allowed to construct the target outcome from a plurality of components specified by target outcome data642. For example, the player may be offered a plurality of different start components to the target outcome and, depending on the selected start, a plurality of different end components. In such embodiments, an award may be made for achieving a component of the target outcome.

In some embodiments, the selection processor may make a default selection based on game rules if a time out condition is met.

The game round controller622A of outcome generator622then conducts a series of game rounds for achieving the target outcome; the initial number of game rounds being related to the selected target outcome. Each game round involves a symbol selector622B selecting symbols specified by symbol data641. The selected symbols are advised to the display controller625which causes them to be displayed on display54at a set of display positions.

One example of selecting symbols is for the symbol selector622B to access the random number generator621to select symbols using the game rules644for display as a plurality of spinning reels. The symbol sets641can specify a sequence of symbols for each reel such that the symbol selector622B can select a symbol by selecting a stopping position in the sequence. The selected symbols are then evaluated by symbol evaluator622C to determine whether they include any contributions towards the target outcome, for example, a specific symbol combination that contributes toward the target outcome. Accumulator622D accumulates any contribution and progress towards the target outcome is displayed on display54B by display controller625. In some embodiments, players may be entitled to purchase additional contributions.

The game round controller622A continues to conduct game rounds until all the game rounds have been exhausted. The number of available game rounds644is specified by the game rule data644and the number of game rounds may be used as one factor to control the difficulty of achieving the target outcome. In some embodiments, particular outcomes of symbol selection may cause the number of game rounds to be varied, for example by adding to or subtracting from the current number of game rounds. The remaining number of game rounds is stored as the game round data643. The player may also be able to place an additional bet to buy more game rounds.

Accordingly, it will be appreciated that the game round controller622A is arranged to continue to conduct rounds until either the accumulator622D accumulates sufficient contributions to achieve the target outcome or the game rounds are exhausted.

If sufficient contributions are made, the award determiner624is advised and the award determiner624determines the prize645corresponding to the target outcome642, updates the credit meter646and controls the display by means of display controller625to show the awarding of the prize.

It will be appreciated that contributions towards the outcome can be achieved in a number of ways, for example, they can relate to a specific symbol combination created by selecting a set of symbols for display, they can be created by specific symbol being in the set of symbols, etc. A person skilled in the art will appreciate that other techniques could be used to select symbols including drawing a card from a set of cards, rolling a dice, etc.

By way of example, the contributions can be in the form of a movement towards an outcome in the form of a destination or by removing an obstacle to reaching a destination. In such embodiments, the relative difficulty of achieving an outcome can be controlled in a number of ways, including the amount of movement needed to reach an destination associated with the target outcome (which may be an origin), the number of obstacles, or the number of game rounds.

Accordingly, as the difficulty of achieving an outcome can be controlled, there is a tension between a player's selection of a target outcome and the player's prospects of achieving the outcome.

Persons skilled in the art will appreciate that the target outcome may be chosen in some other manner than by a player. For example, the target outcome be defined based on a player's previous expenditure in the game, the number times they have entered the feature game or the manner in which they enter the feature game, for example a particular combination achieved when entering the feature game.

The method is summarised inFIG. 7which shows a feature being triggered705, a player selection of a target outcome being made710, and a set of bonus games started715. In each bonus game round, symbols are selected720and it is determined725whether this results in a contribution to the outcome. If it does, the contribution is accumulated730and is determined735whether the outcome has been achieved. If the outcome has been achieved, an award is made740. If not, the number of allocated game rounds is decremented745and is determined whether the allocation of game rounds has been exhausted750in which case the game ends755. If the allocation has not been exhausted, the method proceeds by selecting the symbols for a further game round720.

EXAMPLE

FIG. 8shows an exemplary display800of an example where a player is given a limited number of total feature spins and the player can select three levels of difficulty and hence select from three outcomes. The higher the number of obstacles, the greater the reward at the end, as denoted by the increasing sizes of the treasure chests850,840,830.

In this example, the theme is of salvaging treasure from a wreck823and accordingly a salvage ship822is displayed and a diver821indicates the player's current progress towards the target outcome. The target outcomes are each of the three treasure chests830,840and850. There are obstacles831,832,841,842and851between the player position821and the target outcomes830,840and850. The player has a trade off for the higher prize of less chance to actually getting the prize. The obstacles are chosen to fit with the theme and are displayed as blocked doors, rubble, barrels, hanging nets, etc. Reels are displayed in areas811,812and813, where the player has a chance to spin up items that help clear the obstacles. For example, the player may spin up a key to open a lock door. Once the player reaches a treasure chest830,840or850the remaining spins are used to drag the treasure chest back to the salvage ship. Thus, the higher level of obstacles and the more positions the player is required to traverse to get the obstacle back to the ship822depict the level of difficulty. It will be appreciated that the individual reel spins of each game outcome displayed in the reels811to813contribute to towards the players progress to achieving the target outcome and that this accumulation of contributions is represented by the diver's current position and status (e.g. the direction the diver is shown travelling in, whether or nor they are carrying the treasure, etc). A person skilled in the art will appreciate that there can be a number of variations to this example, for example, it may be possible for obstacles to be put back after they have been removed or for additional obstacles added in response to a particular outcome of the reels811or813or for game rounds (i.e. spins) to be added or subtracted.

In the above example, the target outcome combines the player's trip from an origin to a destination and back to the origin. In other embodiments the player may journey solely to the destination.

Obstacle replacement could be dependent on the outcome of reels, duration of time or the amount of funds bet. In one embodiment, the player could purchase the removal of an obstacle.

Persons skilled in the art will also appreciate that the method of the embodiment could be embodied in program code. The program code could be supplied in a number of ways, for example on a computer readable medium, such as a disc or a memory (for example, that could replace part of memory103) or as a data signal (for example, by transmitting it from a server).

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.

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 Australia or any other country.

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. A method of gaming for use with a gaming machine having a credit input mechanism configured to accept a credit for establishing a credit balance, the credit balance being increasable and decreasable, an output mechanism configured to cause a payout associated with the credit balance, a gaming controller, a human interface device, a memory storing data indicative of a plurality of symbols, and a random number generator, the method comprising: accepting a credit via the credit input mechanism;in response to having accepted the credit at the credit input mechanism, establishing the credit balance;making a selection at the human interface device;defining, via the gaming controller, in accordance with having established the credit balance, a target outcome to be achieved in respect of a game, said defining includes determining the target outcome, at least in part, based on the selection made at the human interface device of the gaming machine, the target outcome having an associated award;allocating, via the gaming controller, a number of game rounds to be played at the gaming machine to achieve the target outcome;determining, via the gaming controller, a number of obstacles to be placed in the game to impede the player from achieving the target outcome, based on the defined target outcome;conducting, via the gaming controller, the allocated game rounds at the gaming machine, each of which can result in a contribution to the target outcome;randomly selecting, via the gaming controller and the random number generator, a plurality of the symbols from the memory during each game round, at least one of the plurality of the symbols being complementary to at least one of the obstacles;in response to the at least one of the plurality of the symbols being selected, removing the complementary obstacle;accumulating, via the gaming controller, any contributions during the one or more game rounds;and awarding via the output mechanism the associated award if the target outcome is achieved based on the accumulated contributions before the allocated game rounds are exhausted, said awarding including increasing the credit balance.
  1. A method as claimed in claim 1 , comprising receiving a player selection of one of a plurality of selectable target outcomes and defining the target outcome to be achieved based on the player selection.
  2. A method as claimed in claim 2 , wherein each of the plurality of selectable outcomes has a different difficulty and greater difficulties are associated with greater awards.
  3. A method as claimed in claim 1 , wherein at least one selectable target outcome is to move an object to a destination.
  4. A method as claimed in claim 1 , wherein at least one selectable target outcome is to move an object from an origin to a destination and return the object to the origin.
  5. A method as claimed in claim 1 , wherein the at least one selectable target outcome is to move an object from an origin to a destination and to move a different or modified object to the origin.
  6. A method as claimed in claim 1 , comprising receiving a player selection of a plurality of selectable components of a target outcome and defining the target outcome to be achieved based on the player selections.
  7. A method as claimed in claim 7 , further comprising making an award if a selected component of the selectable outcome is achieved.
  8. A method as claimed in claim 1 , wherein one available contribution is a movement.
  9. A method as claimed in claim 1 , wherein one available contribution is a removal of an obstacle to achieving the target outcome.
  10. A method as claimed in claim 1 , comprising adding an obstacle to achievement of the target outcome during one of the allocated game rounds.
  11. A method as claimed in claim 1 , wherein conducting each game round comprises selecting a set of symbols and determining whether the selected set of symbols corresponds to a contribution.
  12. A method as claimed in claim 11 , wherein the set of symbols correspond to symbols of respective ones of a plurality of reels.
  13. A method as claimed in claim 1 , comprising altering the allocation of game rounds based on an outcome of at least one game round.
  14. A method as claimed in claim 1 , comprising conducting the plurality of game rounds in response to a trigger condition.
  15. A method as claimed in claim 1 , further comprising displaying the target outcome, the outcome of each allocated game round, and a current status of the accumulated contributions towards the target outcome on the display.
  16. A method as claimed in claim 1 , further comprising enabling a player to purchase a contribution to be accumulated with contributions resulting from the game rounds.
  17. A gaming system comprising: a player interface having: a credit input mechanism configured to accept a credit for establishing a credit balance, the credit balance being increasable and decreasable, to determine if a credit has been accepted, and to provide game commands, and an output mechanism configured to cause a payout associated with the credit balance;a memory storing data indicative of a plurality of symbols;a random number generator;and a game controller configured to receive game commands from the player interface, the game controller being configured to: define a target outcome to be achieved in respect of a game, the outcome having an associated award;allocate a number of game rounds to achieve the target outcome;determine a number of obstacles be placed in the game, wherein the obstacles impede the player from achieving the target outcome, and the number of obstacles is determined based on the defined target outcome;conduct the allocated game rounds, each of which can result in a contribution to the target outcome;randomly select, via the random number generator, a plurality of the symbols from the memory during each game round, at least one of the plurality of the symbols being complementary to at least one of the obstacles, wherein in response to the at least one of the plurality of the symbols being selected, the complementary obstacle is removed;accumulate any contributions resulting during at least one of the game rounds;and award the associated award via the output mechanism if the target outcome is achieved based on the accumulated contributions before the allocated game rounds are exhausted, including increasing the credit balance.
  18. A gaming system as claimed in claim 18 , wherein the game controller comprises a selection processor arranged to receive a player selection of a selectable target outcome and define the target outcome to be achieved based on the player selection.
  19. A gaming system as claimed in claim 19 , wherein each of the plurality of selectable outcomes has a different difficulty and greater difficulties are associated with greater awards.
  20. A gaming system as claimed in claim 18 , wherein at least one selectable target outcome is to move an object to a destination.
  21. A gaming system as claimed in claim 18 , wherein at least one selectable target outcome is to move an object from an origin to a destination and return the object to the origin.
  22. A gaming system as claimed in claim 18 , wherein the at least one selectable target outcome is to move an object from an origin to a destination and to move a different or modified object to the origin.
  23. A gaming system as claimed in claim 18 , wherein the game controller comprises a selection processor arranged to receive a player selection of a plurality of selectable components of a target outcome and define the target outcome to be achieved based on the player selections.
  24. A gaming system as claimed in claim 24 , wherein the game controller is further arranged to make an award if a selected component of the selectable outcome is achieved.
  25. A gaming system as claimed in claim 18 , wherein the game controller comprises a game round controller arranged to control the allocated game rounds.
  26. A gaming system as claimed in claim 26 , wherein the game controller is arranged to alter the allocation of game rounds based on an outcome of at least one game round.
  27. A gaming system as claimed in claim 18 , wherein the game controller comprises a contribution accumulator arranged to accumulate the contributions.
  28. A gaming system as claimed in claim 18 , wherein the game controller comprises an award determiner arranged to determine whether to make the award.
  29. A gaming system as claimed in claim 18 , comprising a processor executing program code stored in a memory to implement the game controller.
  30. A gaming system as claimed in claim 18 , wherein one available contribution is a movement.
  31. A gaming system as claimed in claim 18 , wherein one available contribution is a removal of an obstacle to achieving the target outcome.
  32. A gaming system as claimed in claim 18 , wherein the game controller is arranged to add an obstacle to achievement of the target outcome during one of the allocated game rounds.
  33. A gaming system as claimed in claim 18 , wherein the game controller is arranged to conduct each game round comprises selecting a set of symbols and determining whether the selected set of symbols corresponds to a contribution.
  34. A gaming system as claimed in claim 34 , wherein the set of symbols correspond to symbols of respective ones of a plurality of reels.
  35. A gaming system as claimed in claim 18 , wherein the game controller is arranged to conduct the plurality of game rounds in response to a trigger condition.
  36. A gaming system as claimed in claim 18 , wherein the game controller is further arranged to enable a player to purchase a contribution to be accumulated with contributions resulting from the game rounds.
  37. A gaming system as claimed in claim 18 , arranged to display the target outcome, the outcome of each allocated game round, and a current status of the accumulated contributions towards the target outcome on the display.

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