The present invention relates to a mechanic for slot machines, and in particular to a pattern matching mechanic for touch screen display slot machines.
Slot machines are games of chance. Mechanical slot machines consist of a series of wheels with a plurality of different symbols on each wheel. Various symbols can be used, and typical symbols include lemons, cherries, the number 7 and the word “bar.” A bet is placed, and the wheels are spun. The wheels eventually come to rest, and when they do, a sequence of symbols are displayed on a series of lines, at least one of which is a payout line. If the sequence of symbols on the payout line matches a payout sequence, the bet is paid off based on the odds of the wheels landing on that particular payout sequence in the payout line. If the sequence of symbols on the payout line does not match a payout sequence, the bet is lost. Different payout sequences are possible, and when the payout line matches any particular payout sequence, the bet is paid off according to the odds of matching that payout sequence.
In some modern slot machines, the mechanical wheels have been replaced with a computer generated matrix that emulates the behavior of the mechanical wheels. A bet is placed, and the “wheels” are spun. A matrix of symbols is displayed on a display device to indicate the position of the “wheels” when they stop. These virtual “wheels” can stop at the same time, in a particular order (e.g., left to right), or in a random order. If a row of the matrix corresponding to the payout line displays a sequence of symbols that matches a payout sequence, the bet is paid off as before. If the sequence of symbols in the payout row does not match a payout sequence, the bet is lost.
In many modern slot machines, the display device is a touch screen display that includes control icons that allow a user to control the action of the machine. The display can include an icon that indicates the amount of money or credits in the slot machine, an icon control for receiving user input indicating the size of the bet to be placed on the next spin, an icon showing the amount paid out on a previously won bet, and a control icon to place the bet by starting the emulated spin of the “wheels.”
Slot machines can be implemented in many different forms, and the bets placed and the amounts won can likewise take different forms. For example, in jurisdictions that allow gambling, slot machines can be implemented to receive and pay off bets in the form of real money (either directly in the form of currency, or indirectly via tokens or credits that can be purchased and redeemed, or credit or debit or smart card transactions). In jurisdictions that do not allow gambling, slot machines can be implemented to allow the purchase of a number of playing credits, and pay off bets in the form of additional credits for continued playing time or a cumulative score to indicate a player's success. In addition, slot machines can be implemented as games to be played on a computer, game console or device, tablet, smart phone, or any such other viable platform or device. In such games, a number of playing credits might be provided for free, or credits might be made available for purchase, and the bets paid out in terms of additional playing credits or a cumulative score indicating the player's success at the machine.
Many slot machine features can be made variable. For example, the number of wheels on a slot machine, whether real or virtual, can be variable. Typically, a slot machine will have between three and five wheels, but fewer or more wheels are possible. Similarly, the number of lines displayed when the wheels come to rest can be variable. While three lines are typically shown, fewer or more lines can be shown. Likewise, the number of payout lines on the slot machine can be made variable, and the payout lines can run horizontally, vertically or diagonally across the matrix of symbol displayed. Moreover, the slot machine can have a payout pattern (e.g., a matching corners pattern) rather than or in addition to payout lines. Other variable features can include, but are not limited to, the number and types of symbols displayed on each wheel of the slot machine, the number of payout sequences, the particular symbol sequence for each payout sequence, the odds of the wheels landing so that the symbols on the payout line match a payout sequence, and the size of the payouts for a payout sequence. In addition, the wheels of the slot machine, when spun, can come to rest at the same time, in a particular order (e.g., left to right) or in a random order.
While slot machines have proven to be a popular form of entertainment or gambling, many users quickly tire of the game due to the limited amount of user interaction required to play. A slot machine mechanic is therefore proposed and described to increase the amount of user interaction with the slot machine, thereby increasing the user's enjoyment in playing the machine and the amount of time the user will remain engaged in play on the machine.
An object of the invention is to provide a pattern matching mechanic for a slot machine. The mechanic displays a pattern matching sequence to a player of the slot machine between the time the first spin starts and before the next spin starts. The pattern matching sequence corresponds to a random sequence of cells in a symbol matrix displayed on a display device of the slot machine. The slot machine mechanic receives a player generated input sequence corresponding to a sequence of cells in the symbol matrix selected by the player. The slot machine mechanic determines whether the player generated input sequence matches the pattern matching sequence, and provides the player with a reward if the player generated input sequence matches the pattern matching sequence.
The pattern matching sequence can be displayed to the player by highlighting each cell in the pattern matching sequence. Cells in the pattern matching sequence can be highlighted by flashing each cell on and off, dimming and brightening each cell, superimposing an element of an alphanumerical sequence over the image in each cell, or highlighting the border of each cell. Each cell in the pattern matching sequence can be sequentially highlighted for a period of time.
The pattern matching sequence can be provided with a cadence, and can be displayed according to its cadence. Receiving the player generated input sequence can include measuring the cadence of the received player generated input sequence. Determining whether the player generated input sequence matches the pattern matching sequence can include determining whether the measured cadence of the player generated input sequence matches the cadence of the pattern matching sequence.
Determining whether the player generated input sequence matches the pattern matching sequence can also include measuring a period of time between displaying the pattern matching sequence to the player and receiving the player generated input sequence. The player generated input sequence can be considered to not match the pattern matching sequence if the period of time exceeds a first time threshold. Determining whether the player generated input sequence matches the pattern matching sequence can also include measuring a period of time during which the player generated input sequence is received. The player generated input sequence can be considered to not match the pattern matching sequence if the period of time exceeds a second time threshold.
The displayed pattern matching sequence can be generated according to a level of play. If the player generated input sequence matches the pattern matching sequence, the reward can be based on the level of play at which the pattern matching sequence was generated. The level of play can be decreased if the player generated input sequence does not match the pattern matching sequence. The level of play can be decreased by determining a consecutive number of failed plays in which the player generated input sequence did not match the pattern matching sequence. The level of play can be decreased if the consecutive number of failed plays is greater than a first play threshold. The level of play can be increased if the player generated input sequence matches the pattern matching sequence. The level of play can be increased by determining a consecutive number of plays in which the player generated input sequence matched the pattern matching sequence. The level of play can be increased if the consecutive number of plays is greater than a second play threshold.
The reward provided if the player generated input sequence matches the pattern matching sequence can include casino comp time, enhanced casino comp time, experience points, bonus points, extended play, free spin(s), credits in the form wagered currency whether virtual or real currency, a multiplier that could be applied to a winning symbol combination from a winning spin, or eligibility to a random bonus drawing for one or more reward elements. The reward can also include deleting a cell from the displayed symbol matrix, and moving a cell immediately above the deleted cell down in the displayed symbol matrix to generate a new symbol matrix. If a sequence of symbols in the new symbol matrix matches a payout sequence in the pay table of the slot machine, the bet wagered on the spin of the slot machine can be paid. The reward can be selectively granted based on the level of play. In this regard, the reward can only be granted when the user reaches a certain level of play, or when the user remains at a certain level of play for more than a predetermined number of spins.
The foregoing has outlined rather broadly the features and technical advantages of the present invention in order that the detailed description of the invention that follows may be better understood. Additional features and advantages of the invention will be described hereinafter. It should be appreciated by those skilled in the art that the conception and specific embodiments disclosed may be readily utilized as a basis for modifying or designing other structures for carrying out the same purposes of the present invention. It should also be realized by those skilled in the art that such equivalent constructions do not depart from the spirit and scope of the invention as set forth in the appended claims.
For a more thorough understanding of the present invention, and advantages thereof, reference is now made to the following descriptions taken in conjunction with the accompanying drawings, in which:
As shown in
If the sequence of symbols (not shown) displayed on the payout line 130 does not match a payout sequence (step 205, no branch), the processor can generate and briefly display to the user a pattern matching sequence (step 210). The pattern matching sequence can be displayed to the user through one or more indicators that alert the user to particular cells in the displayed matrix of symbols. Cell indicators can include, but are not limited to, flashing the symbols that are displayed in the cells on and off, making the cells brighter and dimmer, flashing or highlighting the cell borders in a given color such as a bright purple, superimposing a numbered or lettered sequence over the cell symbols, or combinations of the above. Cell indicators can also include highlighting the cells in the pattern matching sequence to give them the appearance of depressed buttons. Different colors can be used to highlight cells based on their row or column or both to help the user to remember the pattern. For example, cells in row 1 could be highlighted in green, cells in row 2 could be highlighted in purple, and so on. Cell indicators can also include, but are not limited to audio cues to help the user remember the pattern matching sequence. Different audio cues (e.g., tones of different pitch) can be assigned to cells in the pattern matching sequence based on the cell row, cell column, or both. For example,
After having been presented with the pattern matching sequence, the user is given a first predetermined time (e.g., five seconds) to begin trying to match the sequence and a second predetermined time (e.g., ten seconds) by which to finish trying to match the sequence. The user can match the pattern matching sequence by correctly touching or selecting, in the correct order, all of the cells in the displayed matrix of symbols that were previously highlighted by cell indicators. For example, in
In some implementations, the pattern matching sequence displayed to the user can get progressively harder as the user shows greater proficiency in matching the sequence. The level of difficulty can be increased in various ways, for example, by increasing the number of cells in the pattern matching sequence, randomizing the order in which cells are presented in the pattern matching sequence, or introducing a cadence to the pattern matching sequence and requiring the user to match the cadence within some level of error. The level of difficulty can be displayed in a graphical manner, for example in a meter 110 graphically presented on one or both sides of the display. Alternatively, or additionally, the level of difficulty can be numerically displayed in an icon such as level icon 150.
An initial, or base level pattern matching sequence can be similar to the one shown in
Additional ways of increasing the difficulty level of the pattern matching mechanic are possible. For example, the amount of time during which each cell in the pattern matching sequence is displayed to the user via the cell indicators can be reduced at higher levels. Initially, the cell cells in the sequence can be highlighted for 0.5 seconds. This can be subsequently reduced to, for example, 0.4, 0.3 or 0.2 seconds. In addition, two or more randomly chosen cells can be highlighted in one or more columns of the displayed symbol matrix. This allows several gradations in increasing the level of difficulty of the pattern matching mechanic. For example, as shown in
Yet another way to increase the level of difficulty of the pattern matching mechanic is to introduce a cadence into the pattern matching sequence, and require the user to match not only the pattern but the cadence. For example, a cadence can be introduced into the pattern matching sequence shown in
Returning now to
During play, while the user is selecting cells in an attempt to match the previously displayed pattern matching sequence, various cues such as visual and auditory cues can be provided to indicate the user's progress. For example, when the user selects a correct cell (in both sequence and cadence, if applied) the cell can be highlighted to indicate the correct selection. Correctly selected cells can be highlighted, for example, by flashing them on and off, alternating their luminance between dim and bright, or flashing or highlighting their borders a certain color such as green. Correctly selected cells can also be highlighted to appear as depressed buttons. In one implementation different colors can be assigned to cells in different rows or columns, or both. For example, selected cells in row 1 could be highlighted in green, while those in row 2 could be highlighted in purple, and so on. In addition, audio cues can be provided such as producing a pleasant and ascending sound effect as more and more cells in the pattern matching sequence are correctly selected. Like the visual cues, different audio cues can be assigned based on a selected cell's row or column, or both. If the user ever selects an incorrect cell, different visual and audio cues can be provided. For example, the border of the incorrectly selected cell can be flashed or highlighted red, can be enlarged relative to the borders of neighboring cells, and a negative audio cue such as a sad trombone can be provided.
Referring back to
Different types of reward or bonus can be offered to the user when the user successfully matches a presented pattern matching sequence. Moreover, better or larger rewards can be offered for matching more difficult pattern matching sequences presented in higher levels of play. Offered rewards can include, but are not limited to, casino style perks for time spent playing the machine or enhancement of such perks if they are already offered, credits for extra playing time on the machine, free spin(s), bonus points or increases in experience level on games or non-gambling machines, an improvement in the pay table or a multiplier to the pay table provided by gambling machines, eligibility to a random bonus drawing for one or more rewards, or some combination of these. Examples of the advantageous conferred by such rewards are described below.
The slot machine can be provided with different game mechanics or the pattern matching mechanic can be provided with different levels. Some of these game mechanics or pattern matching mechanics can be locked until a user achieves a certain level of skill or experience. Thus, by increasing the users experience level upon matching a given pattern matching sequence, various games or additional levels of play may be made available to the user.
The slot machine may also be provided with multiple pay tables, where each pay table identifies particular sequences of symbols that will payout if they appear on the payout line and their payout amounts, and is constructed so that over a sufficiently large number of spins the slot machine will payout a given percentage of the its receipts. Thus, a slot machine can have pay tables that return 80% of receipts, 85% of receipts, or 90% of receipts. When a user successfully matches a number of patterns, she can be switched from the 80% pay table to the 85% pay table, thereby increasing her odds of winning on the next spin. Moreover, if the user loses the next spin, but successfully matches the pattern matching sequence provided, the user can be switched from the 85% pay table to the 90% pay table, further increasing the user's odds of winning on the next spin. In this way, users can be encouraged to continue playing on the machine.
Another reward that could be offered to users who match the pattern matching sequence is to provide the users with a second chance to match a payout sequence on the payout line. In this reward, one or more cells in one or more columns of the displayed symbol matrix are randomly selected and deleted. The cells that are directly above the one or more deleted cells in the one or more columns of the displayed symbol matrix are subsequently dropped down to fill the spaces vacated by the one or more deleted cells. As a result, a new symbol sequence may be presented on the payout line. If this new symbol sequence matches a payout sequence in the machine's pay table, the bet can be paid off, thereby transforming an initially losing bet into a winning bet.
As discussed above, the slot machine mechanic can have adjustable levels of play, where more difficult pattern matching sequences are generated at higher levels of play. Pattern matching sequences can be made more difficult by increasing the number of cells in the pattern matching sequence, randomizing the order in which cells in the pattern matching sequence are highlighted, introducing a cadence to the pattern matching sequence, or reducing the time during which the cells in the pattern matching sequence are highlighted. Moreover, different types or sizes of reward can be presented to the user depending on the level of play at which a pattern matching sequence is matched. In some embodiments, the reward may only be offered when the user reaches a certain level of play, or only when the user remains at a certain level of play for more than a predetermined number of spins.
An exemplary illustration of the number of levels of play for a pattern matching mechanic implemented in a slot machine having three rows and five columns (virtual wheels) is presented below in Table 1, together with a description of the pattern matching sequences generated at each level, and the nature of the reward offered for matching the described pattern matching sequences.
As shown in Table 1, in the 1st level of play, the pattern matching mechanic randomly selects a single cell in each of the columns, and highlights the selected cells in order from the leftmost to the rightmost column. No bonus is rewarded for matching the pattern. In the 2nd level of play, the pattern matching mechanic randomly selects a single cell in each of the columns, and highlights the selected cells in a random columnar order. Again, no bonus is rewarded for matching the pattern. In the 3rd level of play, the pattern matching mechanic randomly selects two cells in the first column and a single cell in each of the remaining columns, and highlights the selected cells in order from the leftmost to the rightmost column. A Tier 1 bonus is rewarded for matching the pattern. The Tier 1 bonus can be, for example, casino comps for time spent playing the machine or an enhancement of such comps. In the 4th through 7th levels of play, two cells are randomly selected for more and more columns so that by the 7th level of play two cells are randomly selected for all five columns. The selected cells are highlighted in order from the leftmost to the rightmost column, and the Tier 1 bonus is rewarded for matching the pattern. In the 8th level of play, two cells are randomly selected for all five columns, however they are highlighted in random columnar order. A Tier 2 bonus is rewarded for matching the pattern. The Tier 2 bonus can be, for example, a credit for a free spin on the machine or a second chance to win on the spin by randomly deleting one or more cells and allowing the remaining cells to drop in place, thereby changing the symbol sequence on the payout line. In the 9th through 13th levels of play, the pattern matching mechanic randomly selects 3 cells in one or more of the columns, progressing from three cells in the 1st column in the 9th level of play to three cells in all five columns in the 13th level of play. The mechanic then highlights the selected cells in columnar order, from the leftmost column to the rightmost column. A Tier 3 bonus is rewarded for matching the pattern. The Tier 3 bonus can be, for example, changing the pay table from an 80% return-to-player table to an 85% return-to-player table, thus increasing the player's odds of winning on the next spin. Finally, at the 14th or highest level, the pattern matching mechanic randomly selects 3 cells in each of the five columns, and presents the cells in a randomly selected columnar order. A Tier 4 bonus is reward for matching the pattern. The Tier 4 bonus can be, for example, changing the pay table from an 85% return-to-player table to a 90% return-to-player table, further increasing the player's odds of winning on the next spin.
While the slot machine mechanic has been described as being invoked only after a losing spin, the mechanic can also be invoked only after a winning spin, or after every spin. Thus, for example, in certain embodiments the mechanic can be invoked when the payout line matches a payout sequence. This can be done to enhance the payout amount, provide additional winnings (e.g., bonus comp time) or to change the pay table to increase the payout on the current spin or the odds of winning on the next spin. Thus, in different embodiments, the slot machine mechanic can be invoked only when the payout line matches a payout sequence, only when the payout line does not match a payout sequence (as described in
The electronic slot machine 300 can include a display device 335 in communication with the processor 310 via a video or touch-screen controller 330. The display device 335 is preferably a touch-screen device that can both display information upon instruction from processor 310 and receive and send user input to processor 310 during the play of the game. Such user input can include bet amounts, play levels, spins, and attempted pattern matching sequences. Non-touch-screen displays can be used, however, when such display devices are used other I/O elements, such as keyboards, keypads, trackballs, mice, and/or one or more user selectable levers or buttons must be included to allow processor 310 to receive and process user input.
The electronic slot machine 300 can also include one or more speakers 325 in communication with the processor 310 via an audio controller 320. Various audio cues such as ascending scales or sad trombones can be played through the speakers to indicate a player's success or failure during play of the game. In one implementation, the electronic slot machine 300 includes at least one I/O device (not shown) for accepting user payments. The payment acceptor device can be a coin slot, a bill or note acceptor, a credit or debit card reader, a smart or identification card reader, or combinations of the above.
The electronic slot machine described herein can be configured to be operated as a standalone slot machine, a gaming or gambling machine, or a video game played on a computing device such as a desktop or laptop computer, a tablet computer, or a smart phone. The computer device can be operated as a standalone device or as a client in communication with a server over a communications network such as a wired or wireless network, a cellular network or a satellite network.
Embodiments of the subject matter described can be implemented in digital electronic circuitry, or in computer hardware, firmware, software, or in combinations of the same. Embodiments can also be implemented as one or more computer program products, i.e., one or more computer program instructions encoded on a computer-readable medium for execution by a programmable processor. Suitable programmable processors include, but are not limited to, single or multiple computer processors, controllers, digital signal processors, graphical processing units, and other special and general purpose processors. The processor can receive instructions and data from a memory, such as a read-only memory or a random access memory or both, can manipulate the data according to the computer instructions, and can write data to memory such as random access memory or a mass storage device such as a magnetic, magneto-optical, or optical disk.
The computer program instructions can be written in any form of programming language, including compiled or interpreted languages, and can be deployed in any form, including as stand-alone instructions or in a module, component, subroutine, or other unit suitable for use in a computing environment. The computer program instructions can be executed on one computer located at one site or on multiple computers that are distributed across multiple sites and interconnected by a communication network. Computer-readable media suitable for storing the computer program instructions can include all forms of non-volatile memory and memory devices, including EPROM, EEPROM, and flash memory devices; magnetic, magneto-optical, and optical disks; CD-ROM and DVD-ROM disks.
To provide for user interaction, embodiments disclosed can be implemented on computers having display devices (e.g., touch screen, LED or LCD displays) to display information to the user, and/or keyboards or pointing devices (e.g., mice, stylus' or trackballs) to receive input from the user. Other types of devices can be employed to provide for interaction with the user such as speakers to provide audio output, microphones to receive audio input, and capacitive touch screen devices to receive tactile input from the user.
Embodiments of the subject matter described in this specification can be implemented in computing systems that include back-end components (e.g., data servers), middleware components (e.g., application servers), or front-end components (e.g., client computers), or any combination of the same. The components can be interconnected by one or more communication networks, such as local, wide area, wireless, cellular, and/or satellite networks.
Particular embodiments of the invention have been described. Other embodiments are within the scope of the following claims. For example, the actions recited in the claims can be performed in a different order and still achieve desirable results. In the following discussion and in the claims, the terms “including” and “comprising” are used in an open-ended fashion, and thus should be interpreted to mean “including, but not limited to . . . . ” To the extent that any term is not specially defined in this specification, the intent is that the term be given its plain and ordinary meaning. The accompanying drawings are intended to aid in understanding the present invention and, unless otherwise indicated, are not drawn to scale.
Although the present invention and its advantages have been described in detail, it should be understood that various changes, substitutions and alterations can be made to the embodiments described herein without departing from the spirit and scope of the invention as defined by the appended claims. Moreover, the scope of the present application is not intended to be limited to the particular embodiments of the process, machine, manufacture, composition of matter, means, methods and steps described in the specification. As one of ordinary skill in the art will readily appreciate from the disclosure of the present invention, processes, machines, manufacture, compositions of matter, means, methods, or steps, presently existing or later to be developed that perform substantially the same function or achieve substantially the same result as the corresponding embodiments described herein may be utilized according to the present invention. Accordingly, the appended claims are intended to include within their scope such processes, machines, manufacture, compositions of matter, means, methods, or steps.
This application claims priority to U.S. Provisional Patent Application Ser. No. 61/935,030, filed on Feb. 3, 2014, entitled “Rhythm Reels,” which is herein incorporated by reference in its entirety.
Number | Date | Country | |
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61935060 | Feb 2014 | US |