Activating Blocks of Symbol Positions in a Gaming Machine To Determine Winning Combinations of Symbols

Instead of individual paylines being applied across an A×B matrix of symbols to determine winning combinations of symbols, a unique group (or block) of adjacent symbol positions is activated for each possible bet amount. The possible bet amounts are limited. After the player bets, only the associated group of adjacent symbol positions is highlighted on the display screen so the player can focus on only the relevant symbol positions. After the reels are spun and randomly stopped, symbols at the highlighted symbol positions, limited to one symbol per reel per combination, are combined to create symbol combinations to determine the award to be paid. The technique of highlighting blocks of adjacent symbol positions, and not using individual paylines, enables the player to comprehend, in real time, developing winning combinations of symbols as the reels stop from left to right.

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Description
FIELD OF THE INVENTION

This invention relates to gaming machines and, in particular, to a technique for determining winning combinations of symbols in a two-dimensional matrix of symbols.

BACKGROUND

Common slot machines randomly select and display an array of symbols on a video screen, using virtual reels, then grant an award to a player based on the occurrence of winning symbol combinations across activated paylines. Such paylines are frequently identified by highlighted lines across the reels and are widely dispersed across the rows and columns.

There may be a 5 column by 3 row (5×3) matrix, a 5×4 matrix, or any other size matrix of symbols. With such large matrices of symbols, there are many different paylines of various shapes.

The player may individually select paylines by betting additional credits on a game, or a predetermined payline may be automatically added by the machine for each extra bet. Therefore, the odds of winning are linearly increased with each bet since each bet adds a payline.

The reels only typically stop rotating after 1-3 seconds and an award is displayed almost immediately after the reels have stopped. Due to the complexity of all the separate paylines and the large number of symbols (e.g., 15-20), the player is unable to follow how the displayed symbols make up a winning combination. The player misses out on the thrill of seeing a potential high payout symbol combination developing as the reels progressive stop from left to right.

Another drawback to a slot machine where the player takes time to pay for each added payline or individually designates paylines is that the frequency of playing the games is reduced, resulting in less revenue taken in by the slot machine.

What is needed is a technique for rapidly setting symbol positions in a video gaming machine for determining winning combinations of symbols, where the player, by herself, can readily determine winning combinations of symbols as the reels are stopped.

SUMMARY

In one embodiment, a gaming machine has five virtual reels displaying four symbols per reel to create a 5×4 matrix of symbols. Such a machine may require a bet of five cents per credit, which is referred to as a nickel slot machine. The machine only gives the player the option of betting 1, 5, 10, 20, or 40 credits. Instead of individual paylines being linearly added for each bet amount (e.g., one payline per credit), a block of adjacent symbol positions is increased for each extra bet. The activated block may be highlighted during the game so the player can focus on only those symbols in the highlighted block during the game. All symbols in the activated block are combined to achieve winning combinations, where only one symbol per reel is used in a combination. Since only those symbols within the activated block can be used in a winning combination, the player can easily determine by herself whether there is a winning combination and how a winning combination is developing as the reels progressive stop from left to right.

Using this technique, traditional paylines are not used since all symbols in the activated block can be combined in any way, as long as only one symbol per reel is used in a combination. Relevant symbol combinations are easily perceived by the player since the player can focus on only a small subset of the matrix. Also, by directly associating a different block with each limited bet option (e.g., 5 bet options), the set-up before each game is very fast, resulting in a greater frequency of play. For example, five buttons may be used, one for each bet option.

Another advantage of this technique is that the relevant symbol positions for creating winning combinations of symbols is easily explained to the player by illustration on the machine's display glass or auxiliary screen prior to the player placing a bet. This is an improvement over a machine simply advertising a number of paylines that a player may activate upon wagering additional credits. A player is more likely to use a machine that the player fully understands.

The technique can be applied to any size matrix (e.g., 5×3) and any number of betting options.

In one embodiment, wins can be certain combinations of 2, 3, 4, or 5 symbols on adjacent reels from left to right or right to left. In another embodiment, symbols in some winning combinations do not have to be on adjacent reels. Such symbols are sometimes called scatter symbols since their position within the activated block of symbol positions is not relevant.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of one type of gaming machine that is programmed to carry out the inventive technique.

FIG. 2 is a functional block diagram showing the basic functional units in the gaming machine of FIG. 1.

FIG. 3 illustrates the block of symbol positions in a 5×4 matrix that are relevant to creating winning combinations with a first bet amount.

FIG. 4 illustrates the block of symbol positions in a 5×4 matrix that are relevant to creating winning combinations with a second bet amount.

FIG. 5 illustrates the block of symbol positions in a 5×4 matrix that are relevant to creating winning combinations with a third bet amount.

FIG. 6 illustrates the block of symbol positions in a 5×4 matrix that are relevant to creating winning combinations with a fourth bet amount.

FIG. 7 illustrates the block of symbol positions in a 5×4 matrix that are relevant to creating winning combinations with a fifth bet amount.

FIG. 8 is a flow chart of the basic method carried out during games using the new technique.

DETAILED DESCRIPTION

Although the invention can typically be implemented by installing a software program in most types of modern video gaming machines, one particular gaming machine platform will be described in detail.

FIG. 1 is a perspective view of a gaming machine 10 that incorporates the present invention. Machine 10 includes a display 12 that may be a thin film transistor (TFT) display, a liquid crystal display (LCD), a cathode ray tube (CRT), or any other type of display. A second display 14 provides game data or other information in addition to display 12. Display 14 may provide information such as an advertisement for the game, the rules of the game, pay tables for each bet amount, the different blocks of symbol positions associated with their associated bet amount to determine winning symbol combinations, or other information, or may even display the main game or the bonus games along with display 12. Alternatively, the area for display 14 may be a display glass for conveying relevant information.

Display 12 or 14 may have a touch screen lamination that includes a transparent grid of conductors. Touching the screen changes the capacitance between the conductors, and thereby the X-Y location of the touch may be determined. The processor associates this X-Y location with a function to be performed. Such touch screens are very well known in the field of slot machines, and a detailed description of them is not required.

A coin slot 22 accepts coins or tokens in one or more denominations to generate credits within machine 10 for playing games. An input slot 24 for an optical reader and printer receives machine readable printed tickets and outputs printed tickets for use in cashless gaming. A bill acceptor 26 accepts various denominations of banknotes.

A coin tray 32 receives coins or tokens from a hopper upon a win or upon the player cashing out.

A card reader slot 34 accepts any of various types of cards, such as smart cards, magnetic strip cards, or other types of cards conveying machine readable information. The card reader reads the inserted card for player and credit information for cashless gaming. The card reader may also include an optical reader and printer for reading and printing coded barcodes and other information on a paper ticket.

A keypad 36 accepts player input, such as a personal identification number (PIN) or any other player information. A display 38 above keypad 36 displays a menu for instructions and other information and provides visual feedback of the keys pressed.

Player control buttons 39 include any buttons needed for the play of the particular game or games offered by machine 10 including, for example, one or more bet buttons, a repeat bet button, a spin reels button, a maximum bet button, a cash-out button, a display payout tables button, select icon buttons, and any other suitable button. Buttons 39 may be replaced by a touch screen with virtual buttons.

FIG. 2 illustrates basic circuit blocks in a suitable gaming device. A control unit (CPU 40) runs a gaming program stored in a program ROM 43. A coin/credit detector 41 enables the CPU 40 to initiate a next game. A pay table ROM 44 detects the outcome of the game and identifies awards to be paid to the player. A payout device 42 pays out an award to the player in the form of coins upon termination of the game or upon the player cashing out. A payout may also be in the form of a coded paper ticket, credits on a smart card or magnetic strip card, or in any other form. A display controller 45 receives commands from the CPU 40 and generates signals for the various displays 46. If a display 46 is a touch screen, player commands may be input through the display screen into the CPU 40.

Operation of Gaming Machine Incorporating Invention

FIGS. 3-7 illustrate the symbol positions 50 in a 5×4 matrix of symbols displayed by the screen 12 in FIG. 1. The symbols themselves (not shown) may be traditional symbols, such as fruit, bells, etc., typically having a theme. Elsewhere, the gaming machine displays instructions to the player about the game itself and how each bet option corresponds to a block of symbol positions relevant to determining winning combinations of symbols. Such information may be displayed on screen 14 in FIG. 1.

The player is only allowed five betting options in the example: 1, 5, 10, 20, or 40 credits. Each credit may be a nickel or other denomination, such as 25 cents or a dollar. Limiting the number of bets allows there to be one button 39 (physical or touchscreen) on the machine of FIG. 1 for each bet option for very fast turnaround.

As shown in FIG. 3, for a bet of one credit, only the symbols in the highlighted (shaded) block of symbol positions 52 in the bottom two rows are relevant when determining winning combinations of symbols. All symbols in the bottom row and two symbols in the adjacent row are highlighted. By making the symbol positions in the block adjacent, it is much easier for the player to determine whether a winning combination has occurred or is developing during a game. The highlighted block is preferably highlighted on the display screen 12 by increasing the background brightness of the block, creating a box around each symbol position in the block, or other technique so the player's attention can be focused on those relevant symbol positions as the reels randomly stop from left to right. The term randomly includes pseudo-randomly.

Any winning combination of symbols throughout the entire highlighted block, where only one symbol per reel is used in a single combination, pays an award to the player. In FIG. 3, there are four different ways to create a winning symbol combination using only one highlighted symbol position per reel.

As shown in FIG. 4, for a bet of five credits, only the symbols in the highlighted symbol positions in the bottom two rows are relevant when determining winning combinations of symbols. All symbols in the bottom two rows are highlighted.

As shown in FIG. 5, for a bet of ten credits, only the symbols in the highlighted symbol positions in the bottom three rows are relevant when determining winning combinations of symbols. All symbols in the bottom two row and two symbols in the adjacent row are highlighted.

As shown in FIG. 6, for a bet of 20 credits, only the symbols in the highlighted symbol positions in the bottom three rows are relevant when determining winning combinations of symbols.

As shown in FIG. 7, for a maximum bet of 40 credits, all the symbols in the matrix are relevant when determining winning combinations of symbols.

As seen, each bet is associated with a unique group (block) of adjacent symbol positions.

The amount of the bet and the number of relevant symbol position combinations that can be used to create winning combinations of symbols are taken into account when determining the proper award to pay to the player for a particular symbol combination. For example, there are only four combinations of symbol positions in FIG. 3 across the five reels obtained with a bet of one credit, while there are 1024 combinations of symbol positions in FIG. 7 across the five reels obtained with a bet of 40 credits. In other words, the chances of winning with a 40 credit bet are 256 times greater than the chances of winning with a 1 credit bet. Since each additional credit bet does not linearly increase the odds of winning, the award for a particular winning combination of symbols is not linearly related to the bet amount. For example, the award for achieving a particular winning combination of symbols for a bet of 40 credits would be much less than the award for the same combination achieved with a bet of 1 credit, due to the much higher likelihood of achieving the combination with a 40-credit bet, even though the bet amount is higher.

This differs from conventional payline-based systems where, if the paylines did not change for each additional bet, the award amounts would just linearly increase in proportion to the amount bet. Conversely, in a payline-based system, if each additional credit bet added a payline, the odds of winning linearly increase with the bet, so the award amounts may stay the same for all bets.

For the inventive system, a mathematician skilled in the art could calculate suitable awards to either provide the same average payout percentage (i.e., average payout return for each a wager) for each game played with any bet or provide an increased average payout percentage when the player makes the maximum bet to encourage maximum betting.

If the same number of symbol positions shown in FIGS. 3-6 were not in a block but were scattered throughout the matrix, the same odds of winning would apply, but it would be much more difficult for a player to grasp the significance of the scattered symbols. Therefore, making the relevant symbol positions adjacent maximizes the player's ability to appreciate the significance of symbols appearing in the highlighted positions.

In one embodiment, wins can be certain combinations of 2, 3, 4, or 5 symbols (e.g., the same symbol) on adjacent reels from left to right or right to left, as long as all the symbols are in the activated block of positions. In another embodiment, symbols in some winning combinations do not have to be on adjacent reels. Such symbols are sometimes called scatter symbols since their position within the activated block of symbol positions is not relevant when combining the symbols for winning combinations.

FIGS. 3-7 are just examples of simple patterns of activated symbol positions associated with each bet. In another embodiment, a bet of 1 credit activates only the bottom row of symbol positions; a bet of 5 credits activates only the bottom two rows of symbol positions; a bet of 10 credits activates only the bottom three rows of symbol positions; and a bet of 20 credits activates all four rows symbol positions. In another embodiment, the blocks of symbol positions start from the top of the matrix for the minimum bet and progress downward for higher bets, opposite to the configurations described above. Any bet amount can be uniquely associated with any particular block of symbol positions, and the award amounts for particular winning symbol combinations would be separately adjusted for each bet amount based on the award amounts needed to achieve a target average payout percentage for each wager amount. The target average payout percentage (typically between 86-96%) for each wager may be the same or different to encourage higher betting.

In another embodiment, the number of added symbol positions for each incremental betting option may be selected so that the award amount for a particular symbol combination stays the same for each bet, or linearly changes with the bet amount. In any event, the average payout percentage per game may remain the same irrespective of the bet.

FIG. 8 is a flowchart identifying certain steps performed by a gaming machine programmed with the technique described above.

In step 61, the gaming machine identifies to the player the particular block of adjacent symbol positions in an A×B matrix that can be activated with each bet option for determining winning combinations of symbols. The gaming machine also identifies all the possible winning combinations of symbols. This display of information may be on the fixed display glass (e.g., the top glass) of a standard video slot machine cabinet, or the display may be on a video display screen that is the same as or separate from (e.g., display screen 14 in FIG. 1) the screen that displays the game itself.

In step 62, the player bets one of the limited betting options, where each bet is uniquely associated with a block of symbol positions.

In step 63, the gaming machine highlights those symbol positions in the displayed A×B matrix associated with the bet. The highlighting may be any means of drawing the player's attention to the relevant symbol positions.

In step 64, the virtual reels are spun and randomly stopped to display the A×B matrix of symbols at the A×B symbol positions.

In step 65, the machine analyzes the symbols and the activated symbol positions and identifies those symbols involved in each winning combination across activated symbol positions (e.g., by brightening or enlarging the relevant symbols).

In step 66, a paytable (ROM 44 in FIG. 2) is used to grant an award to the player for the winning symbol combinations obtained, based on the bet option.

The various techniques described are easily implemented by a software programmer storing a program in the program ROM 43 in FIG. 2. The CPU 40 carries out the program, as would be understood by those skilled in the art.

The technique may be carried out on a stand-alone machine or on a machine connected to a server.

While particular embodiments of the present invention have been shown and described, it will be obvious to those skilled in the art that changes and modifications may be made without departing from this invention in its broader aspects and, therefore, the appended claims are to encompass within their scope all such changes and modifications as fall within the true spirit and scope of this invention.

Claims

1. A method performed by a gaming device comprising:

identifying a plurality of betting amount options to a player, each betting amount option being uniquely associated with a different group of adjacent symbol positions in an A×B matrix of symbol positions, different betting amount options being non-linearly related to a number of possible combinations of symbol positions used for creating winning combinations of symbols;
detecting a bet by the player in accordance with one of the betting amount options;
highlighting the symbol positions in the A×B matrix associated with the bet detected to draw the player's attention to the relevant symbol positions associated with the bet detected prior to symbols at the highlighted symbol positions being randomly selected;
spinning and randomly stopping virtual reels to display symbols at the A×B matrix of symbol positions;
identifying to the player those symbols involved in each winning combination across the highlighted symbol positions, where symbols at combinations of the highlighted symbol positions, limited to one symbol per reel per combination, are combined to create symbol combinations; and
granting an award to the player for any winning symbol combinations, awards for winning symbol combinations being different based on an amount bet.

2. The method of claim 1 wherein betting a minimum betting amount option causes at least all symbol positions in a first end row of the A×B matrix to be highlighted, and wherein higher bet amounts highlight symbol positions progressing towards an opposite end row of the matrix.

3. The method of claim 1 wherein there are at least four betting amount options, wherein a first betting amount option highlights symbol positions in at least a first row of the A×B matrix, wherein a second betting amount option additionally highlights symbol positions in at least a second row of the matrix adjacent the first row, wherein a third betting amount option additionally highlights symbol positions in at least a third row of the matrix adjacent the second row, and wherein a fourth betting amount option additionally highlights symbol positions in at least a fourth row of the matrix adjacent the third row.

4. The method of claim 3 further comprising a fifth betting amount option highlighting only a portion of a row.

5. The method of claim 3 wherein the fourth betting amount option causes all symbol positions to be highlighted.

6. The method of claim 1 wherein each betting amount option is a number of credits, and wherein increasing a bet amount increases a number of possible opportunities to obtain a winning combination of symbols by a proportion greater than an increase in the proportion of the number of credits bet.

7. The method of claim 1 wherein the A×B matrix is a five column by four row matrix.

8. The method of claim 1 wherein the A×B matrix is a five column by three row matrix.

9. The method of claim 1 wherein awards for winning symbol combinations vary non-linearly for different betting amount options.

10. The method of claim 1 wherein at least some winning combinations of symbols require identical symbols only on adjacent reels.

11. The method of claim 1 wherein each successive betting amount option requires an entire row to be highlighted at a lower betting amount option prior to any portion of an adjacent row to be highlighted.

12. The method of claim 1 wherein highlighting the symbol positions comprises highlighting an area of each symbol position associated with the bet detected.

13. A method performed by a gaming device comprising:

identifying a plurality of betting amount options to a player, each betting amount option being uniquely associated with a different group of adjacent symbol positions in an A×B matrix of symbol positions, different betting amount options being non-linearly related to a number of possible combinations of symbol positions used for creating winning combinations of symbols;
detecting a bet by the player in accordance with one of the betting amount options;
identifying the symbol positions in the A×B matrix associated with the bet detected to identify to the player the relevant symbol positions associated with the bet detected prior to symbols at the identified symbol positions being randomly selected;
randomly selecting and displaying symbols at the A×B matrix of symbol positions;
identifying to the player those symbols involved in each winning combination across the identified symbol positions, where symbols at combinations of the identified symbol positions, limited to one symbol per reel per combination, are combined to create symbol combinations; and
granting an award to the player for any winning symbol combinations.

14. The method of claim 13 wherein awards for winning symbol combinations are different based on an amount bet.

15. The method of claim 13 wherein betting a minimum betting amount option causes at least all symbol positions in a first end row of the A×B matrix to be identified, and wherein higher bets highlight symbol positions progressing towards an opposite end of the matrix.

16. The method of claim 13 wherein there are at least four betting amount options, wherein a first betting amount option identifies symbol positions in at least a first row of the A×B matrix, wherein a second betting amount option additionally identifies symbol positions in at least a second row of the matrix adjacent the first row, wherein a third betting amount option additionally identifies symbol positions in at least a third row of the matrix adjacent the second row, and wherein a fourth betting amount option additionally identifies symbol positions in at least a fourth row of the matrix adjacent the third row.

17. The method of claim 16 further comprising a fifth betting amount option identifying only a portion of a row.

18. The method of claim 16 wherein the fourth betting amount option causes all symbol positions to be identified.

19. The method of claim 13 wherein identifying the symbol positions comprises identifying the symbol positions at the locations of the symbol positions.

20. The method of claim 13 wherein identifying the symbol positions comprises highlighting the symbol positions at the locations of the symbol positions.

21. The method of claim 13 wherein each betting amount option is a number of credits, and wherein increasing a bet amount increases a number of possible opportunities to obtain a winning combination of symbols by a proportion greater than an increase in the proportion of the number of credits bet.

22. The method of claim 13 wherein the A×B matrix is a five column by four row matrix.

23. The method of claim 13 wherein the A×B matrix is a five column by three row matrix.

24. The method of claim 13 wherein awards for winning symbol combinations vary non-linearly for different betting amount options.

25. The method of claim 13 wherein at least some winning combinations of symbols require identical symbols only on adjacent virtual reels displaying symbols at the A×B matrix of symbol positions.

26. The method of claim 13 wherein each successive betting amount option requires an entire row to be identified at a lower betting amount option prior to any portion of an adjacent row to be identified.

27. The method of claim 13 wherein identifying the symbol positions comprises highlighting an area of each symbol position associated with the bet detected.

28. A gaming machine comprising:

a display device for displaying a game; and
at least one programmed processor for carrying out a game program and controlling the display, the processor carrying out the method comprising: detecting a bet by a player in accordance with one of a plurality of betting amount options, each betting amount option being uniquely associated with a different group of adjacent symbol positions in an A×B matrix of symbol positions displayed by the display device, different betting amount options being non-linearly related to a number of possible combinations of symbol positions used for creating winning combinations of symbols; highlighting the symbol positions in the A×B matrix on the display device associated with the bet detected to draw the player's attention to the relevant symbol positions associated with the bet detected prior to symbols at the highlighted symbol positions being randomly selected; spinning and randomly stopping virtual reels to display symbols at the A×B matrix of symbol positions; identifying to the player those symbols involved in each winning combination across the highlighted symbol positions, where symbols at combinations of the highlighted symbol positions, limited to one symbol per reel per combination, are combined to create symbol combinations; and granting an award to the player for any winning symbol combinations, awards for winning symbol combinations being different based on an amount bet, and awards for winning symbol combinations varying non-linearly for different betting amount options.
Patent History
Publication number: 20090156287
Type: Application
Filed: Dec 18, 2007
Publication Date: Jun 18, 2009
Applicant: ATRONIC INTERNATIONAL GMBH (Lubbecke)
Inventor: Christian Baumgartner (Oberndorf)
Application Number: 11/959,423
Classifications
Current U.S. Class: Lot-to-lot Combination (e.g., Slot Machine, Etc.) (463/20)
International Classification: A63F 9/24 (20060101);