Electronic gaming device having random reel mapping

Information

  • Patent Grant
  • 6676510
  • Patent Number
    6,676,510
  • Date Filed
    Tuesday, March 6, 2001
    23 years ago
  • Date Issued
    Tuesday, January 13, 2004
    20 years ago
Abstract
A method and apparatus for use in a gaming apparatus having a plurality of reels, wherein each reel includes a plurality of physical stops associated with a plurality of symbols is disclosed. The method and apparatus maps random numbers to the plurality of physical stops on the plurality of reels in a random manner.
Description




TECHNICAL FIELD




The present invention is directed to electronic gaming devices and, more particularly, to electronic gaming devices having flexible reel mapping that maps random numbers to physical stops on reels of the electronic gaming devices.




BACKGROUND ART




Conventional slot machine games allow a user to wager on the positions at which spinning reels of the slot machine will stop. For example, conventional slot machines have symbols disposed on the outer periphery of each of the reels. The rotational positions of the symbols with respect to a payline of the machine dictate the outcome of the game and how much, if any, money the machine will payout to the user. While historically slot machines utilized mechanical components such as gears, weights and levers, today slot machines, as well as numerous other gambling games, may be implemented on a microprocessor-based platform.




Such gambling games typically utilize a microprocessor to control various functional aspects of the machine. For example, a microprocessor may control payouts, indicate machine malfunctions, track credits and control reels that display the outcome of a game to a user. In addition to its other functions, the microprocessor of a gaming device may also determine the outcome of a particular game and display the game outcome to the user. For example, after a user wagers value and pulls a spin lever of a gaming device, the gaming device generates random numbers and maps the random numbers to rotational positions on the reels. The gaming device then stops the reels at rotational positions to display symbols on a payline and determines the outcome of the game based on the rotational positions of the reels. Commonly, a first random number is mapped to the leftmost reel and subsequent numbers are mapped to subsequent reels from left to right. During game play, the microprocessor stops the spinning reels of the gaming device from left to right, from the perspective of the user.




Typically, the leftmost reel has the highest odds of displaying a high payout symbol on the payline and the rightmost reel has the lowest (or longest) odds of displaying a high payout symbol on the payline. For example, if a CHERRY is a high payout symbol, the leftmost reel may have one in five odds of displaying a CHERRY, while the rightmost reel may have one in one hundred odds of displaying a CHERRY. Accordingly, during game play, as high payout symbols appear at the payline on the reels from left to right, the user anticipates a high payout outcome for the game and may become very excited. However, as is commonly the case, even if each reel up to the rightmost reel displays a high payout symbol, the rightmost reel will rarely display the high payout symbol because the rightmost reel has the longest odds for displaying such a symbol.




The fixed assignment of random numbers to reels does not enhance the apparent randomness of the game outcome. Additionally, the assignment of the longest odds for a high payout symbol to the rightmost reel may be initially exciting to a user because the user may actually think that they are about to win a large payout before the rightmost reel stops. However, over time the user may become sensitized to the fact that while high payout symbols commonly appear on the leftmost reels, the rightmost reel rarely displays a high payout symbol. Accordingly, over time a user may become disinterested in playing the gaming apparatus.




SUMMARY OF THE EMBODIMENTS




According to one aspect, the present invention may be embodied in a method for use in a gaming apparatus having a plurality of reels, wherein each reel has a plurality of physical stops associated with a plurality of symbols. The method is for mapping random numbers to the plurality of physical stops on the plurality of reels. The method may include receiving a user input indicating a desire to start a game, spinning the plurality of reels and generating a random number. The method may further include randomly associating the random number with a selected reel of the plurality of reels, mapping the random number to one of the plurality of physical stops on the selected reel, stopping the plurality of reels from spinning so that the symbols on the reels indicate an outcome of the game and determining the outcome of the game based on the random number and the physical stop to which the random number was mapped.




The method may also include mapping the random number to an intermediate number that is randomly associated with the selected reel and mapping the intermediate number to one of the plurality of physical stops using a translation map.




According to a second aspect, the present invention may be embodied in a gaming apparatus including a plurality of reels, a plurality of physical stops associated with a plurality of symbols on each of the plurality of reels for displaying an outcome of a game to a user, a plurality of motors associated with the plurality of reels for spinning the reels and a user input device for indicating a desire to start a game. The gaming apparatus may also include a controller coupled to the plurality of motors and the user input device, and the controller may include a processor and a program memory. The controller may be programmed to receive a user input indicating a desire to start a game, to spin the plurality of reels, to generate a random number and to randomly associate the random number with a selected reel of the plurality of reels. The controller may also be programmed to map the random number to one of the plurality of physical stops on the selected reel, to stop the plurality of reels from spinning so that the symbols on the reels indicate an outcome of the game and to determine the outcome of the game based on the random number and the physical stop to which the random number was mapped.




According to a third aspect, the present invention may be embodied in a programmed memory that is capable of being used in connection with an electronic gambling unit that may include a processor, a plurality of reels, each reel having a plurality of physical stops associated with a plurality of symbols, for mapping random numbers to the plurality of physical stops on the plurality of reels. In such an embodiment, the programmed memory may include a first memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to receive a user input indicating a desire to start a game, a second memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to spin the plurality of reels and a third memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to generate a random number. The program memory may also include a fourth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to randomly associate the random number with a selected reel of the plurality of reels and a fifth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to map the random number to one of the plurality of physical stops on the selected reel. Further, the program memory may include a sixth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to stop the plurality of reels from spinning so that the symbols on the reels indicate an outcome of the game and a seventh memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to determine the outcome of the game based on the random number and the physical stop to which the random number was mapped.











The invention itself, together with further objects and attendant advantages, will be best understood by one having ordinary skill in the art by reference to the following detailed description, taken in conjunction with the accompanying drawings.




BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

is an exemplary drawing of a gaming apparatus in which the present invention may be implemented;





FIG. 2

is an exemplary hardware block diagram of the gaming apparatus of

FIG. 1

;





FIG. 3

is an exemplary drawing of a reel strip (


3


B) that may be installed on the reels of

FIGS. 1 and 2

and three exemplary maps (


3


A) that may be used to map virtual stops to physical stops on the reels;





FIGS. 4A and 4B

are exemplary flow diagrams of a reel mapping process that may be implemented on the hardware of

FIG. 2

;





FIG. 5

is an exemplary illustration of the operation of the reel mapping process of

FIGS. 4A and 4B

;





FIG. 6

an exemplary flow diagram of a second reel mapping process that may be implemented on the hardware of

FIG. 2

;





FIG. 7

is an exemplary illustration of the operation of the reel mapping process of

FIG. 6

;





FIG. 8

is an exemplary flow diagram of a third reel mapping process that may be implemented on the hardware of

FIG. 2

;





FIG. 9

is an exemplary illustration of the operation of the reel mapping process of

FIG. 8

;





FIG. 10

is an exemplary flow diagram of a fourth reel mapping process that may be implemented on the hardware of

FIG. 2

; and





FIG. 11

is an exemplary illustration of the operation of the reel mapping process of FIG.


10


.











DESCRIPTION OF THE PREFERRED EMBODIMENTS




Turning now to the figures, as shown in

FIG. 1

, a gaming apparatus


10


, such as a slot machine or any other like apparatus, may include a plurality of reels, which may be designated as a first reel


12


, a middle reel


14


and a last reel


16


each of which has a plurality of symbols disposed thereon, a slot or opening


18


for accepting tokens, coins or any other suitable elements that may or may not be representative of monetary value, a handle or arm


20


and a spin button


22


(either of which may be referred to as a spin actuator). The gaming apparatus


10


may also include a number of buttons


24


-


30


that a user may actuate to make bets or wagers, a payout tray or hopper


32


, a card acceptor


34


and a bill acceptor


36


.




During typical use of the gaming apparatus


10


, a user inserts into the gaming apparatus


10


value that the user may bet. For example, a user may deposit tokens or coins via the slot


18


, may insert a card having information representative of value into the card acceptor


34


or may insert a monetary bill or voucher into the bill acceptor


36


. The following description refers to value being inserted into and dispensed from the gaming apparatus


10


. As used herein the term “value” is intended to encompass conventional tokens, coin or bill currency or any other suitable objects that may be representative of some monetary value. Furthermore, as used herein, the term value may include cards having value associated therewith (e.g., printed cards, smart cards, vouchers or the like). Once the gaming apparatus


10


recognizes that the user has deposited value, the user may make a wager using the buttons


24


-


30


, which may allow the user to wager various units of value on the outcome of the game. After making a wager, the user begins a game either by pulling the arm


20


or by actuating the spin button


22


, either of which causes the gaming apparatus to spin the reels


12


-


16


for a period of time.




As the reels


12


-


16


spin, the gaming apparatus


10


selects random numbers that will be used to stop the reels at particular positions. Typically, the reels are stopped in sequence from left to right from the perspective of the user. For example, conventionally, the first reel


12


would be stopped first, followed by the middle reel


14


and the last reel


16


. As the reels


12


-


16


are stopped, symbols representative of the game outcome, which are disposed on the periphery of the reels


12


-


16


, are displayed to the user. After each of the reels has stopped, the gaming apparatus determines the outcome of the game. For example, if the gaming apparatus


10


determines that the combination of symbols displayed to the user is a “winner,” a winner is declared and the gaming apparatus


10


pays out by dispensing value to the user. The concept of dispensing value may include dropping tokens into the payout tray


32


, adding value to a card placed in the card acceptor


34


, accumulating value for the user within the gaming apparatus


10


printing a ticket or voucher or any other suitable technique of distributing value to a user. If the outcome of the game is a winner, the game ends after the gaming apparatus


10


pays out. However, if the outcome of the game is not a winner, the gaming apparatus


10


does not pay out and the game simply ends with the user losing the wagered value.





FIG. 2

reveals that the reels


12


-


16


may have associated motors


40


-


44


for spinning the reels


12


-


16


about their axes. The motors


40


-


44


may be stepper motors such as an ASTROSYN Miniangle Stepper type motor bearing model number 34PM-C007-14, which is available from Minebea Co. LTD. Alternatively, as will be appreciated by those having ordinary skill in the art, other types of motors may be used. The use of such stepper motors enables the rotational position of the motors


40


-


44


and the reels


12


-


16


to be controlled precisely to display a particular combination of symbols to a user. Alternatively, rather than using a number of motors to spin the reels


12


-


16


, a single motor may be used to spin all of the reels


12


-


16


. The reels


12


-


16


may also have associated encoders


48


-


52


that sense the rotational positions of the reels


12


-


16


. As will be readily appreciated by those having ordinary skill in the art, while the reels


12


-


16


may be physical reels that spin, the reels may alternatively be embodied in electronic reels that display symbols to the user via electronic display technology such as, for example, a light emitting diode (LED) display, a liquid crystal display (LCD) or any other suitable display technology.




Each of the motors


40


-


44


and the encoders


48


-


52


may be communicatively coupled to a communications bus


70


, to which a controller


76


may also be communicatively coupled. Alternatively, the motors


40


-


44


and the encoders


48


-


52


may be coupled directly to the controller


76


, rather than using the communications bus


70


. The controller


76


may be embodied in hardware that is commercially available in, for example, the International Game Technology “I-Game” platform for video gambling machines that uses an associated Intel 8032-based daughter board to control reel spinning and stopping activities. In particular, the controller


76


may be embodied in a 16 or 32-bit, 16 megahertz (MHz) 80C960SA microcontroller, which is commercially available from Intel or any other suitable source, or may be embodied in any other suitable microcontroller or microprocessor. By way of further example, the controller


76


may also be embodied in the International Game Technology “S2000” gaming platform for spinning reel gambling machines.




As shown in detail in

FIG. 2

, the controller


76


may include a processor


78


that is communicatively coupled to an input/output (I/O) circuit


80


, a program memory


82


and a random access memory (RAM)


83


via a bus


84


. The program memory


82


of the controller


76


may be RAM, read only memory (ROM) or any suitable combination thereof. Alternatively or additionally, an additional memory may be communicatively coupled to the controller


76


. For example, a memory such as any one, or any suitable combination, of an erasable programmable read only memory (EPROM), an electrically erasable programmable read only memory (EEPROM), a one time programmable read only memory (OTP), a static random access memory (SRAM), FLASH or any other suitable memory element may be externally connected to the controller


76


. Further, any form of data storage media may be used in conjunction with the controller


76


. For example, magnetic media (e.g., hard disks, floppy disks and the like) or optical media (e.g., compact disks, digital video disks and the like) may be coupled to the controller


76


.




As will be appreciated by those having ordinary skill in the art, the instructions for carrying out the various functions of the gaming apparatus


10


may be written in any suitable high level computer language, such as, for example, C or C++, and may be compiled into a form that may be stored in the program memory


82


and executed by the processor


78


. Alternatively, the instructions may be written in assembly or machine language form and may be compiled into a form that may be stored in the program memory


82


.




As shown in

FIG. 2

, the gaming apparatus may also include a value acceptor and dispenser


88


that may be communicatively coupled to the processor


78


via the I/O circuit


80


. The value acceptor and dispenser


88


may accept tokens, coins, bills, vouchers or cards representing value and may output coins, tokens and the like or may write data representative of value onto a card such as a smart card, a printed ticket or a voucher. For example, a user may deposit tokens into the value acceptor and dispenser


88


, via the slot


18


, to allow the user to play a game. Additionally, the value acceptor and dispenser


88


may dispense tokens into the payout tray


32


if the user wins a game.




In general, the processor


78


of the controller


76


is adapted to interact with the program memory


82


to cause the controller


76


to carry out the functionality of the gaming apparatus


10


. During operation, the value acceptor and dispenser


88


informs the controller


76


when a user inputs value into the gaming apparatus


10


. After the controller


76


is aware that value has been input into the gaming apparatus


10


, the controller


76


monitors the spin actuators


20


,


22


, which inform the controller


76


when the user desires to play a game. When the controller


76


receives an indication from one of the spin actuators


20


,


22


that a user desires to play a game, the controller


76


controls the motors


40


-


44


to cause the reels


12


-


16


to spin. After spinning the reels


12


-


16


for a predetermined time, the controller


76


selects random numbers and controls the motors


40


-


44


to stop the reels


12


-


16


at appropriate rotational positions, which may correspond directly or indirectly to the selected random numbers, to inform the user of the outcome of the game. After the reels


12


-


16


have stopped, the controller


76


determines whether the user has won the game. Further detail regarding the programming of the controller


76


and the program memory


82


to carry out the functions of the gaming apparatus


10


is provided hereinafter.




While

FIG. 2

illustrates multiple sets of hardware that may each include a reel, an encoder and a motor, portions of the subsequent description of the invention may at times refer only to a set of hardware including the first reel


12


, the motor


40


and the encoder


48


. It should be understood that such references are made to a single set of hardware only for the ease of description and that each set of hardware may be substantially identical to any single set of hardware described hereinafter.




As shown in

FIG. 3

, a first map


140


, a second map


142


and a third map


144


(shown in

FIG. 3A

as map


1


, map


2


and map


3


) may be used to map virtual stops to physical stops on reels, which include reel strips (e.g., the reel strip


150


of

FIG. 3B

) having symbols


152


disposed thereon. Further detail regarding the operation of mapping virtual stops to physical stops is provided in U.S. Pat. No. 4,448,419 to Telnaes, which is owned by International Game Technology, the assignee of the present patent.

FIG. 3B

illustrates the reel strip


150


as one that has been taken off of a reel, cut from its cylindrical shape and laid flat. For example, as shown in

FIG. 3B

, the GHOST or blank symbol (represented by “˜˜” in the drawings for ease of description) at the top of the reel strip


150


is actually the space between the symbol


7


below the GHOST symbol and the symbol BAR BAR at the bottom most portion of the reel strip


150


. The maps


140


-


144


may be different from one another as shown in

FIG. 3A

or, in other embodiments, two or more of the maps may be identical. For example, the number of different maps may correspond to the number of reels used by a gaming apparatus. Alternatively, more or fewer maps may be used to map virtual stops to physical stops. As represented in

FIG. 3

, each row of numbers shown on the maps


140


-


144


corresponds to a range of virtual stops that correspond to symbols


152


on the reel strip


150


. For example, virtual stops between 1 and 2, 1 and 3 and 1 and 3 correspond to a GHOST symbol


152


for the first second and third maps


140


-


144


, respectively.




As will be appreciated, the odds of a particular virtual stop corresponding to a particular physical stop may be varied based on the map used to map a virtual stop to a physical stop. For example,

FIG. 3

illustrates that the odds of a virtual stop being mapped to the topmost BAR BAR BAR symbol are five times as great for the second map


142


than for either of the first or third maps


140


and


144


, respectively. Different maps (e.g.,


140


-


144


) may be used for different reel (e.g.,


12


-


16


). Alternatively, a single map may be used to map each of the virtual stops to one of the physical stops on the reels


12


-


16


. Additionally, while only one reel strip is shown in

FIG. 3

, it should be understood that various different types of reel strips might be used.




While prior systems have only used maps that relate random numbers directly to reels (e.g., a first random number corresponded to a first map that corresponded to a first reel, a second random number corresponded to a second map that corresponded to a second reel, etc.), as disclosed herein, random numbers may be associated with maps, which may be randomly selected to correspond to reels. For example, while prior systems have commonly mapped the longest odds to the last reel (i.e., the rightmost reel from the perspective of a user), the present invention may randomly map the longest odds to different reels in a random manner on subsequent game plays. In prior systems, a user that repeatedly received a high payout symbol on the first two reels and then did not win due to having the “wrong symbol” appear on the third reel may have become frustrated with the third reel and may potentially think that the gaming apparatus is broken or “rigged” and may then leave the machine. In accordance with certain aspects of the present invention, the “wrong symbol” may randomly or pseudorandomly appear on each of the first, middle and last reels on subsequent game plays so that the user does not begin to think that the gaming apparatus is broken or “rigged.” For example, in one particular game the map to reel correspondence maybe as follows: the first map


140


corresponds to the middle reel


14


, the second map


142


corresponds to the last reel


16


and the third map


144


corresponds to the first reel


12


. On another play of the game, the first map


140


may correspond to the first reel


12


, while the second and third maps


142


,


144


may correspond to the last and middle reels


16


,


14


, respectively.




As will be readily appreciated, the assignments of maps to reels may be random, wherein each random number and map have an equal probability of corresponding to each reel. Alternatively, the assignments of random numbers and maps to reels may be pseudorandom, wherein particular random numbers and maps are weighted to be more likely to correspond to particular maps and reels.




Alternatively, as disclosed herein, maps may be assigned to reels in a fixed manner and random numbers may be randomly associated with each map. For example, a first random number may be associated with one of the maps, which may be associated with a reel on a fixed basis (i.e., maps are assigned to reels in a fixed manner). In such an arrangement, the long odds reel does not appear to move between the first, middle and last reels, however, the apparent randomness of the game outcome increases because the random numbers are randomly assigned to reels. Further detail regarding the assignments of numbers to maps and of maps to reels is provided hereinafter.




As shown in

FIGS. 4A and 4B

(referred to collectively herein as FIG.


4


), a game operation process


200


may include a number of blocks that may be embodied in instructions stored on the program memory


82


and executed by the controller


76


to carry out the functionality of the gaming apparatus


10


. Such instructions may be written in C, C++ or any other suitable language that may be compiled into a format that is executable by the controller


76


. Alternatively, the instructions may be written in assembly, machine language or any other suitable form.




The description of the execution of the process


200


is provided hereinafter with respect to

FIGS. 4A

,


4


B and


5


. The encircled numerals shown in

FIG. 5

represent a sequence in which various events may occur as the process


200


of

FIG. 4

is executed. At a block


202


, the process


200


may wait for a user to wager value to begin a new game. Control remains at the block


202


as long as a user has not wagered value. When value has been wagered, control may pass from the block


202


to the block


204


, which determines if the spin actuator


20


,


22


has been actuated. If the spin actuator


20


,


22


has not been actuated, control remains at the block


204


. If, however, the spin actuator


20


,


22


has been actuated, control passes to a block


206


, which may cause all reels


12


-


16


of the gaming apparatus


10


to spin.




After the block


206


starts the reels


12


-


16


spinning, control passes to a block


208


, which fetches a random number, which may, for example, be between 1 and 4,294,967,295, before passing control to a block


210


. For purposes of this example, as shown in

FIG. 5

, the first random number will be assumed to be


525


. The block


210


converts the random number generated by the block


208


into an intermediate number, referred to as a virtual stop, between, for example, 1 and 72 such as, in this example, 27. Such a conversion may be carried out using a lookup table


211


, a scaling down algorithm or any other suitable technique used by those having ordinary skill in the relevant art. A scaling down process is an algorithm that is applied to a random number that is between, for example, 1 and 4,294,967,295 to scale the random number down to a number between, for example, 1 and 72.




After the block


210


completes execution, control may pass to a block


212


, which determines whether the number of virtual stops that have been determined is equal to the number of reels


12


-


16


of the gaming apparatus


10


. If the number of virtual stops that have been determined is not equal to the number of reels


12


-


16


, control may pass back to the block


208


. The repeated execution of the blocks


208


-


212


results in the selection of three random numbers (e.g., 525; 2,575 and 2,275,312) and further results in each of the selected random numbers being converted to virtual stops (e.g., 27, 34 and 57). The results of the steps of selecting three random numbers and mapping those numbers to virtual stops are shown in

FIG. 5

at encircled numerals


1


-


6


. If, however, the number of virtual stops is equal to the number of reels, control passes from the block


212


to a block


214


.




The block


214


may assign the virtual stops to all of the reels in a random or pseudorandom order. For example, as shown in

FIG. 5

, the first, second and third virtual stops may be assigned to the middle, last and first reels


14


,


16


,


12


, respectively, as shown by the encircled numerals


7


-


9


, respectively, by second, third and first maps


142


,


144


,


140


. After the first virtual stop has been assigned to one of the reels, the second virtual stop may be assigned to either of the remaining two reels and, finally, the third virtual stop may be assigned to the remaining reel to which a virtual stop has not been assigned.




After the block


214


has assigned a virtual stop between, for example, 1 and 72 to each of the reels


12


-


16


, control passes to the block


216


. The block


216


maps each virtual stop to a physical stop between, for example, 1 and 22, which corresponds to symbols that are disposed on the periphery of the reels


12


-


16


. For example, as shown in

FIG. 5

, the virtual stop of 27 may be mapped to the middle reel


14


using the second map


142


. In such a case, the virtual stop of 27 would be mapped to the CHERRY symbol on the reel strip


150


of the middle reel


14


, as shown by the encircled numeral


10


. The block


216


continues operation until each of the virtual stops (e.g., 27, 34 and 57) is mapped to physical stops on the reels


12


-


16


. For example, as shown in

FIG. 5

, the third map


144


and the first map


140


may be used to map the virtual stops of 34 and 57 to the physical stops of a GHOST (˜˜) and DIAMOND as represented by the encircled numerals


11


and


12


.




Because each reel may have 22 stops, the virtual stop between 1 and 72 is reduced to the number of physical locations on a reel. Accordingly, as will be appreciated by one having ordinary skill in the art, if a physical reel has more or fewer physical stops (e.g., symbols disposed thereon) than 22, the block


216


would map the virtual stops to the number of physical stops on that particular reel. Further detail regarding how virtual stops are mapped to physical stops is provided hereinafter. Additionally, U.S. Pat. No. 4,448,419 to Telnaes, which is owned by International Game Technology, the assignee of the present patent, discloses techniques for mapping virtual stop numbers to physical stops on reels.




After the virtual stops corresponding to each of the reels


12


-


16


have been mapped to physical stops on the reels


12


-


16


at the block


216


, control passes to a block


218


. The block


218


stops one of the reels


12


-


16


at the physical stop that was determined by the block


216


. Typically, as will be appreciated by those having ordinary skill in the art, the controller


76


interacts with the motors


40


-


42


and the encoders


48


-


52


to stop the reels


12


-


16


at the appropriate physical stops dictated by the block


216


. Accordingly, the CHERRY, ˜˜ and DIAMOND symbols shown in the example of

FIG. 5

will be displayed to the user on the middle reel


14


, the last reel


16


and the first reel


12


, respectively.




After the block


218


has stopped one of the reels


12


-


16


, control passes to a block


220


, which determines if all of the reels


12


-


16


have been stopped. If all of the reels have not been stopped, control passes back to the block


218


, which stops a reel that is still spinning. Commonly, the reels


12


-


16


are stopped in sequence from left to right, from the perspective of the user. However, any other suitable pattern of stopping the reels


12


-


16


may be used. If, however, the block


220


determines that all of the reels


12


-


16


have stopped, control passes from the block


220


to a block


222


.




The block


222


evaluates the outcome of the game based on the reel symbols that are displayed to the user. If the combination of symbols displayed to the user corresponds to a bonus game combination, a block


224


passes control to a block


226


, which prompts the user to play a bonus game that is based on random numbers and may be represented using graphics such as playing cards or the like. Such bonus games may be played on a video display (not shown) or the like.




After the block


226


prompts the user to play a bonus game, control passes to a block


228


, which fetches random numbers that are associated with the bonus game. After the random numbers are fetched by the block


228


, a block


230


evaluates the outcome of the bonus game and displays such an outcome to the user.




If, however, the block


224


determines that the symbol combination displayed on the reels


12


-


16


is not a bonus game combination, control passes from the block


224


to a block


232


, which is also the block to which the block


230


passes control after its execution. The block


232


determines if a complete payout (e.g., the distribution of value) is payable from the hopper


32


or payable in credit based on the result of the bonus game. For example, a complete payout may not be payable if the user has won a rather large jackpot or if the gaming apparatus


10


on which the user is playing is not authorized to dispense the amount of value that the user has won.




If the payout is not completely payable by hopper


32


or by credit, a block


234


controls the value acceptor and dispenser


88


(

FIG. 2

) to distribute any possible partial payment from the hopper


32


or to dispense any possible credit that the gaming apparatus


10


may dispense. After the maximum partial payment of a payout is made, a block


236


locks up the value acceptor and dispenser


88


to prevent any more value from being dispensed to the user. After the partial payment has been made at block


236


, a block


238


determines if the value acceptor and dispenser


88


has been reset. Such a reset may be effectuated by casino personnel or any other authorized personnel. As long as the value acceptor and dispenser


88


has not been reset, the block


238


maintains control of the process


200


at the block


236


. However, after the value acceptor and dispenser


88


has been reset, control passes from the block


238


to the block


202


, which awaits for the next game to be started.




Returning to the description of the block


232


, if the entire payout is payable by the gaming apparatus


10


, control passes from the block


232


to a block


240


, which controls the value acceptor and dispenser


88


to dispense the appropriate value to the user. After winnings have been paid to the user, control passes back to the block


202


, which waits for a new game to begin.




Of particular interest in

FIG. 4



a


is a reel mapping process


250


that includes the blocks


208


-


216


shown within the dotted block. The blocks


208


-


216


of the process


250


function to enhance the appearance of randomness for the gaming apparatus


10


outcome by mapping random numbers to reels in a random manner. Such a technique allows the outcome of the gaming apparatus


10


to appear more random. However, such a technique does not move the “long odds” reel between the reels


12


-


16


of the gaming apparatus


10


. While the blocks


208


-


216


of the process


250


illustrate one manner in which the appearance of randomness may be enhanced, those skilled in the art will readily recognize that other, and different, techniques may be used.




One alternate reel mapping process


260


for enhancing the appearance of randomness without moving the long odds reel between the reels


12


-


16


is shown in FIG.


6


. The operation of the process


260


will be described in conjunction with

FIG. 7

, in which encircled numerals are used to denote the various steps carried out by the process


260


. In practice, the blocks of the process


260


shown in

FIG. 6

may be substituted into

FIG. 4

for the blocks


208


-


216


of the process


250


.




The execution of the process


260


begins at a block


262


, which, like the block


208


of

FIG. 5

, fetches a random number that may be, for example, between 1 and 4,294,967,295. For example, as shown in

FIG. 7

at the encircled numeral


1


, the random number may be 525. After the block


262


fetches a random number, control passes to a block


264


, which converts the random number to an intermediate number or virtual stop between 1 and 72. The block


264


may execute in a manner that is similar to that of block


210


(FIG.


4


). For example, as shown in

FIG. 7

, the random number of 525 may be converted to a virtual stop of 27 through the use of lookup table


211


.




After the execution of the block


264


, a block


266


assigns, in random or pseudorandom order, the virtual stop from the block


264


to one of the reels


12


-


16


that has not been assigned a virtual stop, wherein each reel


12


-


16


has a map


140


-


144


substantially permanently associated therewith. For example, as shown in

FIG. 7

at the encircled numeral


3


, the virtual stop of 27 may be assigned to the last reel


16


through the third map


144


. After the virtual stop (e.g., 27) has been assigned to one of the reels


12


-


16


, a block


268


determines if virtual stops have been assigned to each of the reels


12


-


16


. If each reel


12


-


16


has not been assigned a virtual stop, control passes back to the block


262


. Accordingly, at the encircled numerals


4


-


6


, a second random number having a value, for example, of 2,575, may be selected, may be converted to a virtual stop of 34 via the lookup table


211


and the virtual stop may be assigned to the middle reel


14


via the second map


142


. Further, at the encircled numerals


7


-


9


, a third random number of, for example, 2,275,312 may be selected, may be mapped to a virtual stop of 58 via the lookup table


211


and the virtual stop may be assigned to the first reel


12


via the first map


140


.




If, however, a virtual stop has been assigned to each reel


12


-


16


, control passes from the block


268


to a block


270


. In a manner similar to that carried out by the block


216


of

FIG. 4

, the block


270


maps the virtual stops of each of the reels


12


-


16


to physical stops for those reels. For example, as shown in

FIG. 7

at the encircled numerals


10


-


12


, the virtual stops of 27, 34 and 57 may be mapped to the last reel


16


, the middle reel


14


and the first reel


12


, respectively, using the third map


144


, the second map


142


and the first map


140


, respectively. Accordingly, the virtual stops of 27, 34 and 57 will be mapped to the physical stop corresponding to ˜˜, BAR BAR and DIAMOND on the reel strip


150


. The block


270


may be carried out in a fashion similar to that of


216


of FIG.


4


. After the block


270


completes execution, control passes to the block


218


(FIG.


4


).




A reel mapping process


280


that moves the long odds reel among the reels


12


-


16


is shown in FIG.


8


and will be described in conjunction with FIG.


9


. Essentially, the process


280


operates by randomly assigning maps to reels, rather than maps being substantially permanently assigned to reels. Such a process


280


, like the process


260


, may be substituted into the process


200


for the blocks shown within the dotted block


250


. The process


280


may begin execution at a block


282


, which randomly assigns each one of the three maps


140


-


144


to each one of the reels


12


-


16


. For example, as shown in

FIG. 9

at the encircled


1


numerals, the second map


142


, the first map


140


and the third map


144


, may be assigned to the first reel


12


, the middle reel


14


and the last reel


16


, respectively. After the maps


140


-


144


have been assigned to the reels


12


-


16


, control passes from the block


282


to a block


284


. As will be readily appreciated by those having ordinary skill in the art, the assignments of maps to reels may be purely random or may be weighted to have an outcome that is not evenly distributed.




Like the blocks


208


and


262


of

FIGS. 4 and 6

, respectively, the block


284


generates a random number such as, for example 525, which is shown in

FIG. 9

at the encircled numeral two. After the random number is generated, control passes to a block


286


, which converts the random number to a virtual stop between 1 and 72. For example, as shown in

FIG. 9

at the encircled numeral three, the lookup table


211


may convert the random number of 525 to a virtual stop of 27. The execution of the block


286


is similar to that described in connection with blocks


210


and


264


of

FIGS. 4 and 6

, respectively.




After the block


286


converts the random number to a virtual stop, a block


288


maps the virtual stop to a physical stop on a reel


12


-


16


not yet assigned a physical stop. For example, as shown in

FIG. 9

at the encircled numeral


4


, the virtual stop of 27 may be converted into the physical stop corresponding to the CHERRY symbol on the first reel


12


via the second map


142


.




After the block


288


has executed, a block


290


determines whether all reels


12


-


16


have had physical stops mapped thereto. If there are remaining reels


12


-


16


not having physical stops mapped thereto, control passes back to the block


284


, which repeats the random number selection, virtual stop conversion and physical stop mapping blocks (i.e., blocks


284


-


288


). Accordingly, as shown in

FIG. 9

at the encircled numerals


5


-


8


, a random number of 2,575 may be converted to a virtual stop of 34, via the lookup table


211


, and the virtual stop of 34 may be mapped to the physical stop corresponding to the BAR BAR symbol on the middle reel


14


via the first map


140


. Additionally, as shown at the encircled numerals


8


-


10


, a random number of 2,275,312 may be converted to a virtual stop of 57, via the lookup table


211


, and the virtual stop of 57 may be mapped to a physical stop corresponding to the DIAMOND symbol on the last reel


16


via the third map


144


.




If, however, all of the reels


12


-


16


have physical stops mapped thereto, the block


290


passes control from the process


280


to the block


218


(

FIG. 4

) so that the reels


12


-


16


may be stopped and the results of the game displayed to the user.




An alternate reel mapping process


300


that moves the long odds reel among the reels


12


-


16


is shown in FIG.


10


and will be described in conjunction with FIG.


11


. The process described herein with respect to

FIGS. 10 and 11

assumes that each of the reels


12


-


16


of the gaming apparatus


10


have identical symbols thereon. As will be readily appreciated, in situations in which a subset of reels are identical, the process described in connection with

FIGS. 10 and 11

may be used on the subset of identical reels. Essentially, the process


300


, like the process


280


, operates by randomly assigning maps to reels, rather than maps being substantially permanently associated with reels. The process


300


, like the processes


260


and


280


, may be substituted into the process


200


for the blocks shown within the dotted block


250


. The process


300


may begin execution at a block


302


, which like the blocks


208


and


262


of

FIGS. 4 and 6

, respectively, generates a random number such as, for example 525, which is shown in

FIG. 11

at the encircled numeral


1


. After the random number is generated, control passes to a block


304


, which converts the random number to a virtual stop between 1 and 72. For example, as shown in

FIG. 11

at the encircled numeral


2


, the lookup table


211


may convert the random number of 525 to a virtual stop of 27. The execution of the block


304


is similar to that described in connection with blocks


210


and


264


of

FIGS. 4 and 6

, respectively.




After the block


304


converts the random number to a virtual stop, a block


306


determines if additional virtual stops need to be determined. If additional virtual stops need to be determined, the block


306


passes control back to the block


302


. If, however, the block


306


determines that no more virtual stops need to be determined, control passes to a block


308


. Before the block


306


determines that no additional virtual stops need to be determined, second and third random numbers are mapped to virtual stops, as shown in

FIG. 11

at encircled numerals


3


-


6


.




The block


308


, as shown in

FIG. 11

at encircled 7 numerals, converts the virtual stops of 27, 34 and 57 into physical stops of GHOST, BAR BAR and DIAMOND via the first, second and third maps


140


-


144


, respectively. After the block


308


has completed execution, control passes to a block


310


.




The block


310


maps the physical stops of GHOST, BAR BAR and DIAMOND to the last, first and middle reels


16


,


12


,


14


in random order as shown in

FIG. 11

at the encircled


8


numerals. For example, as shown in

FIG. 11

, the GHOST symbol has been randomly assigned to the last reel


16


, the BAR BAR symbol has been randomly assigned to the first reel


12


and the DIAMOND symbol has been randomly assigned to the middle reel


14


. Alternatively, the block


310


could be omitted and a block that randomly assigns maps to reels could be added between blocks


306


and


308


, before virtual stops are mapped to physical stops.




Accordingly, as disclosed herein, random numbers may be randomly associated with or assigned to the first, middle and last reels. Further, the long odds reel may be randomly moved between the first, middle and last reels.




While the blocks of

FIGS. 4

,


6


,


8


and


10


are shown as being executed in exemplary orders, those having ordinary skill in the art will readily appreciate that such execution orders are merely exemplary and should not be considered as limiting in any way.




As used with reference to reel mapping herein, the term “in random order” may include randomly or pseudorandomly selecting a reel from available reels that have not been assigned virtual stops. Further “in random order” may include using a table containing a list of all the random order virtual stop assignment combinations for the number of reels and randomly selecting an assignment order from the table prior to assigning virtual stops. Additionally, “in random order” may include creating a random order of assignment for virtual stops prior to assigning a virtual stop.




Numerous modifications and alternative embodiments of the invention will be apparent to those skilled in the art in view of the foregoing description. Accordingly, this description is to be construed as illustrative only and not as limiting to the scope of the invention. The details of the structure may be varied substantially without departing from the spirit of the invention, and the exclusive use of all modifications, which are within the scope of the appended claims, is reserved.



Claims
  • 1. A method for use in a gaming apparatus having a plurality of reels, each reel having a plurality of physical stops associated with a plurality of symbols, for mapping random numbers to the plurality of physical stops on the plurality of reels, the method comprising:receiving a user input indicating a desire to start a game; spinning the plurality of reels; generating a random number; associating the random number with a randomly selected reel of the plurality of reels; mapping the random number to one of the plurality of physical stops on the randomly selected reel; stopping the plurality of reels from spinning so that the symbols on the reels indicate an outcome of the game; and determining the outcome of the game based on the random number and the physical stop to which the random number was mapped.
  • 2. The method of claim 1, comprising mapping the random number to an intermediate number that is randomly associated with the selected reel.
  • 3. The method of claim 2, comprising mapping the intermediate number to one of the plurality of physical stops using a translation map.
  • 4. The method of claim 1, comprising a plurality of translation maps substantially permanently associated with the plurality of reels and used to associate the random number with the selected reel.
  • 5. The method of claim 1, comprising a plurality of translation maps that are randomly associated with the plurality of reels and used to associate the random number with the selected reel.
  • 6. The method of claim 1, comprising weighting a probability that the random number will be associated with the selected reel.
  • 7. A gaming apparatus, comprising:a plurality of reels; a plurality of physical stops associated with a plurality of symbols on each of the plurality of reels for displaying an outcome of a game to a user; a plurality of motors associated with the plurality of reels for spinning the reels; a user input device for indicating a desire to start a game; and a controller coupled to the plurality of motors and the user input device, the controller including a processor and a program memory, the controller programmed to: receive a user input indicating a desire to start a game; spin the plurality of reels; generate a random number; associate the random number with a randomly selected reel of the plurality of reels; map the random number to one of the plurality of physical stops on the randomly selected reel; stop the plurality of reels from spinning so that the symbols on the reels indicate an outcome of the game; and determine the outcome of the game based on the random number and the physical stop to which the random number was mapped.
  • 8. The gaming apparatus of claim 7, wherein the controller is programmed to map the random number to an intermediate number that is randomly associated with the selected reel.
  • 9. The gaming apparatus of claim 8, wherein the controller is programmed to map the intermediate number to one of the plurality of physical stops using a translation map.
  • 10. The gaming apparatus of claim 7, wherein the controller is programmed to include a plurality of translation maps substantially permanently associated with the plurality of reels and used to associate the random number with the selected reel.
  • 11. The gaming apparatus of claim 7, wherein the controller is programmed to include a plurality of translation maps that are randomly associated with the plurality of reels and used to associate the random number with the selected reel.
  • 12. The gaming apparatus of claim 7, wherein the controller is programmed to weight a probability that the random number will be associated with the selected reel.
  • 13. A programmed memory that is capable of being used in connection with an electronic gambling unit that comprises a processor, a plurality of reels, each reel having a plurality of physical stops associated with a plurality of symbols, for mapping random numbers to the plurality of physical stops on the plurality of reels, the programmed memory comprising:a first memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to receive a user input indicating a desire to start a game; a second memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to spin the plurality of reels; a third memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to generate a random number; a fourth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to associate the random number with a randomly selected reel of the plurality of reels; a fifth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to map the random number to one of the plurality of physical stops on the randomly selected reel; a sixth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to stop the plurality of reels from spinning so that the symbols on the reels indicate an outcome of the game; and a seventh memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to determine the outcome of the game based on the random number and the physical stop to which the random number was mapped.
  • 14. The programmed memory of claim 13, comprising a eighth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to map the random number to an intermediate number that is randomly associated with the selected reel.
  • 15. The programmed memory of claim 13, comprising a ninth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to map the intermediate number to one of the plurality of physical stops using a translation map.
  • 16. The programmed memory of claim 13, comprising a tenth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to substantially permanently associate a plurality of translation maps with the plurality of reels and used to associate the random number with the selected reel.
  • 17. The programmed memory of claim 13, wherein the programmed memory comprises a magnetically readable memory.
  • 18. The programmed memory of claim 13, wherein the programmed memory comprises an optically readable memory.
  • 19. The programmed memory of claim 13, wherein the programmed memory comprises a semiconductor memory.
  • 20. A method for use in a gaming apparatus having a plurality of reels each having a plurality of physical stops associated with a plurality of symbols and a plurality of translation maps for mapping random numbers to the plurality of physical stops on the plurality of reels, the method comprising:receiving a user input indicating a desire to start a game; spinning the plurality of reels; generating a random number; mapping the random number to an intermediate number; mapping the intermediate number to one of the plurality of physical stops on a randomly selected reel using one of the plurality of translation maps; stopping the plurality of reels from spinning so that the symbols on the reels indicate an outcome of the game; and determining the outcome of the game based on the intermediate number and the physical stop to which the intermediate number was mapped.
  • 21. The method of claim 20, further comprising permanently associating the plurality of translation maps with the plurality of reels.
  • 22. The method of claim 20, further comprising randomly associating the plurality of translation maps with the plurality of reels.
  • 23. A gaming apparatus, comprising:a plurality of reels; a plurality of translation maps; a plurality of physical stops associated with a plurality of symbols on each of the plurality of reels for displaying an outcome of a game to a user; a plurality of motors associated with the plurality of reels for spinning the reels; a user input device for indicating a desire to start a game; and a controller coupled to the plurality of motors and the user input device, the controller including a processor and a program memory, the controller programmed to: receive a user input indicating a desire to start a game; spin the plurality of reels; generate a random number; map the random number to an intermediate number; map the intermediate number to one of the plurality of physical stops on a randomly selected reel using one of the plurality of translation maps; stop the plurality of reels from spinning so that the symbols on the reels indicate an outcome of the game; and determine the outcome of the game based on the intermediate number and the physical stop to which the intermediate number was mapped.
  • 24. The gaming apparatus of claim 23, wherein the controller is programmed to permanently associate the plurality of translation maps with the plurality of reels.
  • 25. The gaming apparatus of claim 23, wherein the controller is programmed to randomly associate the plurality of translation maps with the plurality of reels.
  • 26. A programmed memory that is capable of being used in connection with an electronic gambling unit that comprises a processor, a plurality of reels each having a plurality of physical stops associated with a plurality of symbols and a plurality of translation maps for mapping random numbers to the plurality of physical stops on the plurality of reels, the programmed memory comprising:a first memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to receive a user input indicating a desire to start a game; a second memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to spin the plurality of reels; a third memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to generate a random number; a fourth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to map the random number to an intermediate number; a fifth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to map the intermediate number to one of the plurality of physical stops on a randomly selected reel using one of the plurality of translation maps; a sixth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to stop the plurality of reels from spinning so that the symbols on the reels indicate an outcome of the game; and a seventh memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to determine the outcome of the game based on the intermediate number and the physical stop to which the intermediate number was mapped.
  • 27. The programmed memory of claim 26, wherein the programmed memory comprises an eighth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to permanently associate the plurality of translation maps with the plurality of reels.
  • 28. The programmed memory of claim 26, wherein the programmed memory comprises an ninth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to randomly associate the plurality of translation maps with the plurality of reels.
  • 29. The programmed memory of claim 26, wherein the programmed memory comprises a magnetically readable memory.
  • 30. The programmed memory of claim 26, wherein the programmed memory comprises an optically readable memory.
  • 31. The programmed memory of claim 26, wherein the programmed memory comprises a semiconductor memory.
  • 32. A method for use in a gaming apparatus having first and second reels, each reel having a plurality of physical stops associated with a plurality of symbols, and first and second maps for mapping numbers to the plurality of physical stops on the first and second reels, the method comprising:receiving a first user input indicating a desire to start a first game; spinning the first and second reels; generating a first number; mapping the first number to a first one of the physical stops on the first reel using the first map; determining an outcome of the first game; determining a value payout based on the first game outcome; receiving a second user input indicating a desire to start a second game; spinning the first and second reels; generating a second number; mapping the second number to a second one of the physical stops on the first reel using the second map; determining an outcome of the second game; and determining a value payout based on the second game outcome.
  • 33. The method of claim 32, wherein the first and second reels comprise mechanical reels.
  • 34. The method of claim 32, wherein the first and second reels comprise electronic displays.
  • 35. The method of claim 34, wherein the electronic displays comprise light emitting displays.
  • 36. The method of claim 34, wherein the electronic displays comprise liquid crystal displays.
  • 37. A method for use in a gaming apparatus having a plurality of reels each having a plurality of physical stops associated with a plurality of symbols and a plurality of translation maps for mapping random numbers to the plurality of physical stops on the plurality of reels, the method comprising:receiving a user input indicating a desire to start a game; spinning the plurality of reels; generating a random number; mapping the random number to an intermediate number; mapping the intermediate number to one of the plurality of physical stops on a selected reel using a randomly selected one of the plurality of translation maps; stopping the plurality of reels from spinning so that the symbols on the reels indicate an outcome of the game; and determining a value payout based on the outcome of the game.
  • 38. The method of claim 37, wherein the plurality of reels comprises a plurality of mechanical reels.
  • 39. The method of claim 37, wherein the plurality of reels comprises a plurality of electronic displays.
  • 40. The method of claim 39, wherein the electronic displays comprise light emitting displays.
  • 41. The method of claim 39, wherein the electronic displays comprise liquid crystal displays.
  • 42. A gaming apparatus, comprising:a random number generator; a first reel display having a plurality of physical stops associated with a plurality of symbols; a second reel display having a plurality of physical stops associated with a plurality of symbols; a first map for mapping random numbers from the random number generator to one of the first and second reels; a second map for mapping random numbers from the random number generator to one of the first and second reels; a controller coupled to the first and second reel displays, the controller including a processor and a program memory, the controller programmed to: receive a first user input indicating a desire to start a first game; spin the first and second reel displays; generate a first number; map the first number to a first one of the physical stops on the first reel using the first map; determine an outcome of the first game; determine a value payout based on the first game outcome; receive a second user input indicating a desire to start a second game; spin the first and second reel displays; generate a second number; map the second number to a second one of the physical stops on the first reel using the second map; determine an outcome of the second game; and determine a value payout based on the second game outcome.
  • 43. The gaming apparatus of claim 42, wherein the first and second reel displays comprise mechanical reels.
  • 44. The gaming apparatus of claim 42, wherein the first and second reel displays comprise electronic displays.
  • 45. A gaming apparatus, comprising:a plurality of reel displays; a plurality of translation maps; a plurality of physical stops associated with a plurality of symbols on each of the plurality of reel displays for displaying an outcome of a game to a user; a user input device for indicating a desire to start a game; and a controller coupled to the plurality of reel displays and the user input device, the controller including a processor and a program memory, the controller programmed to: receive a user input indicating a desire to start a game; spin the plurality of reel displays; generate a random number; map the random number to an intermediate number; map the intermediate number to one of the plurality of physical stops on a selected reel using a randomly selected one of the plurality of translation maps; stop the plurality of reel displays from spinning so that the symbols on the reel displays indicate an outcome of the game; and determine the outcome of the game based on the intermediate number and the physical stop to which the intermediate number was mapped.
  • 46. The gaming apparatus of claim 45, wherein the controller is programmed to permanently associate the plurality of translation maps with the plurality of reel displays.
  • 47. The gaming apparatus of claim 45, wherein the controller is programmed to randomly associate the plurality of translation maps with the plurality of reel displays.
  • 48. The gaming apparatus of claim 45, wherein the plurality of reel displays comprise mechanical reels.
  • 49. The gaming apparatus of claim 45, wherein the plurality of reel displays comprises a plurality of electronic displays.
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5667219 Ishibashi Sep 1997 A
5683296 Rasmussen Nov 1997 A
5785595 Gauselmann Jul 1998 A
5788573 Baerlocher et al. Aug 1998 A
5839957 Schneider et al. Nov 1998 A
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5879234 Mengual Mar 1999 A
5938196 Antoja Aug 1999 A
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5988638 Rodesch et al. Nov 1999 A
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6168520 Baerlocher et al. Jan 2001 B1
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