U.S. Pat. No. 9,715,788

Method of Gaming, a Gaming System and a Game Controller

AssigneeAristocrat Technologies Australia Pty Limited

Issue DateDecember 18, 2013

Illustrative Figure

Abstract

A method of gaming with multiple players comprising: determining a set of eligible multi-player game players; assigning each eligible multi-player game player a number of multi-player game turns depending on a wager amount; and conducting the multi-player game turns with the eligible multi-player game players and determining multi-player game turn outcomes until a multi-player game end condition occurs.

Description

DETAILED DESCRIPTION OF THE INVENTION Referring to the drawings, there is shown a gaming system for a multiplayer game where in one aspect each player's number of turns in the multiplayer game is affected by the amount they bet in a single player game and in another aspect the players use tools which affect the outcome. Below both aspects are combined in a single embodiment but persons skilled will appreciate that the aspects could be provided independently of one another. Exemplary Single Player Gaming Systems Multiple player games such as described in the current embodiments may employ single player gaming systems as described in more detail below in communication with a multi-player game controller to control the multiple player game. In one embodiment multiplayer play is displayed on the individual displays of a plurality of single player gaming systems such that the individual displays form the multi-player game display. In some embodiments such as illustrated inFIG. 9, a multiplayer game display940displays the multiplayer game as carried out by multiplayer game controller930which is in data communication with a plurality of gaming machines910over network920and also networked to display940. In such embodiments, the multiplayer game may be displayed on both the common display940and the individual displays of gaming machines910. The individual displays may have associated touch screens. In some embodiments, a gaming system has a display which also has a touch screen input, accessible to all eligible multi-game players in a common location. One such embodiment is shown inFIG. 10where a plurality of single player stations1020a-1020fare positioned facing each other, on the upper surface of a table1010with the multiplayer display with touch screen1030located in the middle of the table1010. Persons skilled in the art will appreciate that other configurations can be employed and in particular, that table1010, could be round, oval, hexagonal, octagonal, ...

DETAILED DESCRIPTION OF THE INVENTION

Referring to the drawings, there is shown a gaming system for a multiplayer game where in one aspect each player's number of turns in the multiplayer game is affected by the amount they bet in a single player game and in another aspect the players use tools which affect the outcome. Below both aspects are combined in a single embodiment but persons skilled will appreciate that the aspects could be provided independently of one another.

Exemplary Single Player Gaming Systems

Multiple player games such as described in the current embodiments may employ single player gaming systems as described in more detail below in communication with a multi-player game controller to control the multiple player game. In one embodiment multiplayer play is displayed on the individual displays of a plurality of single player gaming systems such that the individual displays form the multi-player game display. In some embodiments such as illustrated inFIG. 9, a multiplayer game display940displays the multiplayer game as carried out by multiplayer game controller930which is in data communication with a plurality of gaming machines910over network920and also networked to display940. In such embodiments, the multiplayer game may be displayed on both the common display940and the individual displays of gaming machines910. The individual displays may have associated touch screens.

In some embodiments, a gaming system has a display which also has a touch screen input, accessible to all eligible multi-game players in a common location. One such embodiment is shown inFIG. 10where a plurality of single player stations1020a-1020fare positioned facing each other, on the upper surface of a table1010with the multiplayer display with touch screen1030located in the middle of the table1010. Persons skilled in the art will appreciate that other configurations can be employed and in particular, that table1010, could be round, oval, hexagonal, octagonal, etc.

In embodiments employing a single player gaming system, the gaming system may take a number of different forms. In a first form of the single player gaming system of the invention, 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 of a single player gaming system, 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 controller101comprise 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.

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 EPROM1038or 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, (e.g. they may provide the multiplayer game display940ofFIG. 9) 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. 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 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 generator engine. Alternatively, a separate random number generator server could be provided. Further, persons skilled in the art will appreciate that a plurality of games 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 Description of Exemplary Game Controller

The game controller600of one embodiment is shown in more detail inFIG. 6. The game controller600incorporates a plurality of single player game processors shown as610ato601f(not restricted to any particular number) and a multi-player game processor620which implements in software multi-player game turn assigner621, multi-player game turn conductor622and multi-player game outcome determiner631operably interconnected with random number generator650and multi-player game trigger controller632. Connected to the single player game processors610ato610fand multi-player game processor62is a memory640incorporating single player data646ato646f, multi-player game instructions644, multi-player symbol lists641, multi-player symbol set data642, multi-player prize data645, and multi-player meter data646. Thus, game controller600provides both the single player and multi-player game controller in this embodiment. Persons skilled in the art will appreciate that the gaming system can also be provided by a plurality of game controller, such as individual game controllers of the single player game in data communication with a multi-player game controller.

The game controller600is operably connected also to single player displays54ato54fand corresponding single player game play mechanisms56ato56f, as well as a multi-player game display540and multi-player game play mechanism560for the operation of the multi-player game.

Persons skilled in the art will appreciate that one or more of these components could be provided in other ways, for example by a dedicated circuit.

In an example of a game to which the invention is applied, 6 players play single player game rounds using single player displays54ato54fand single player game play mechanism56ato56f. On a multi-player game trigger event, which could be a particular prize on by one of the players or a random event provided by random number generator650or any other trigger, multi-player game trigger controller632activates multi-player game controller611to pause the single player game rounds and initiate the multi-player game. multi-player game turn assigner621first determines which of the players is eligible to participate, which may be by virtue of having previously paid a participation fee, and then assigns to each eligible player a total number of turns in the multi-player game, depending on the size of the bet the player has been making per win line in the single player game rounds. Multi-player game turn assigner621then selects a player for the first turn, which may be a player whose win triggered the multi-player game. Multi-player game turn conductor622then conducts the game turns, offering each player on the player's respective single player display54ato54feither to choose a tool for later use in another game round, or to compete to find the location of a hidden symbol on multi-player game display54. The player then plays the turn, and if the player chooses to compete, the player uses multi-player game play mechanism56which may be a touch screen interface or other input device to use tools previously chosen from feature symbol lists641(such as a shovel to dig) and to set a location in which to look for the prize symbol (also part of multi-player symbol lists641). Persons skilled in the art will appreciate that while the multi-player game play mechanism56is shown as separate to the individual game player mechanisms56a-56f, the individual game play mechanisms may in some embodiments (such as shown inFIG. 9) act as the multi-player game play mechanism. Similar considerations apply to displays54,54a-54f. Note also that the individual displays54a-54fmay include plural displays (e.g. with one in a top box26as described above) such that a separate display is used for the individual and multi-player game.

Multi-player game outcome determiner631then determines the outcome, which is whether or not the prize symbol was uncovered, and any other changes to the state of the multi-player game, updating multi-player game prize data645and multi-player game meter data646. Multi-player game turn assigner621specifies the next player to have a turn. When either the multi-player game turn assigner621reports that there are no players left with turns, or multi-player game outcome determiner631reports that all prizes are awarded, multi-player game controller611terminates and control passes back to the single player game processes for single player game rounds, until the next trigger event.

Now referring toFIGS. 7A and 7B, a flow diagram for an embodiment of the invention is shown. Referring first toFIG. 7A, in step1201, during single player game rounds, multi-player game trigger controller monitors in step1201whether a multi-player game has been triggered. If not, the single player game rounds (step1202) are allowed to continue. If so, the single player game rounds stop and multi-player game controller611and its sub-controllers as described above determine eligible players in step1203, assign each eligible players a number of multi-player game turns depending on their wager amount in step1204and in step1205conduct multi-player game turns for each eligible player, determining multi-player game turn outcomes, until an multi-player game end condition is met. Referring toFIG. 7B, steps included in the conduct of the multi-player game, step1205are shown. First multi-player game turn assigner in step1210specifies which player is next to have a turn, and decrements a counter in multi-player game meter data646representing number of turns left for that player. Multi-player game turn conductor622in step1211then displays an offer on the single game display to the current player, to select a tool or compete to find the prize symbol. If the player choose to select a tool, in step1212the tool is selected, which may involve a decrement of game credits. If the player chooses otherwise, in step1213the player chooses to compete, interacting with the multi-player game display54and multi-player game play mechanism56to try to locate the prize symbol, using any tools previously obtained. The multi-player game turn outcome is then determined in step1214, which may be a prize of game credits or money. Multi-player game controller611then determines whether the end condition is met, as described above.

EXAMPLE 1

A detailed example of an embodiment of the invention will now be described. In this example there is a table with 10 single player player terminals including displays and game play mechanisms arranged around the table and a large central LCD touch screen lying flat on the surface of the table as the feature game display, able to be touched by all the players

A brief overview of game play is as follows:Players play the single player game round independently on their terminals until one terminal triggers the “Sunken Treasure” feature;The prize being played, or “dived” for in the feature game or “dive” is randomly selected in the range $100-$500;The eligible players are specified as those wagering the “tournament ante” bet.Each eligible player is assigned a number of dives equal to their bet per line;Eligible players take turns clockwise starting with the terminal that triggered the feature;On each player's turn the player may first choose to purchase one of 5 tools at varying costs to help them with their dive;The “flashlight” will double whatever prize amount is revealed from that dive;The “shovel” will triple whatever prize amount is revealed from that dive;The “camera” will allow the player to reveal the prizes from 2 different locations before choosing which one to take. The disadvantage they need to consider is that subsequent players will have the advantage of seeing what is hidden at one location that is available to them;The “bag” allows the player to forfeit their current turn to purchase 3 more turns (i.e. 2 additional turns). The disadvantage they need to consider is that another player may reveal the large prize during the round where their turn is forfeited.The “gloves” allow the player to swap their revealed prize for the prize revealed by one of the next two subsequent players.The player may only purchase one tool per turn and can only use each tool once per feature. Hence they need to strategically decide which tool will be of the most benefit to them at that particular turn.The player whose turn it is touches one of 100 locations on the central screen to reveal either a symbol for the large prize or a consolation prize. Any benefits from tools they purchased will be applied as described above.Eligible players continue their turns clockwise around the table to select locations and reveal prizes until each eligible player has used all of the dives available to them.When the multi-player game ends the terminals return to independent play of the single player base game.

The 10 single game play terminals have physical buttons associated with them, including a large PLAY button and also 5 standard buttons below each terminal.

The gaming system is able to run single player game software at each of the terminals individually but with two-way communications that is capable of detecting play at each of the terminals and upon meeting the multi-player game trigger condition forcing all terminals, or a subset, to play the common multi-player game that involves interaction with the central LCD display. There is touch screen input at the LCD display as well as the terminals.

There is a single player game available at each of the terminals with a fixed denomination, bet per line & number of paylines. The details of the single player game are unimportant. The single player game also includes a “tournament feature ante bet” for eligibility for the multi-player game, which is an extra 10 credits per line on top of the base game bet if the player wishes to be eligible for the multi-player game.

When a multi-player game is triggered terminals will only be eligible to participate if:The single player game that is CURRENTLY being played included the tournament feature ante bet, orNo game is currently being played but the LAST game played was completed within the last 20 seconds AND included the tournament feature ante bet.

Whenever a single player game is initiated at a terminal and includes the tournament feature ante bet, the following process occurs to check for multi-player game trigger event and eligibility:1. Select a random number between 1 and 1002. If the selected number is 1 then:a) Notify the central controller that a tournament feature multi-player game has been triggeredb) Play a single player game according to the single player betc) Display the tournament multi-player game banner and disable further single player game playd) Notify the central controller that the terminal is ready to commence the tournament multi-player game feature and also the amount that was bet on the single player game that just completed3. Otherwise if the selected number is not 1 (i.e. not a trigger) then:a) Play a single player game according to the single player betb) Check whether a tournament multi-player game feature has been triggered by another terminal since the start of the game (and keep checking until either another game is initiated or a total of 20 seconds has elapsed since the last game completed whichever is the sooner)c) If a multi-player game tournament has been triggered then:i) Display the multi-player game tournament banner and disable further single player game playii) Notify the multi-player game controller that the terminal is ready to commence the tournament feature and also the amount that was bet on the game that just completed

If the multi-player game controller receives more than one multi-player game trigger notification before the independent play of the terminals is disabled, then the subsequent triggers are buffered along with the bet amounts from each of the terminals. As soon as the first multi-player game completes the next one will initiate before independent single player game play at the terminals resumes.

Games that do not include the tournament feature ante bet are disabled during multi-player game play. Hence the multi-player game controller notifies all terminals when a multi-player game tournament feature is about to commence. If a terminal is in idle mode when it receives this notification then it disables further game play and displays a banner over the game screen with the message “TOURNAMENT FEATURE CURRENTLY IN PLAY”. If a terminal is currently in single player game play mode playing a game that does not include the tournament ante bet when it receives the notification then it must wait for the current single player game to complete before disabling further play and displaying the same message banner.

When the multi-player game controller receives notification that a multi-player game tournament feature has been triggered it then waits until it has received from each of the 10 terminals one of the following:1. A bet on a single player game that does not include the tournament feature ante bet or2. Notification that the terminal is ready to commence the multi-player game feature or3. Indication that the terminal is not in game play mode continuing for more than 20 seconds

Once it has received one of the above from all of the terminals it sends out a message to all terminals that the multi-player game tournament feature is about to commence.

Only the terminals that have notified the central controller that they are ready to commence the multi-player game will take part in the current multi-player game tournament feature event. Game play on other terminals will be disabled while the multi-player game is in operation (see above).

Next the multi-player game controller needs to determine through the multi-player game turn assigner the number of feature dives that each eligible terminal has. Each of the eligible terminals will have notified the controller of the size of the bet on the last single player game when they notified the controller that they are ready to start the multi-player game. These bets determine the number of feature dives that the terminals will have. Each bet needs to be divided by the (maximum number of pay lines+tournament ante bet) to get the bet per line and this will be the number of feature dives that the terminal will have. For example if it costs the player20paylines plus 10 credits to buy tournament eligibility then if the total bet on the game being played when the feature was triggered was 60 credits then the bet per line must have been 2 and therefore the applicable terminal will get 2 dives in the feature event.

When all eligible terminals are ready to commence the feature the tournament animation and sounds commence at the same time on both the multi-player game display and the single player displays on the terminals. The multi-player game display then shows an underwater scene displaying a number of different features that the players can dive to (for example rocks, shells, shipwreck, coral, fish etc). There are at least enough places to dive to cater for every terminal being eligible at maximum bet so for example for 10 terminals with a maximum of 10 credits bet per line there need to be at least 100 different items or places displayed in the underwater scene.

A random selection is made by the multi-player game controller from the multi-player game prize data645. The selected amount (between $100 and $500) is added to any amount remaining from the previous multi-player game event and this is the prize in the current multi-player game. The prize will appear as a message “THIS FEATURE DIVING FOR $ZZZ” displayed at the top and bottom of the multi-player game display (i.e. with text facing in opposite directions so that it can be read from both sides of the multi-player display when looked at from above).

On the single player displays of the eligible multi-player game players is displayed a multi-player screen with two meters at the top, as shown inFIG. 8. One meter shows the number of dives remaining for that terminal (i.e. DIVES REMAINING: 10 for a terminal that bet 10 credits per line on the game that triggered the feature). The other meter is a special multi-player game win meter that starts at 0. The centre of the terminal screens displays 5 tool icons (see Tools Feature description below).

The terminal that triggered the multi-player game tournament feature also displays a flashing banner that says “YOUR TURN—BUY A TOOL OR TOUCH TO SELECT WHERE YOU WANT TO LOOK FOR TREASURE”. On the top and bottom of the multi-player game display (i.e. so that it can be read from each side of the display) the message “PLAYER #X'S TURN TO DIVE” is displayed where X is the number of the terminal that triggered the feature.

When the multi-player game display is touched at one of the treasure locations a banner appears over the location with text written the right way up to be read from the relevant terminal. The message “PLAYER NUMBER X TOUCH AGAIN TO CONFIRM” will be on the banner to ensure that the right player made the selection. If more than 10 seconds pass without the banner being touched OR another location on the screen is touched then the selection will be cancelled. However if the banner is touched to confirm the choice then a random selection firstly made to determine which prize will be hidden at the location. There is always a fixed number of consolation prizes plus the large prize to be distributed and as each one is selected for a location it is removed from the list so that it cannot be selected again (i.e. it will be mathematically the same as distributing all of the prizes at the start of the feature but without the need to have each location pre-determined from the start). For example, if there are 100 locations on the feature screen then there is a consolation prize table with 99 prizes plus 1 large prize to be selected from. The consolation prize table may also include negative events such as non-wins that reduce the number of dives remaining and could be represented as a shark attack etc. If a prize is won then an animation will reveal the amount won at the relevant location as “PLAYER #X $YY” where YY is the amount. An exciting win tune and animation is played if it is the large multi-player game prize amount otherwise just a standard small-win tune. The message remains displayed over the chosen location for the duration of the multi-player game so that players know that they cannot choose that location again.

Next the amount won appears on the special multi-player game win meter on the triggering terminal and the DIVES REMAINING meter on that terminal decrements. The next eligible terminal in clockwise sequence then display the “YOUR TURN . . . ” message and the whole process repeats with the new terminal. Once each eligible terminal has had a turn the control moves clockwise to the next eligible terminal that still has at least one dive remaining and the process repeats. This continues until all eligible terminals have used up all of their dives. If the large prize is not found during the feature then it is added to the amount that is randomly selected for the next multi-player game tournament feature event.

When all of the dives have finished the remaining prize amounts that were not found are distributed amongst the locations that were not selected and an animation reveals them all together in a dull/greyed out state so that the players can see what the un-won prizes were. The multi-player game completion animation then occurs and the multi-player game wins are transferred to the standard win meters of the terminals in the standard way. If another multi-player game trigger event has been buffered then a new tournament will commence and the whole multi-player game process will repeat with the same eligible terminals. Otherwise the multi-player game controller notifies all terminals the multi-player game feature event has completed and standard single player game play resumes on all terminals.

At the start of every turn in the multi-player game the relevant player has the option to purchase a tool to help them during their dive. There are 5 different tools and the effects of each are explained below. The tools are displayed on each of the terminals during the multi-player game tournament feature event are initially be dull/greyed out. When it is the applicable terminal's turn to dive the tools that are available to the player to purchase are highlighted. A tool is NOT available to purchase if one of the following is true:The player does not have enough credit to purchase it, orThe player has already used that tool on a previous turn during the same feature event, orIt is not possible for the particular tool function to apply to this turn

The actions and effects of each type of tool are described below:

Flashlight

If the player chooses to purchase the flashlight it will cost them x credits (refer to the maths for actual cost), but whatever win they reveal from the current turn will be doubled. Hence the player hopes to make more than the cost of the tool to make it worth while.

Shovel

If the player chooses to purchase the shovel it will cost them x credits (refer to the maths for actual cost), but whatever win they reveal from the current turn will be tripled. Hence the player hopes to make more than the cost of the tool to make it worth while.

Camera

If the player chooses to purchase the camera it will cost them x credits (refer to the maths for actual cost), but they will be allowed to look in 2 prize locations and will be awarded the larger of the two prizes. Hence the player is buying themselves an extra chance to try and find the large prize, however they need to take into account the fact that they are giving other players the advantage of knowing what is in one of the locations available to them.

Note: The camera will NOT be available if there is only one location left for the player to choose.

Bag

If the player chooses to purchase the bag it will cost them x credits (refer to the maths for actual cost) to forfeit their current turn in order to get 3 turns added to the number of dives they have remaining. Hence they run the risk that someone else may get the large prize during the round for which their turn has been forfeited, BUT they will have 2 additional attempts to find the large prize after that.

Note: The bag will NOT be available if there may not be enough locations to complete the feature—for example if all 10 terminals are playing the feature and bet 10 credits per line prior to commencing the feature then all 100 locations will be needed to complete the feature.

Gloves

If the player chooses to purchase the gloves it will cost them x credits (refer to the maths for actual cost), but they will be allowed to swap the prize they reveal with one of the 2 next players prizes. That is, after the next two player turns are complete the central monitor will determine which of the 3 prizes is the largest and will give that prize to the first player swapping the first player's prize for it. Strategically, the two following players would be best off not applying tools to their turns because it will increase the risk of them losing their prize. Note: The gloves will NOT be available if there are less than2turns remaining before the feature will complete.

It will be appreciated from the above that an advantageous aspect of the gaming system is that a player's particular use of tools may affect the prospects of another player.

Persons skilled in the art will 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).

Persons skilled in the art will also appreciate that many variations may be made to the invention without departing from the scope of the invention, in particular persons skilled in the art will appreciate that features of specific embodiments or examples may be combined 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.

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.

Claims

  1. A method of using a gaming system to play a single player base game and multi-player feature game, the gaming system having a credit input mechanism configured to establish player credit balances and a game controller, the method comprising: establishing player credit balances via the credit input mechanism;conducting via the game controller single player base games using player credit balances;initiating a multi-player feature game, the multi-player feature game comprising the steps of: (i) determining via the game controller a set of players eligible to play the multi-player feature game, the set of eligible players being selected from the players currently playing the single player base game;(ii) assigning via the game controller each eligible multi-player feature game player a number of multi-player feature game turns;and (iii) conducting via the game controller the multi-player feature game turns with the eligible multi-player game players, wherein the multi-player feature game turns are executed by the eligible players in a successive manner so that a multi-player feature game turn of a first eligible player is not executed concurrently with a multi-player feature game turn of a second eligible player, and (iv) determining multi-player feature game turn outcomes until a multi-player feature game end condition occurs.
  1. A method as claimed in claim 1 , wherein the number of multi-player game turns assigned to each eligible multi-player is based upon a predetermined criteria.
  2. A method as claimed in claim 2 , wherein the number of multi-player game turns assigned to an eligible player is based upon a wager amount placed by the player.
  3. A method as claimed in claim 1 , further comprising initiating the multi-player game in response to a triggering event.
  4. A method as claimed in claim 4 , wherein the number of multi-player game turns assigned to an eligible player is based upon a wager amount placed by the player in a single player game prior to the triggering event.
  5. A method as claimed in claim 1 , further comprising determining via the game controller multi-player feature game turn outcomes until a multi-player feature game end condition occurs.
  6. A gaming system for implementing a single player base game and a multi-player feature game, comprising: a credit input mechanism configured to establish player credit balances;and a game controller configured to: conduct single player base games using player credit balances;conduct a multiplayer game, the multiplayer game comprising the steps of: (i) determining a set of players eligible to play the multi-player feature game, the set of eligible players being selected from the players currently playing the single player base game;(ii) assigning each eligible multi-player feature game player a number of multi-player feature game turns;and (iii) conducting the multi-player feature game turns with the eligible multi-player game players, wherein the multi-player feature game turns are executed by the eligible players in a successive manner so that a multi-player feature game turn of a first eligible player is not executed concurrently with a multi-player feature game turn of a second eligible player.
  7. A gaming system as claimed in claim 7 , wherein the number of multi-player game turns assigned to an eligible multi-player is based upon a predetermined criteria.
  8. A gaming system as claimed in claim 8 , wherein predetermined condition comprises a wager amount placed by the player.
  9. A gaming system as claimed in claim 7 , wherein the game controller is configured to initiate multi-player game in response to a triggering event.
  10. A gaming system as claimed in claim 7 , wherein the number of multi-player game turns assigned to an eligible player is based upon a wager amount placed by the player in a single player game prior to the triggering event.
  11. A gaming system as claimed in claim 7 , wherein the game controller is configured to determine multi-player feature game turn outcomes until a multi-player feature game end condition occurs.

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