The present application relates to a gaming device, a method of operating a gaming device and a system each with activatable feature states.
Electronic gaming machines (“EGMs”) or gaming devices provide a variety of wagering games such as slot games, video poker games, video blackjack games, roulette games, video bingo games, keno games and other types of games that are frequently offered at casinos and other locations. Play on EGMs typically involves a player establishing a credit balance by inputting money, or another form of monetary credit, and placing a monetary wager (from the credit balance) on one or more outcomes of an instance (or single play) of a primary or base game. In many games, a player may qualify for secondary games or bonus rounds by attaining a certain winning combination or triggering event in the base game. Secondary games provide an opportunity to win additional game instances, credits, awards, jackpots, progressives, etc. Awards from any winning outcomes are typically added back to the credit balance and can be provided to the player upon completion of a gaming session or when the player wants to “cash out.”
“Slot” type games are often displayed to the player in the form of various symbols arrayed in a row-by-column grid or matrix. Specific matching combinations of symbols along predetermined paths (or paylines) through the matrix indicate the outcome of the game. The display typically highlights winning combinations/outcomes for ready identification by the player. Matching combinations and their corresponding awards are usually shown in a “pay-table” which is available to the player for reference. Often, the player may vary his/her wager to include differing numbers of paylines and/or the amount bet on each line. By varying the wager, the player may sometimes alter the frequency or number of winning combinations, frequency or number of secondary games, and/or the amount awarded.
Typical games use a random number generator (RNG) to randomly determine the outcome of each game. The game is designed to return a certain percentage of the amount wagered back to the player (RTP=return to player) over the course of many plays or instances of the game. The RTP and randomness of the RNG are critical to ensuring the fairness of the games and are therefore highly regulated. Upon initiation of play, the RNG randomly determines a game outcome and symbols are then selected which correspond to that outcome. Notably, some games may include an element of skill on the part of the player and are therefore not entirely random.
There is disclosed a gaming device, a method of operating a gaming device and a system with activatable feature states. A display is controlled to display a plurality of feature game indicators which each indicate a feature game of a spinning reel game and one of a number of possible different states for the feature game. A defined number of the feature indicators are randomly selected to be active for a spinning reel game instance such that the associated feature game can be activated in the indicated state during the spinning reel game upon one or more trigger conditions being met.
An example embodiment describes a gaming device comprising a display, a random number generator, at least one input mechanism operable to input a wager, a processor, and a memory storing (i) reel data defining a plurality of reel strips, (ii) a plurality of current feature states, and (iii) instructions. When the instructions are executed by the processor, cause the processor to control the display to display a plurality of feature game indicators that indicate respective ones of the current feature states and a feature game to which the respective ones of the current feature states correspond, select, using the random number generator, a defined number of the current feature states to be active for a game instance of a spinning reel game, control the display to visually indicate in connection with the feature game indicators, which of the plurality of feature states were selected to be active feature states for the game instance, select for the game instance, based on the reel data and using the random number generator, symbols for a plurality of symbol positions, control the display to display the selected symbols at the symbol positions, evaluate the selected symbols for winning combinations of symbols, an upon a trigger condition being met in respect of an active feature state, conduct a feature game based on the active feature state in respect of which the trigger condition was met.
Another example embodiment describes a method of operating a gaming device comprising a display, a random number generator, at least one input mechanism operable to input a wager, and memory storing reel data defining a plurality of reel strips and a plurality of current feature states. The method comprises controlling the display to display a plurality of feature game indicators that indicate respective ones of the current feature states and a feature game to which the respective ones of the current feature states correspond, selecting, using the random number generator, a defined number of the current feature states to be active for a game instance of a spinning reel game, controlling the display to visually indicate in connection with the feature game indicators, which of the plurality of feature states were selected to be active feature states for the game instance, selecting for the game instance, based on the reel data and using the random number generator, symbols for a plurality of symbol positions, controlling the display to display the selected symbols at the symbol positions, evaluating the selected symbols for winning combinations of symbols, and upon a trigger condition being met in respect of an active feature state, conducting a feature game based on the active feature state in respect of which the trigger condition was met.
Another example embodiment describes a system comprising at least one display, a random number generator, at least one input mechanism operable to input a wager, one or more processors, and memory (i) reel data defining a plurality of reel strips, (ii) a plurality of current feature states, and (iii) instructions. When the instructions are executed by the one or more processors, cause the one or more processors to control the at least one display to display a plurality of feature game indicators that indicate respective ones of the current feature states and a feature game to which the respective ones of the current feature states correspond, select using the random number generator, a defined number of the current feature states to be active for a game instance of a spinning reel game, control the at least one display to visually indicate in connection with the feature game indicators, which of the plurality of feature states were selected to be active feature states for the game instance, select for the game instance, based on the reel data and using the random number generator, symbols for a plurality of symbol positions, control the at least one display to display the selected symbols at the symbol positions, evaluate the selected symbols for winning combinations of symbols, and upon a trigger condition being met in respect of an active feature state, conduct a feature game based on the active feature state in respect of which the trigger condition was met.
Embodiments described herein are generally related to a technique for employing activatable feature states for feature games. In particular, embodiments described herein are directed to randomly selecting a feature state for one or more feature game types visually indicated in a user interface during a spinning reel game. That is, the feature game associated with each visual indication may be associated with multiple feature states which indicate a particular variation of the corresponding feature game.
Embodiments described herein provide a technical improvement by employing additional feature game variations without requiring significant memory or compute resources to handle the additional permutations. In addition, embodiments described herein provide a solution to a technical problem of providing a visual indication of possible permutation by including visual indicators of active feature states for corresponding feature games such that an improved interface is provided for indicating potential outcomes for a game.
Communication between the gaming devices 104A-104X and the server computers 102, and among the gaming devices 104A-104X, may be direct or indirect, such as over the Internet through a website maintained by a computer on a remote server or over an online data network including commercial online service providers, Internet service providers, private networks, and the like. In other embodiments, the gaming devices 104A-104X may communicate with one another and/or the server computers 102 over RF, cable TV, satellite links and the like.
In some embodiments, server computers 102 may not be necessary and/or preferred. For example, the present invention may, in one or more embodiments, be practiced on a stand-alone gaming device such as gaming device 104A, gaming device 104B or any of the other gaming devices 104C-104X. However, it is typical to find multiple EGMs connected to networks implemented with one or more of the different server computers 102 described herein.
The server computers 102 may include a central determination gaming system server 106, a ticket-in-ticket-out (TITO) system server 108, a player tracking system server 110, a progressive system server 112, and/or a casino management system server 114. Gaming devices 104A-104X may include features to enable operation of any or all servers for use by the player and/or operator (e.g., the casino, resort, gaming establishment, tavern, pub, etc.). For example, game outcomes may be generated on a central determination gaming system server 106 and then transmitted over the network to any of a group of remote terminals or remote gaming devices 104A-104X that utilize the game outcomes and display the results to the players.
Gaming device 104A is often of a cabinet construction which may be aligned in rows or banks of similar devices for placement and operation on a casino floor. The gaming device 104A often includes a main door 116 which provides access to the interior of the cabinet. Gaming device 104A typically includes a button area or button deck 120 accessible by a player that is configured with input switches or buttons 122, an access channel for a bill validator 124, and/or an access channel for a ticket printer 126.
In
In many configurations, the gaming machine 104A may have a main display 128 (e.g., video display monitor) mounted to, or above, the gaming display area 118. The main display 128 can be a high-resolution LCD, plasma, LED, or OLED panel which may be flat or curved as shown, a cathode ray tube, or other conventional electronically controlled video monitor.
In some embodiments, the bill validator 124 may also function as a “ticket-in” reader that allows the player to use a casino issued credit ticket to load credits onto the gaming device 104A (e.g., in a cashless ticket (“TITO”) system). In such cashless embodiments, the gaming device 104A may also include a “ticket-out” printer 126 for outputting a credit ticket when a “cash out” button is pressed. Cashless TITO systems are well known in the art and are used to generate and track unique bar-codes or other indicators printed on tickets to allow players to avoid the use of bills and coins by loading credits using a ticket reader and cashing out credits using a ticket-out printer 126 on the gaming device 104A. In some embodiments a ticket reader can be used which is only capable of reading tickets. In some embodiments, a different form of token can be used to store a cash value, such as a magnetic stripe card.
In some embodiments, a player tracking card reader 144, a transceiver for wireless communication with a player's smartphone, a keypad 146, and/or an illuminated display 148 for reading, receiving, entering, and/or displaying player tracking information is provided in EGM 104A. In such embodiments, a game controller within the gaming device 104A can communicate with the player tracking server system 110 to send and receive player tracking information.
Gaming device 104A may also include a bonus topper wheel 134. When bonus play is triggered (e.g., by a player achieving a particular outcome or set of outcomes in the primary game), bonus topper wheel 134 is operative to spin and stop with indicator arrow 136 indicating the outcome of the bonus game. Bonus topper wheel 134 is typically used to play a bonus game, but it could also be incorporated into play of the base or primary game.
A candle 138 may be mounted on the top of gaming device 104A and may be activated by a player (e.g., using a switch or one of buttons 122) to indicate to operations staff that gaming device 104A has experienced a malfunction or the player requires service. The candle 138 is also often used to indicate a jackpot has been won and to alert staff that a hand payout of an award may be needed.
There may also be one or more information panels 152 which may be a back-lit, silkscreened glass panel with lettering to indicate general game information including, for example, a game denomination (e.g., $0.25 or $1), pay lines, pay tables, and/or various game related graphics. In some embodiments, the information panel(s) 152 may be implemented as an additional video display.
Gaming devices 104A have traditionally also included a handle 132 typically mounted to the side of main cabinet 116 which may be used to initiate game play.
Many or all the above described components can be controlled by circuitry (e.g., a gaming controller) housed inside the main cabinet 116 of the gaming device 104A, the details of which are shown in
Note that not all gaming devices suitable for implementing embodiments of the present invention necessarily include top wheels, top boxes, information panels, cashless ticket systems, and/or player tracking systems. Further, some suitable gaming devices have only a single game display that includes only a mechanical set of reels and/or a video display, while others are designed for bar counters or table tops and have displays that face upwards.
An alternative example gaming device 104B illustrated in
Example gaming device 104B includes a main cabinet 116 including a main door 118 which opens to provide access to the interior of the gaming device 104B. The main or service door 118 is typically used by service personnel to refill the ticket-out printer 126 and collect bills and tickets inserted into the bill validator 124. The door 118 may also be accessed to reset the machine, verify and/or upgrade the software, and for general maintenance operations.
Another example gaming device 104C shown is the Helix™ model gaming device manufactured by Aristocrat® Technologies, Inc. Gaming device 104C includes a main display 128A that is in a landscape orientation. Although not illustrated by the front view provided, the landscape display 128A may have a curvature radius from top to bottom, or alternatively from side to side. In some embodiments, display 128A is a flat panel display. Main display 128A is typically used for primary game play while secondary display 128B is typically used for bonus game play, to show game features or attraction activities while the game is not in play or any other information or media desired by the game designer or operator.
Many different types of games, including mechanical slot games, video slot games, video poker, video black jack, video pachinko, keno, bingo, and lottery, may be provided with or implemented within the depicted gaming devices 104A-104C and other similar gaming devices. Each gaming device may also be operable to provide many different games. Games may be differentiated according to themes, sounds, graphics, type of game (e.g., slot game vs. card game vs. game with aspects of skill), denomination, number of paylines, maximum jackpot, progressive or non-progressive, bonus games, and may be deployed for operation in Class 2 or Class 3, etc.
The memory 208 may include one or more mass storage devices or media that are housed within gaming device 200. Memory 208 is defined herein as including volatile and nonvolatile memory and other types of non-transitory data storage components. Volatile memory is memory that do not retain data values upon loss of power. Nonvolatile memory is memory that do retain data upon a loss of power. Examples of memory 208 include random access memory (RAM), read-only memory (ROM), hard disk drives, solid-state drives, universal serial bus (USB) flash drives, memory cards accessed via a memory card reader, floppy disks accessed via an associated floppy disk drive, optical discs accessed via an optical disc drive, magnetic tapes accessed via an appropriate tape drive, and/or other memory components, or a combination of any two or more of these memory components. In addition, examples of RAM include static random access memory (SRAM), dynamic random access memory (DRAM), magnetic random access memory (MRAM), and other such devices. Examples of ROM include a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), or other like memory device. Even though
Memory 208 can store one or more game programs 206 that provide program instructions, or computer readable code, and/or data for carrying out various implementations (e.g., game mechanics) described herein. Stated another way, game program 206 represents an executable program stored in any portion or component of memory 208. In one or more implementations, game program 206 is embodied in the form of source code that includes human-readable statements written in a programming language or machine code that contains numerical instructions recognizable by a suitable execution system, such as a processor 204 in a game controller or other system. Examples of executable programs include: (1) a compiled program that can be translated into machine code in a format that can be loaded into a random access portion of memory 208 and run by processor 204; (2) source code that may be expressed in proper format such as object code that is capable of being loaded into a random access portion of memory 208 and executed by processor 204; and (3) source code that may be interpreted by another executable program to generate instructions in a random access portion of memory 208 to be executed by processor 204.
Within the mass storage devices and/or memory 208, one or more databases 210 may be provided for use by the program 206. A random number generator (RNG) 212 that can be implemented in hardware and/or software is typically used to generate random numbers that are used in the operation of game play to ensure that game play outcomes are random and meet regulations for a game of chance. In some embodiments, the random number generator 212 is a pseudo-random number generator.
Alternatively, a game instance (i.e. a play or round of the game) may be generated on a remote gaming device such as a central determination gaming system server 106 (not shown in
The gaming device 200 may include a topper display 216 or another form of a top box (e.g., a topper wheel, a topper screen, etc.) which sits above main cabinet 218. The gaming cabinet 218 or topper display 216 may also house a number of other components which may be used to add features to a game being played on gaming device 200, including speakers 220, a ticket printer 222 which prints bar-coded tickets or other media or mechanisms for storing or indicating a player's credit value, a ticket reader 224 which reads bar-coded tickets or other media or mechanisms for storing or indicating a player's credit value, and a player tracking interface 232. The player tracking interface 232 may include a keypad 226 for entering information, a player tracking display 228 for displaying information (e.g., an illuminated or video display), a card reader 230 for receiving data and/or communicating information to and from media or a device such as a smart phone enabling player tracking. Ticket printer 222 may be used to print tickets for a TITO system server 108. The gaming device 200 may further include a bill validator 234, buttons 236 for player input, cabinet security sensors 238 to detect unauthorized opening of the cabinet 218, a primary game display 240, and a secondary game display 242, each coupled to and operable under the control of game controller 202.
Gaming device 200 may be connected over network 214 to player tracking system server 110. Player tracking system server 110 may be, for example, an OASIS® system manufactured by Aristocrat® Technologies, Inc. Player tracking system server 110 is used to track play (e.g. amount wagered, games played, time of play and/or other quantitative or qualitative measures) for individual players so that an operator may reward players in a loyalty program. The player may use the player tracking interface 232 to access his/her account information, activate free play, and/or request various information. Player tracking or loyalty programs seek to reward players for their play and help build brand loyalty to the gaming establishment. The rewards typically correspond to the player's level of patronage (e.g., to the player's playing frequency and/or total amount of game plays at a given casino). Player tracking rewards may be complimentary and/or discounted meals, lodging, entertainment and/or additional play. Player tracking information may be combined with other information that is now readily obtainable by a casino management system.
Gaming devices, such as gaming devices 104A-104X, 200, are highly regulated to ensure fairness and, in many cases, gaming devices 104A-104X, 200 are operable to award monetary awards (e.g., typically dispensed in the form of a redeemable voucher). Therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures are implemented in gaming devices 104A-104X, 200 that differ significantly from those of general-purpose computers. Adapting general purpose computers to function as gaming devices 200 is not simple or straightforward because of: 1) the regulatory requirements for gaming devices 200, 2) the harsh environment in which gaming devices 200 operate, 3) security requirements, 4) fault tolerance requirements, and 5) the requirement for additional special purpose componentry enabling functionality of an EGM. These differences require substantial engineering effort with respect to game design implementation, hardware components and software.
When a player wishes to play the gaming device 200, he/she can insert cash or a ticket voucher through a credit input mechanism such as a coin acceptor (not shown) or bill validator 234 to establish a credit balance on the gamine machine. The credit balance is used by the player to place wagers on instances of the game and to receive credit awards based on the outcome of winning instances. The credit balance is decreased by the amount of each wager and increased upon a win. The player can add additional credits to the balance at any time. The credit balance may be stored in a meter in memory 208 (or in a separate hardware meter). In some embodiment, memory 208 implements a credit meter to monitor to the credit balance and has a win meter that monitors any amounts won during any game instance(s) resulting from the wager. The balance of the win meter is transferred to the credit meter prior at the conclusion of the game instances. The player may also optionally insert a loyalty club card into the card reader 230. In some embodiments, the loyalty club card may also act as a credit input mechanism, by allowing a player to transfer funds from a centrally stored balance in order to establish a credit balance. During the game, the player views the game outcome on the game displays 240, 242. Other game and prize information may also be displayed.
When the player is done, he/she cashes out the credit balance (typically by pressing a cash out button to receive a ticket from the ticket printer 222). The ticket may be “cashed-in” for money or inserted into another machine to establish a credit balance for play.
As shown in the example screen display 600 of
In the example, of
In this example, second feature indicator 632 corresponds to the “Chili Feature” and indicates that the current feature state is the base feature state. Fifth feature indicator 635 also corresponds to the Chili Feature but indicates that the current feature state is the “Ultra Chili Feature”—i.e. if the Chili Feature is initiated in connection with feature indicator 635, the Chili Feature will be conducted, at least initially, in the “Ultra” state. Second feature indicator 632 is located on the right side of the “Bolt Bullion” animated character 640 and fifth feature indicator is located on the left side of the animated character 640.
In this example, third feature indicator 633 corresponds to the “Jackpot Feature” and indicates that the current feature state is the base feature state. Sixth feature indicator 636 also corresponds to the Jackpot Feature and also indicates that the current feature state is the base feature state. Second feature indicator 632 is located on the right side of the “Bolt Bullion” animated character 640 and fifth feature indicator is located on the left side of the animated character 640.
In this example, the available feature states are a sequential series of states which in order from lowest to highest are the base or “normal” feature state, a super feature state, a mega feature state and an ultra feature state. These states correspond to game play characteristics of their respective feature game arranged such that they provide incremental benefits in the order of the sequence, in this example, resulting in incremental increases in expected return to player when the respective feature game is conducted.
At step 515, the processor 204 randomly selects a defined number of active feature states using a true or pseudo random number generator (RNG) 212. In this example, in each base game instance, the processor 204 randomly selects two feature states (such that two feature indicators are also selected), one located to the right and one located to the left of the “Bolt Bullion” animated character 640 (from the perspective of the character 640. The feature states may be selected from one or more feature state data structures stored in memory comprising a plurality of feature states. Each of the plurality of feature states may be associated with one or more feature games. It will be observed that as a result, the feature states selected to be active can correspond to the same or different feature games. In this example, the processor 204 performs two independent random selections from two groups of the feature states: a first group corresponding to the first to third feature indicators 631-633; and a second group corresponding to the fourth to sixth feature indicators 634-636. In this example, each feature state of each group of feature states has an even chance of being selected. Accordingly, ranges of values returnable by the RNG 212 are evenly allocated to each feature state, the processor 204 obtains a value from the RNG 212 and maps it to one of the first to third feature states and then repeat the process for the fourth to sixth feature states. Other random selection techniques can be used. For example, processor 204 could make a single selection from all of the possible combinations of first to third feature states with fourth to sixth feature states.
At step 520, the processor 204 controls the display to visually indicate in connection with the feature game indicators 631-636 which of the feature states are active. In this example, selection indicators 641, 642 in the form of lightning animations extending from animated character's right 645 and left 646 hands to, and surrounding, the feature indicators of the feature states selected to be active, in this example, Jackpot Feature indicator 633 and Cash Feature indicator 634 in order to highlight them.
In this example, each feature state is independent so that the two feature states selected to be active can be for different feature games as shown in the example screen display of
In other examples, a different number of feature states can be selected. This could include a single feature state but an advantage of selecting two or more feature states is that a further selection can be made as described in further detail below. In alternative examples, the probabilities of selecting feature states may be unevenly weighted. Further, feature indicators may be displayed in different positions and their selection indicated using alternative animations. Still further, it will be appreciated that the exemplified animated character 640, having two hands, lends itself to a right hand and left hand selection, that is to a selection where one feature state is selected from the right side of animated character 640 and one from the left side. In other examples, graphic design elements may be designed to be suitable for selections that are independent of the position of the feature game indicator. Still further, it is possible for there to be different numbers of feature indicators and for them to relate to fewer or more feature games than in the example.
At step 525, the processor 204 selects symbols for the current game instance and controls the display 240 to display the selected symbols.
At step 450, the processor 204 maps symbols of the nth reel strip to and nth column of symbol display positions based on the mapped reel position and a reference position. In an example, the reference position is the bottom position of the symbol positions of each column of symbol positions. In this example, the selected reel position (and hence the symbol at this position) is mapped to the bottom symbol position of the column. Referring to the example reel strips of
At step 460, the processor 460 determines whether symbols have been selected for all of the reel strips, and if not the processor 204 reverts to step 420 and iterates through steps 430, 440 and 450 until it is determined at step 460 that symbols have been selected from all n reel strips and mapped to all n columns of symbol positions after which the symbol selection process ends 470. It will be appreciated that in other examples, there may different numbers of symbol positions. Indeed, in some of the examples described below, the number of symbol positions in the columns varies depending on the state of the game.
After the symbols of all reel strips have been mapped to symbol position, the processor 204 controls display 240 to display them at the symbol positions. For example, as shown in the example screen display of
At step 530, the processor 204 evaluates the selected symbols, in this example, based on a set of defined win lines and a pay table stored in memory 208.
At step 535, the processor 204 determines whether a pre-trigger condition is met, in this example, that the selected symbols include at least one defined symbol. In other examples, the pre-trigger condition could be a separate random determination by the processor 204 or that the selected symbols include a defined combination of symbols. In this example, the defined symbol is the wild symbol.
When one or more wild symbols 651,652 are selected, as shown in example screen display 800 of
At step 540, the processor 540 randomly selects one of the two feature states using the random number generator 212. That is, in the example of
At step 545, the processor 204 conducts a random determination using RNG 212 in respect of the selected feature state using a weighted table stored in memory 208 in order to determine whether to trigger the feature game corresponding to the selected feature state, upgrade the feature state, or undertake no action (i.e. not trigger or upgrade the selected feature). In an example, the weighted table is specific to the current feature state, so that, for example, the probability of the feature state being upgraded depends on the current feature state and is zero when the feature state is the highest state. As shown in
Persons skilled in the art will appreciate that the values in these weighted table (and indeed in other weighted tables described herein) are chosen in order to control the relative return to player of different feature states. For example, the rate at which features trigger and the rate at which features upgrade will both impact on the amount of return to player provided by the highest feature state.
In the present example, processor 204 first selects whether the feature game will have a 2×2 or a 3×3 oversized prize symbol using a weighted table in memory 208 and random number generator 2112. Next processor 204 determines a total number of symbol positions of the 20 symbol positions to be occupied by prize values such that a number of single symbol positions will be the selected total number of symbol positions less the number of positions occupied by the oversized prize symbol. Again processor 204 uses random number generator 212 and a weighted table in memory 308 to determine the total number of symbol positions. Processor 204 then randomly selects a position for the oversized prize symbol by selecting from a set of eligible ones of the symbols positions configured such that the oversized prize symbol will map to the symbol positions. Processor 204 randomly selects symbol positions for the remaining prize symbols (i.e. those to occupy symbol positions). Processor 204 also uses random number generator 204 to select a prize value for the oversized prize symbol using a weighted table in memory 208. In an example, the prize values are expressed in the weighted table as multiples of a wager amount so that they will scale with the amount wagered. In this example, the prize values of the single position symbols are a fixed multiple of the wager amount. In another example, separate weighted tables are used for the oversized prize symbol and the single position prize symbols such that the single position symbols can have different prize values to one another. In the example, the weighted table used may depend on the state of the Cash Feature.
At step 1015, processor 204 decrements the counter by one to reflect the initiation of a spinning reel game instance.
At step 1020, processor 204 selects overlay symbols (that is, symbols that will overlay the prize symbols or blank symbol positions once selected). In this respect, the process for selecting symbols is generally the same as that outlined above in relation to
In Table 1, each reel has a “Mystery” symbol. This is a symbol that will be configured in each game instance by the processor 204 to be either a blank symbol, a “Red Bolt” (a “normal” overlay symbol) or a “Purple Bolt” (a “special” overlay symbol) that incorporates a multiplier symbol selected from a 2×, 3×, 5, or 10× multiplier, wherein the selections are made by processor 204 using at least one weighted table stored in memory 208. As will explained in further detail below, if an overlay symbol is selected for a position occupied by a prize symbol, the processor 204 awards that prize whereas if an overlay symbol is selected for a position occupied by a blank symbol, this does not result in a prize award. In an example, the configuration process is arranged so that no more than one reel has a “Purple Bolt”. It will be appreciated that the reel strips together with the processes for configuring them constitute reel data stored in memory 208 that define the reel strips.
At step 1025, processor 204 determines whether any overlay symbols are in register with a prize symbol at the stopping positions of the overlay reels so that the overlay symbol appears to be on the prize value symbol. If there are one or more such overlay symbols, the processor 204 awards the prizes shown on the prize value symbols at step 1030. In the example of
At step 1035, processor 204 determines whether a special overlay symbol (in this example a Purple Bolt symbol) has been selected to overlay a blank position and, if so, increments the counter by one at step 1040 (that is, awards an additional game instance).
At step 1045, processor 204 determines if the counter has reached zero, and if not reverts to step 1015. When the counter reaches zero, the feature ends at step 1050.
As described above, there are a number of different feature states for the Cash Feature. In the example, of the Cash Feature, the different feature states determine a number of game windows that will be active during the feature game. As shown above, there is one active window in the base or normal state. In the “Super” feature state, two windows are awarded; four windows are awarded in the “Mega” feature state, and eight windows are awarded and in “Ultra” feature state.
At step 2010, processor 204 sets an initial number of active windows based on the feature state. In the example, there may be up to four active windows with one window corresponding to the base feature state, two windows corresponding to the super feature state, three windows corresponding to the mega feature state and four windows corresponding to the ultra feature state.
At step 2015, processor 204 initiates the first game instance by decrementing the counter by one.
At step 2020, the processor 204 independently selects symbols for each active window (here windows 2101,2102) using a process like that of
Other row configurations may be used in other examples (e.g. a 1×4 row, or a 1×2 row). However, it will be appreciated that the row size along with the digit symbols that are used impacts on the size of prizes.
In this example, for each award update symbol, the processor 204 makes a random selection using RNG 212 and a weighted table as to which of award indicators 2131-2134 to update. A series of animations communicate which award indicator is updated.
Following update of the award indicators 2131-2134, at step 2035 processor 204 determines whether any of the progress indicators has been completed, and if so makes an award of the amount shown on the relevant award indicator at step 2040.
The processor 204 then proceeds to step 2045 and determines whether there are digit symbols at all of the symbol positions of any of the active windows. In the example of
It will be appreciated that in the example of
Thus, in the example of the third window 2103 the prize is formed by processor 204 concatenating the digits “22”, “0”, and “0” to get “2200” and for the fourth window 2104, processor 204 concatenates “2” “0”, and “0” to get “200”. In this example, as shown in screen display 2400 of
When processor 204 determines at step 2075 that the counter has reached zero, the processor 204 ends the Jackpot Feature at step 2080.
As described above, if either of the Chili Feature states are active as indicated by the Chili Feature indicators 632, 635, a Chili Feature feature game can be activated.
Three upgrade indicators 2631-2633 are displayed above the active rows 2611-2616 of symbol positions. First upgrade indicator 2631 indicates that one possible upgrade is the award of “2 Extra Free Games”, that is an award of two additional game instances. Second upgrade indicator 2632 indicates that another possible upgrade is “Grow to 7 Rows”, that is an add a row upgrade where at least one additional row of symbol positions will be added. Third upgrade indicator 2633 indicates “Change [PIC2] to [PIC1]”, that is a change symbol upgrade. Current symbol indicator 2634 shows which symbols are currently in use and, as any symbols are changed, reflects the changed symbols. In
At step 2515, processor 204 starts a first game instance by decrementing the counter by one. Then at step 2520, processor 204 selects symbols from a Chili Feature set of reel strips using a method analogous to that described above in relation to
At step 2525, processor 204 evaluates the selected symbols for winning combinations based on set of win lines and a pay table stored in memory 208. In an example, the win lines evaluated by processor 204 depend on the number of active rows.
At step 2530, the processor 204 determines whether the selected symbols meet a condition for determining whether to award an upgrade. In this example, the condition is that the selected symbols include one or more designated symbols, here “WILD” symbols visually represented as chilies, and in the example, of
At step 2535, the processor 204 uses the random number generator 212 and a weighted table in memory 208 to select one of the upgrades. The weightings in the table are used to control the relative frequency of the upgrades being awarded. In an example, the weightings are 25% for two extra free games and growing the window and 50% for changing the symbol.
At step 2545, having selected one of the upgrades, the processor 204 determines whether to award the selected upgrade using the random number generator 212 and one of a plurality of sets of weightings which define whether the upgrade will or will not be triggered. In an example the weightings are selected by the processor 204 at step 2540 based on the feature state when the feature game was initiated (Normal, Super, Mega or Ultra), and the current state of the relevant upgrade. In an example, the weightings vary based on these factors in order to enable fine grain control of the return to player from the respective upgrades. Upon making a positive determination at step 2545, the processor 204 applies the upgrade at step 2550.
At step 2555, processor 204 checks the value of the counter to check whether any free game instances remain, and if the counter is non-zero, reverts to step 2515 and initiates the next game instance. If the counter is zero, the Chili Feature ends 2560.
It will be appreciated that the above examples can be applied to other feature games.
In this respect, it will be appreciated from game message 2650 “8 Free Games Won! Press Start Feature” that in this example, the processor 204 also sets the free game counter in memory 208 to an initial value of 8 free game. In each feature state of the Emerald Feature, there are five columns of symbol positions 3421-3425 but the number of rows of symbol positions varies. In this example, the Normal state starts with four rows, the Super state starts with six rows, the Mega state starts with seven rows and the Ultra state starts with eight rows. As in the example of
Three upgrade indicators 3431-3433 are displayed above the active rows 3411-2616 of symbol positions. First upgrade indicator 2631 indicates that one possible upgrade is the award of an “Extra Free Game”, that is an award of one additional game instance in contrast to the two in the Chili Feature). Second upgrade indicator 3432 indicates that another possible upgrade is “Grow to 6 Rows”, which is an add a row upgrade where at least one additional row of symbol positions will be added that operates in the same way as the equivalent upgrade described in relation to the Chili Feature. Third upgrade indicator 3433 indicates “Add Wilds”, that is an add wilds upgrade. Wild counter 3434 is graphically based on the wild symbol and shows the total number of wild symbols collected. In screen display 3400, wild counter 3434 is blank as the Emerald Feature is yet to begin and the counter starts at zero.
An example embodiment provides a gaming device comprising:
In an example, at least one prize value symbol is an oversized prize value symbol that occupies more than one symbol position.
In an example, when the instructions are executed, they cause the processor to randomly select the size of the oversized prize value symbol from a set of possible sizes using the random number generator.
In an example, when the instructions are executed, they cause the processor to randomly determine, the value indicated by the prize value symbol using the random number generator.
In an example, at least one overlay symbol has an associated multiplier, and, upon the processor awards a prize of the value indicated by a prize value symbol multiplied by the associated multiplier upon an overlay symbol with an associated multiplier stopping in register with the prize value symbol.
In an example, the at least one game instance comprises a plurality of game instances of a feature game conducted in response to a trigger condition being met in a base game.
Another example embodiment provides a method of operating a gaming device comprising a display, a random number generator, and at least one input mechanism operable to input a wager, the method comprising:
Another example embodiment provides a system comprising:
An example embodiment provides a gaming device comprising:
In an example, when the instructions are executed, they cause the processor to make the award by applying a bet multiplier to the multi-digit number.
In an example, the at least one game instance comprises a plurality of game instances of a feature game conducted in response to a trigger condition being met in a base game.
In an example, at least some of the digit symbols comprise two digits.
Another example embodiment provides a method of operating a gaming device comprising a display, a random number generator, at least one input mechanism operable to input a wager, and a memory storing reel data defining a plurality of reel strips, each reel strip comprising digit symbols and other symbols, the method comprising:
While the invention has been described with respect to the figures, it will be appreciated that many modifications and changes may be made by those skilled in the art without departing from the spirit of the invention. Any variation and derivation from the above description and figures are included in the scope of the present invention as defined by the claims.
Number | Date | Country | Kind |
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2022203102 | Apr 2022 | AU | national |