EP1205894A2 - Machine de jeu avec des symboles interactives dans une matrice des symboles - Google Patents

Machine de jeu avec des symboles interactives dans une matrice des symboles Download PDF

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Publication number
EP1205894A2
EP1205894A2 EP01402538A EP01402538A EP1205894A2 EP 1205894 A2 EP1205894 A2 EP 1205894A2 EP 01402538 A EP01402538 A EP 01402538A EP 01402538 A EP01402538 A EP 01402538A EP 1205894 A2 EP1205894 A2 EP 1205894A2
Authority
EP
European Patent Office
Prior art keywords
symbols
interplay
array
feature
slot machine
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
EP01402538A
Other languages
German (de)
English (en)
Other versions
EP1205894A3 (fr
Inventor
Wayne H. Rothschild
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
WMS Gaming Inc
Original Assignee
WMS Gaming Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from US09/711,970 external-priority patent/US6786818B1/en
Application filed by WMS Gaming Inc filed Critical WMS Gaming Inc
Publication of EP1205894A2 publication Critical patent/EP1205894A2/fr
Publication of EP1205894A3 publication Critical patent/EP1205894A3/fr
Withdrawn legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/34Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines

Definitions

  • the present invention relates generally to gaming machines and, more particularly, to a video gaming machine with symbols in an array that animate and visually interact with each other.
  • Gaming machines such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing machines and the expectation of winning each machine is roughly the same (or believed to be the same), players are most likely to be attracted to the most entertaining and exciting of the machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines available because such machines attract frequent play and hence increase profitability to the operator. Accordingly, in the competitive gaming machine industry, there is a continuing need for gaming machine manufacturers to produce new types of games, or enhancements to existing games, which will attract frequent play by enhancing the entertainment value and excitement associated with the game.
  • the bonus game may comprise any type of game, either similar to or completely different from the basic game, which is entered upon the occurrence of a selected event or outcome of the basic game. Because the bonus game concept offers tremendous advantages in player appeal and excitement relative to other known games, and because such games are attractive to both players and operators, there is a continuing need to develop new features for bonus games to satisfy the demands of players and operators. Preferably, such new bonus game features will maintain, or even further enhance, the level of player excitement offered by bonus games heretofore known in the art. The present invention is directed to satisfying these needs.
  • a gaming machine comprises a visual display and a game of chance shown on the display.
  • the visual display shows an array of symbols in visual association with at least one pay line.
  • the array includes one or more special symbols.
  • Each of the special symbols is associated with at least one of the other special symbols.
  • the game of chance includes a plurality of game rounds. During each of the game rounds one or more of the special symbols appear in the array. If a first special symbol appears in a specified proximity to a second special symbol that is associated with the first special symbol, an interplay occurs between the two symbols. The interplay between the special symbols can occur as a part of a basic game round or may comprise a bonus round.
  • the game of chance awards a payout during the round if the symbols along the pay line correspond to a winning game outcome.
  • An interplay between special symbols may affect the location of one or more symbols in the array, thus affecting the game outcome and payout. Additionally, the interplay between special symbols may initiate a different payout schedule based on the results of the interaction.
  • the gaming machine 10 includes a video display 12 that may comprise a dot matrix, CRT, LED, LCD, electro-luminescent display or generally any type of video display known in the art.
  • the gaming machine 10 is an "upright” version in which the video display 12 includes a touch screen and is oriented vertically relative to the player. It will be appreciated, however, that any of several other models of gaming machines are within the scope of the present invention including, for example, a "slant-top” version in which the video display is slanted at about a thirty-degree angle toward the player.
  • FIG. 2 is a block diagram of a control system suitable for operating the gaming machine 10.
  • Coin/credit detector 14 signals a CPU 16 when a player has inserted a number of coins or played a number of credits. Then, the CPU 16 operates to execute a game program which causes the video display 12 to display the basic game that includes simulated reels with symbols displayed thereon (see FIG. 3). The player may select the number of pay lines to play and the amount to wager via touch screen input keys 17.
  • the basic game commences in response to the player activating a switch 18 (e.g., by pulling a lever or pushing a button), causing the CPU 16 to set the reels in motion, randomly select a game outcome, and then stop the reels to display symbols corresponding to the pre-selected game outcome.
  • certain of the basic game outcomes cause the CPU 16 to enter a bonus mode causing the video display 12 to show a bonus game.
  • a system memory 20 stores control software, operational instructions and data associated with the gaming machine 10.
  • the memory 20 comprises a separate read-only memory (ROM) and battery-backed random-access memory (RAM).
  • ROM read-only memory
  • RAM battery-backed random-access memory
  • a payoff mechanism 22 is operable in response to instructions from the CPU 16 to award a payoff of coins or credits to the player in response to certain winning outcomes which might occur in the basic game or bonus game.
  • the payoff amounts corresponding to certain combinations of symbols in the basic game is predetermined according to a pay table stored in system memory 20.
  • the payoff amounts corresponding to certain outcomes of the bonus game are also stored in system memory 20.
  • the basic game is implemented on the video display 12 on five video simulated spinning reels 30, 31, 32, 33 and 34 (hereinafter "reels") with nine pay lines 40-48.
  • Each of the pay lines 40-48 extends through one symbol on each of the five reels 30-34.
  • game play is initiated by inserting a number of coins or playing a number of credits, causing the CPU 16 (FIG. 2) to activate a number of pay lines corresponding to the number of coins or credits played.
  • the player selects the number of pay lines (between one and nine) to play by pressing a "Select Lines" key 50 on the video display 12. The player then chooses the number of coins or credits to bet on the selected pay lines by pressing the "Bet Per Line” key 52.
  • the reels 30-34 may be set in motion by touching the "Spin Reels” key 54 or, if the player wishes to bet the maximum amount per line, by using the "Max Bet Spin” key 56 on the video display 12.
  • other mechanisms such as, for example, a lever or push button may be used to set the reels in motion.
  • the CPU 16 uses a random number generator to select a game outcome (e.g., "basic” game outcome) corresponding to a particular set of reel "stop positions.”
  • the CPU 16 then causes each of the video reels 30-34 to stop at the appropriate stop position.
  • Video symbols are displayed on the reels 30-34 to graphically illustrate the reel stop positions and indicate whether the stop positions of the reels represent a winning game outcome.
  • Winning basic game outcomes are identifiable to the player by a pay table.
  • the pay table is affixed to the machine 10 and/or displayed by the video display 12 in response to a command by the player (e.g., by pressing the "Pay Table” button 58).
  • a winning basic game outcome occurs when the symbols appearing on the reels 30-34 along an active pay line correspond to one of the winning combinations on the pay table. If the displayed symbols stop in a winning combination, the game credits the player an amount corresponding to the award in the pay table for that combination multiplied by the amount of credits bet on the winning pay line. The player may collect the amount of accumulated credits by pressing the "Collect" button 60.
  • the pay table enables the player to view the winning combinations and their associated payoff amounts.
  • the winning combinations start from either the first reel 30 (left to right) or the fifth reel 34 (right to left) and span adjacent reels.
  • special symbols There may be any number of special symbols, and all the symbols may be special. Each of the special symbols is associated with at least one of the other special symbols. If a first special symbol stops in a position proximate to a second special symbol, and the two special symbols are associated, the CPU initiates an interplay between the two special symbols.
  • Each of the groups of associated special symbols may be part of a theme so that the player easily recognizes which symbols are associated. All of the special symbols may be part of a single, more general theme.
  • the special symbols animate and graphically interact with each other. One or more of the special symbols may move outside its space in the array of symbols. The special symbol may then perform an action directed toward or associated with one or more other symbols in the array.
  • the special symbols include a symbol of a football kicker 62 and a symbol of a goal post 64.
  • the two special symbols are associated with each other. If during play the kicker and the goal post land along the same pay line (e.g., pay line 44), an interplay between the two special symbols is initiated.
  • the interplay comprises a bonus game in which the kicker attempts to kick a football through the goal post. If the kicker successfully kicks the football, the football travels to other parts of the display where it interacts with other reel symbols, such as blockers, or other graphics on the display, such as a fence or a crowd of people.
  • the football may interact with one or more of the symbols on those reels while the reels continue to move. For example, a blocker on a moving reel may block the football, preventing it from traveling through the goal post. If the kicker is successful in kicking the football, the display will show the football traveling toward and either passing through or missing the goal post. During or after the kick, the display may be changed to show an action screen comprised of a larger view of the goal post so that the player can more easily see the results of the kick. The action screen may be shown around or superimposed upon the former image of the reels. Also, the action screen may be shown on a second video display.
  • two other associated special symbols are a quarterback 66 and a receiver 68. If the quarterback and the receiver land along the same pay line (e.g., pay line 44), an interplay will be initiated in which the quarterback attempts to pass a football to the receiver. If multiple receivers land in the array, all of the receivers might be able to catch football. There also may be a number of defenders in the array. The defenders include interceptors and tacklers. The interceptors attempt to catch the football and the tacklers attempt to tackle a receiver that catches the ball.
  • An action view in this case comprises a diagram of a football field. Again, the action view may be shown around or superimposed upon the former view of the reels. Referring to FIG.
  • the receiver 68 runs with the football in an attempt to score a touchdown.
  • the receiver 68 can run vertically, that is along one reel, or horizontally from reel to reel. Tacklers 70 that appear on reels in the path of the receiver 68 attempt to tackle and stop the receiver 68. If a tackler 70 lands in a position of the array immediately to the right of the receiver 68, the receiver 68 runs up or down along the reel in an attempt to avoid the tackler 70. However, if all the symbols on the reel to the right of the receiver are tacklers, the tacklers tackle the receiver and stop his progress. If an interceptor catches the football, the interceptor runs in the opposite direction in an attempt to score a touchdown for the opposing team.
  • a symbol it is also possible for a symbol to trigger interplay between two other symbols. For example, if a QBsneak symbol lands next to a quarterback symbol, the quarterback does not attempt to throw the ball, but instead attempts to progress toward the left or right side of the display in order to score a touchdown.
  • the quarterback makes progress in a manner similar to that of the receiver.
  • the quarterback can move up, down, left and right. He may interact with other symbols such as tacklers. If symbols matching the team or color designation of the quarterback land in array positions next to the quarterback, the quarterback can move to those positions. Symbols that match the quarterback's team or color designation may assist the quarterback by moving with him and thwarting the opposing tacklers, just as in a real football game the ball carrier is assisted by his teammates who position themselves between the ball carrier and the opponent team members.
  • the special symbols include a symbol of a baseball batter 72 and a symbol of a baseball pitcher 74.
  • the two special symbols are associated with each other. If during play the batter 72 lands along a pay line (e.g. pay line 44), and the pitcher 74 lands along the same pay line and adjacent to the batter, the CPU initiates an interplay between the two special symbols.
  • the interplay comprises a bonus game in which the pitcher throws the ball to the batter and the batter attempts to hit the ball. If the batter hits the ball, the ball travels to other parts of the display where it interacts with symbols on the reels or graphics on the display such as a fence or baseball catchers or fielders.
  • the ball may interact with one or more of the symbols on those reels.
  • a baseball fielder 76 on a moving reel may catch the ball.
  • the CPU initiates an interplay.
  • An action screen is displayed on the screen.
  • the action screen may comprise a diagram of a baseball diamond. In order to distinguish the action screen from the rest of the display, some parts of the display may be made dimmer or less colorful. The color of the symbols on the reels may be made duller so that the action screen is more apparent.
  • the pitcher 74 throws the ball and the batter 72 attempts to hit the ball. If the batter 72 fails to hit the ball, the pitcher 74 may throw another ball to the batter 72, or the interplay may end. If the batter 72 hits the ball, the ball will travel toward the right side of the display. If the ball is not stopped in the second reel 31 by the pitcher 74 or another symbol, it travels toward the third reel 32. The third reel 32 stops and leaves symbols in each of the rows. If no fielder catches the ball on the third reel 32, the ball may land and stop, land and roll, or continue to travel through the air. The fourth and fifth reels 33 and 34 stop similarly as the ball approaches each reel. Alternatively, all of the reels may stop before the interplay initiates. FIG. 9, for example, shows the ball being caught by a fielder 76 on the fourth reel 33.
  • the outcome of the interplay may be preselected, randomly selected, or may depend on an input from the player of the game.
  • the player may use an input device such as a lever or button to influence the timing of the quarterback's attempt to pass the football, the direction of motion of running receiver or quarterback.
  • the player may use the input device to select the type of play, e.g., run, pass, sneak, punt, etc., executed on the display.
  • the player may use an input device to influence the timing of the batter's swing. Participation by the player during the interplay may cause the player to perceive the outcome to depend on the player's skill. Causing the player to think that the player can control some aspect of the interplay can cause increased interest in the game.
  • any payout or bonus is substantially determined by the CPU, not the player, because the gaming machine executes a game of chance, not skill.
  • the player may also control aesthetic aspects of the game or interplay such as the team or color designations of the symbols.
  • the game has a theme generally relating to track and field events.
  • Special reel symbols include hurdlers 78, hurdles 80, long jumpers, pits, pole vaulters, and bars.
  • the hurdlers 78 are associated with the hurdles 80
  • the long jumpers are associated with the pits
  • the pole vaulters are associated with the bars. If the hurdler 78 lands adjacent to a hurdle 80, as in FIG. 10, the CPU initiates interplay. The interplay is an additional part of the round.
  • the hurdler 78 is shown leaving its space in the array and jumps over the hurdle 80. As shown in FIG.
  • the hurdler 78 attempts to jump over all of the hurdles 80. Similarly, if a long jumper lands next to a pit or a pole vaulter lands near a bar, the CPU initiates interplay of the associated special symbols.
  • the CPU may initiate interplay of two symbols even if the symbols are not directly associated with each other.
  • the pole vaulter symbol is not directly associated with the hurdle symbol. If a pole vaulter lands next to a hurdle, the pole vaulter might attempt to jump the hurdle but fail.
  • the indirectly associated symbol can perform well but in an unorthodox manner. For example, if a pay line connects a pole vaulter with several hurdles, the pole vaulter might use a pole vault to launch himself over the several hurdles in one bound instead of jumping each hurdle separately like a hurdler.
  • a game with a personality theme could include generic symbols of people of different professions.
  • a fireman symbol could be associated with a fire engine, a burning building, or a cat in a tree.
  • a cowboy symbol could be associated with horses, cows, or ropes.
  • the game can also include symbols of specific people that are associated with an object or action.
  • a payout may be determined in part by the arrangement of the symbols in the array before the interplay, after the interplay, or both.
  • an interplay that affects the symbol array may increase or decrease the payout.
  • the payout schedule may include a payout for having one of several pay lines filled with tacklers. If a tackler is pushed by a receiver to a new position so that the tackler now fills a pay line with tacklers, the player will be awarded a payout that otherwise would not have been awarded. The payout may be equal or different to the payout that would have been awarded had the same pay line combination been made at the time that the reels stopped, that is without the change caused by the interplay.
  • an interplay may cause a specific payout as determined by an interplay payout schedule.
  • an interplay payout schedule might appear as follows: Interplay Result PAY Quarterback passes football 10 Receiver catches football 25 Receiver advances ten yards or one reel 10 Receiver scores a touchdown 100 Kicker kicks the football 10 Ball goes through the goal post 35 Quarterback advances ten yards or one reel 5 Quarterback scores a touchdown 100
  • the payout depends on the results of the interplay. Successive events in an interplay can successively increase the total payout. For example, if a quarterback passes a football, the payout would be increased by 10. If, in the same interplay, the receiver catches the football, the payout would be further increased by 25. If the receiver then runs twenty yards before being tackled, the payout is further increased by 20.
  • the outcome of an interplay may affect the initialization or scoring of a subsequent interplay.
  • a quarterback passes a football
  • a receiver catches the football
  • the receiver runs with the football half the length of the football field.
  • the quarterback and receiver land in the pay line in a later game round
  • a second interplay will initiate.
  • the diagram of the football field is positioned so that the quarterback stands at the midpoint of the football field. If the quarterback passes the football in the second interplay, and a receiver catches the football, the receiver will have a shorter distance to run in order to score a touchdown.
  • the first interplay may affect the scoring of the second interplay.
  • Another aspect of the invention is the use of thematic pay lines.
  • Scatter pay lines are often used in gaming machines to increase the number of possible ways for a player to win. While the use of scatter pay lines does not necessarily increase the player's overall odds of winning, a greater number of possible winning combinations can heighten the player's interest in the game.
  • Many games use scatter pay lines to increase the number of pay lines to fifteen, and it is possible to have hundreds of scatter pay lines even on a five reel game. As the number of pay lines increases, however, players may become less able to identify winning combinations. That is, with so many possible winning combinations, a player may be confused or unaware whether a particular symbol array combination after the reels have rotated and stopped is a winning combination.
  • a scatter pay line could take a number of forms such as a diamond shape that traces an overview of a baseball diamond that is used in the action screen. If a particular combination of symbols, such as all identical symbols, lands in the diamond-shaped pay line, a payout is awarded.
  • the basic game need not comprise a spinning reel slot machine game as illustrated in FIG. 1, but may comprise virtually any type of game of chance or skill or combination of games having outcomes that trigger interaction between special symbols on the video display 12.
  • the game may comprise a video poker or video blackjack game in which interplay occurs between symbols on the backs of the cards.
  • the game may itself be implemented on the video display 12 or a separate video display.
  • the interplay between special characters may occur using the background previously displayed during the spinning of the reels.
  • the background may be adapted, or a new background may be constructed, for the interplay.

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EP01402538A 2000-11-14 2001-10-02 Machine de jeu avec des symboles interactives dans une matrice des symboles Withdrawn EP1205894A3 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US09/711,970 US6786818B1 (en) 2000-03-21 2000-11-14 Gaming machine with interacting symbols on symbol array
US711970 2000-11-14

Publications (2)

Publication Number Publication Date
EP1205894A2 true EP1205894A2 (fr) 2002-05-15
EP1205894A3 EP1205894A3 (fr) 2003-11-12

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AU (1) AU784474B2 (fr)
CA (1) CA2353136A1 (fr)
ZA (1) ZA200105651B (fr)

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ZA200105651B (en) 2003-01-10
AU784474B2 (en) 2006-04-06
AU5989001A (en) 2002-05-16
EP1205894A3 (fr) 2003-11-12

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