CA2256552A1 - Gaming machine with bonus payoff feature - Google Patents
Gaming machine with bonus payoff feature Download PDFInfo
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- CA2256552A1 CA2256552A1 CA002256552A CA2256552A CA2256552A1 CA 2256552 A1 CA2256552 A1 CA 2256552A1 CA 002256552 A CA002256552 A CA 002256552A CA 2256552 A CA2256552 A CA 2256552A CA 2256552 A1 CA2256552 A1 CA 2256552A1
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- multiplier
- symbols
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- spinning
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
Abstract
A spinning reel slot machine which gives a multiplied payoff when certain conditions are fulfilled.
Wins including a special symbol on the pay line are multiplied by an incremental multiplier when the machine is in a particular mode. A counter value is increased by one every time a second special symbol appears on the visible sections of the reels. Whenever the counter reaches a predetermined value, the counter is reset and the multiplier is increased. Whenever a multiplied payout occurs, the multiplier is reset to a minimum value.
Wins including a special symbol on the pay line are multiplied by an incremental multiplier when the machine is in a particular mode. A counter value is increased by one every time a second special symbol appears on the visible sections of the reels. Whenever the counter reaches a predetermined value, the counter is reset and the multiplier is increased. Whenever a multiplied payout occurs, the multiplier is reset to a minimum value.
Description
, M~C~l~l~. WITH RONU.S PAYOFF FT.~TU~F.
BACKGROUND OF THE INVENTION
This invention relates to gaming m~chin~s. More specifically, it relates to spinning reel type slot machin~s.
Spinning reel slot machines have m~in-~ined their popularity, evolving from electro-I--Pcha~-ir~l devices to the present day devices which employ microprocessor control. In modern devices, the ~I,innill~, reels are used merely as a display to advise a player if he has won or lost a game of chance played entirely in a collly.~ l.e.lloly acco~ing to the rules embedded in a co~ ut~r program. Such ~,zrhil~s may have further displays, in addition to the reels, on which other aspects of the game are displayed. In the past, such displays have included "trail games"
wherein an i.~ator proceeds along a board game style trail providing different features. These fea~lre,s might include nudges and gamble features a~ ~uding prizes. Such ,..~hi-Ys have also been 15 known to have a variable jackpot, which il~l~aSI S over time until it is paid out. The variable size jackpot only applies to the mq~imllm payout available.
Whatever theme the game has, it is n~cess~r~ that the casino owner make a profit, and that the game have player appeal. This is often acco.~lished by i~asing the jackpot gradually over time, so that players feel that they should keep playing to win the larger jackpot. However, a 20 disadvantage of simply increasing the jackpot is that it is very unlikely that a player will win the jackpot, and most players will not risk continlling to play, just to win the jackpot. Also, after a jackpot occurs~ players may shun a garne because they believe it will not hit again soon or that the initial jackpot value is too small.
SUMMARY OF THE INVENTION
s In a first aspect, the present invention is a spinning reel slot macl-in.o in which selected payouts are multiplied by a variable value, independent of the winning symbol combination whereby to increase player interest in the game.
In a second aspect, the present invention is a syinning reel slot ...~ in which all payout values are multiplied by a certain value, i~1P~ ~ t of the wu4~g symbol co,l.binaLion whereby to i~crea~ player interest in the garne.
By providing an overall multiplier of the payoff, the player perceives that the overall payout of the n~ is higher and that the likelihood of this payout co~p~ to a jackpot payout for example is very high. This would th~,efore provide a sign;r~f~ incentive for the player to play the game.
The invention provides a s~i~ing reel machine in which s~l~t~ wi~ing combinations are multiplied by a variable value. The value by which the payout is multdplied increases gradually when certain co~ditions are met in the course of playing the base game. The value is reset to its inidal value after a payout occurs.
By providing such an in~re~ l payout value over a period of timc, a player is enticed into rem~ining at the m~ inP until the payout is rnade, to win a larger payment. However, by allocating the payout to wi~lg combinations other than the jackpot, a signifi~ntly increased .. _ . . . . .
probability of winning the variable payout is achieved so that a player is not put off continuing to play the m~chinP. Further, by providing a simple means for altering the payout ratlo of the machine, the variable multiplier makes it more straightforward to give the machine any desired payout ratio without ch~ in~ the reel symbols or the basic payments for each type of win, A
5 simple change to the possible multiplier values which could be achieved by replacing a chip or using a table editing software procedure is all that is required.
The present invention furtner provides a spinning reel slot m~hinP wherein the prize awarded for colllbinations of symbols inclu~ing a special symbol are multiplied by a variable multiplier value. This multiplier value rises in h~le.llent~ when~ver certain conditions are met in 10 the O~ O~ of a reel spin. The multiplier value is reset to its initial value when a payout in~lutlin~
this symbol occurs.
The present invention further provides a machine in which a counter increases each time a second symbol appear~ on or near the payline of the reels. Whenever this counter reaches a pre~tc.miQ~d value, the multiplier value i~c~ases by one, and the coullt~r decreases by the 15 p.e~ t~ ....;n~d value.
BRIEF DESCRIPIION OF THE DRAWINGS
FIGURE 1 is a simplified ill~l,~tion of a spinnin~ reel slot machine according to the plefell~d 20 embc~imPntc of the present iuve~l~io~.
FIGURE 2 is an enlarge,llent of the slot m~cllin~ display showmg how symbols appear on. above and below the payline in the preferred embodiments.
FIGURE 3 is a table showing three sets of 22 symbols on the three reel strips according to a 5 specific example of a first embodiment of the present invention.
FIGURE 4 is a table showing the prizes awarded in tne three modes of the example of the first embodiment.
10 FIGURES SA, SB and 5C are tables of values for use in c~lr~ i~ payouts of the specific example of the first embo limPn-FIGURES 6A and 6B are two parts of a single flow. ha~ ,ples~ ;ng the operation of the exampleof the first embodiment in MaxBet mode.
FIGURE 7 is a table show~ng thc calculation of the e,~ 1 payoff of the specific e~llp'e of the first embo.limPn-FIGURE 8 is a graph sh,~ g values probabilitics of the m ~hin~ being in any particular state Q
20 after variuos number of spins, and the associated multiplier value X.
.. . . .
FIGURE 9 is a table showing how the expected value of the multiplier X varies with ~he number of spins.
DETAILED DESCRIPTION
Figure 1 shows an overall view of a first embodiment of the present invention, there is provided a spinning reel slot m~~hinP 2 comprising a cabinet 10 having windows 12, 14, 16 on the front which can be viewed by a player ~ ing in front of the mq~ . As in most spinning reel slot m~~hines, behind the window three reels 22, 24 and 26 are mounted for rotation. A
10 portion of the outer surface of each is reel is visible through the colle~onding window as shown in Figure 2. Each reel has any desired ll~ber (usually 22) of symbols thereon, and each window is dimensioned to display three symbols at a time. The reels are each individually driven by a stepper motor which is controlled by a micro~ ocessor as is known in this art. Circuitry is provided so that the ulic~p;~ssor can send instructions for the reel to spin and to stop at a 15 plodete,~.l~d position with three symbols showing on pay line 20. Three stepper motors under the control of a lnic~plocessor rotate the reels. Feedback from optical beam breaking ...~chqn;c...c on each of the reels allows the pl'~SSO- to establish the postion of each of the reels and stop them in appiopliat~, position ~Icy uliug on a random value ge~ atcd by the processing means. As shown in Figure 2, wl~vc~ all the recls are st~p~d, a three-by-three rectilin~-qr array of 20 symbols is displayed on, above and below payline 20. The row of three symbols across the center of this three by three array is referred to as the pay line, and the symbols appea~ing on this line determine the prizes paid out as described below. For a typical 22 stop reel, the symbols and CA 022~6~2 1998-12-18 ~requency of occurrence are selected based on probability analysis These symbols are desi~ned in an eye-catching manner.
A handle 'I or a switch button is provided on the machine~ by which a player can commence cycles of the game.
To operate the game. a player puts coins or bills into the game and the value is deterrnined by the processor and stored in computer memory. The number of credits thus purchased is displayed on another display not shown. Depending on how many modes the game has. different switch buttons are provided to start the game in the appropriate mode.
If sufficient credit has been purchased~ the handle 21 can be pulled or the appropriate switch button operated. This commences a cycle of operation of the m~rhinP, whereby the reels 22, 24, 26 begin to spin under the control of the game rnicloprocessor. The machine enters the mode corresponding to the number of credits which have been wagered, and deducts the IS appropriate number of credits from the stored value.
The microprocessor ge~at~s one or more random numbers to determine what the result of the cycle will be and causes the reels to stop at the appropriate locations corresponding to the random number sel~t~d for each reel. The processor stops the left reel 22 first, followed by the 20 center reel 24 and finally the right reel 26. Typically, the memory contains a look up table representing the symbols shown in Figure 6. The processor assigns the symbols shown to registers in memory for use in calcul~rin~ the payout.
When the reels have stopped spirming, the microprocessor decides if the combination is a winning combination. and c~ tçs any payout depending on the symbols showing. A specific example of such a c~lcul~tion is decribed later for a specific example of the embodiment.
5 Typically, payouts are all based on multiples of the sm~11est number of credits needed to play a game. However, some additional in~ucern~nt may be expl~ssed to encourage multiple credit play.
The payout is ether released into a coin discharge trough 28 or added to the stored credits.
A multiplier value X is shown in display 44 which in~leases as certain predeterrnined 10 conditions are fulfilled during gameplay as will be de~libed in detail below. This value X has a p~l~r~ range, for examplc, 2 to 10. When a wi~ning combin~lion occurs on the pay line, the normal payout is multiplied by the multiplier value X, and the value of X will normally return to its lowest value.
By providing an ill~l~aSil~g multiplier valuc X, a player has an i~llti-_ to co~tim~ playing the ~ rh;~ in thc hopc of ~g an i~cleased payout. If thc player Icaves the m~t hin~ before such a payoff, thc illcrewd value X will bc available to the next player who uses the machine.
A spccific e ~ ~ of thc first embo~lim~nt will now bc describcd. It has three modes of play referred to as 1 Coin, 2 Coin and MaxBet modes and requiring 1, 2 and 3 credits, .~J~ctively.
.. . . . ....... . .
The symbols in ~his e~ample of the second embodiment are:
I BAR XFACTOR BLANK
' BAR POWERPOINT BLANKHI
and their distribution on the reel strips is shown in Figure 3.
Symbols in the first column are referred to generically as BARS, and symbols in the third column are displayed on the reels as a blank but are stored as different symbols in the computer 10 memory.
Three displays 42, 44, 46 are provided on the top front of the cabinet. Display 42 displays "Power Point" information as will be ~ c~ssed hereafter. Center display 44 shows the value of the Multiplier Value X as will also be ~iccucsed hereafter. Right display 46 includes a display lS which explains the rules of the game.
The normal payout for any winning combination on the payline 20 is shown in the table of Figure 4. The prize paid out for each of the winning combinations listed in the first column of Figure 4 is shown in the 1 Coin, 2 Coin and MaxBet columns de~xn.ling on the mode selected by 20 the player. The game program progressively checks the winning combination against each of the combinations in Figure 4, starting with the highest paying win at the top of the table and progressing to the lowest paying win at the bottom of the table. The numeric value representing .. . . . . . ........
the payout is a multiple of one credit. As can be seen, the XFACTOR symbol counts as a wild card and can replace any BAR or SEVEN symbol in a winning combination, although the XFACTOR symbol has further effects in the MaxBet mode as ~iccussed later in the specification.
The multiplier value X is stored in the memory and shown on the display 44. The value of X is an integer ranging from 2 to 10 and is initi~li7Pd at a value of 2 when the machine is switched on. The value of X remains constant unless the m~chinP is in the MaxBet mode described later. Further, the X factor does not form part of the payout formula unless the game is in the MaxBet mode.
Three tables, "Multiplier Table 1, n "Multiplier Table 2," and "Multiplier Table 3" shown in Figures 5A, SB, and SC, each having 20 possible values are also stored in the computer n~ loly. The sets of values in the Multiplier Tables 1 and 2 represen~ possible payout values, Y
of the ~ rh;~ when the colllbination of a single POWERPOINT and a singk XFACTOR appear lS on the Payline, coll~ to inde~ces 8 and 9 in Figure 4. These values range from 6 to 24 credits. A random eDtry from one of these tables is chosen as the ~mollnt won by a player in the single coin mode when this combinadon of symbols is obtained. The award value appears on the right display 46 to inform the player of his wil~l~ing;,. The value of this prize is doubled when the m~rhinP is in the second mode. Multiplier Table 1 or 2 i!s chosen accol~illg to the multiplier value X pl~,se.llly displayed on display 44. In particular, Y is chosen from table 1 when the multiplier value X is 4 or more and from Multiplier Table 2 when the multiplier value X is less than 4. While the mean values of the two tables are the same, both being 17.85, there are less sixes in Mul~iplier .. ... ~
CA 022~6~2 1998-12-18 Table 2 than in Multiplier Table I so that a player is less likely to receive a low value Y when he has a high multiplier value X. _iving an incentive to play the game. even in one of the first t~o modes, when the multiplier value X is high.
Multiplier Table 3 shown in Figure 5C also contains 20 values and contains the amount won when the highest winning prize which consists of two POWERPOINTS and one XFACTOR
is achieved in one coin mode. Values in this table are chosen randomly whenever such a win occurs. The value of this prize is doubled when the machine is in the two coin code. For example, when the 2 POWERPOI~T, 1 XFACTOR combination occurs, the payout is Z or 2Z
credits which from Multiplier Table 3 may be 110 up to 250 credits in one coin mode, or 220 to 500 in two coin mode.
When the game is in the MaxBet mode, according to the invention a fundamentally different scoring mechanism comes into effect.
The operation of the m~hinP in this mode is rep~es~ by a flowchart which continues from Figure 6A to Figure 6B. This flowchart shows the procedure followed by the m~l~hinP in calculating and displaying the payoff. From the flow chart, the preferred embodiment may be programmed by those skilled in this art in any pl~fe.l~ progr~mming language. Examples include C + + and Assembly language. All the c~lc~ -ions are actually performed before the reels are spun, and the results are stored in a non-volatile memory so they can be displayed after the reels . --, .. ,, , . . , . ., .. , ~ ~ .. . .
CA 022~6~2 1998-12-18 stop This ensures that a player is not cheated' by a power failure or other occurrence [hat .~n affect the spinning of the reels and the subsequent display of the win and the payout.
The positions where the reels will be stopped are calculated and the base award associated therewith is calculated. which is the award which would be paid out for the same combination in 2 Coin mode. According to an important aspect of the invention, at the end of each spin of the reels in the MaxBet mode. the number of POWERPOINT symbols showing at any of the nine visible symbol positions is added to a sum previously stored in the memory to give a total number P of stored Power Points as shown in Figure 6A. This value P is initialized to zero when the 10 machine is reset. Whenever the value P increases. an ~nim~fion is shown on the left display to alert the player to the inclease as shown in Figure 6B. After this animation is finished, and at all other times when this mode is in operation, the total number of Power Points, P, stored is displayed in the left display. When the game leaves the MaxBet mode because a spin has been started in one of the first two modes, the left screen shows a message rernin-ling the player that 15 Power Points are only collccted in the MaxBet mode. The value P will remain constant in the first and second modes even if POWERPOINT symbols appear in the nine visible locations.
For every ten Power Points that are achieved in the MaxBet mode, the Multiplier Value X is increased by one as shown in Figure 6A. An ~nim~tion is then shown representing the 20 increase of the multiplier valuc X as shown in Figure 6B. At this point, the stored number of Power Points is reduced by 10 as shown in Figure 6A.
. , . . . ~
CA 022~6~2 1998-12-18 [ncreasing of the value X in MaxBet mode occurs until it reaches a maximum value 10. or an XFACTOR payout occurs as decribed below. When X reaches 10. the value does not increase any further when P reaches 10. Instead P continues to increases as Power Points are _ained. as shown in Figure 6A. The right screen displays a message statin~ that ~he multiplier value is at its 5 maximum. and that Power Points will now be stored and are shown on the right display.
The procedure followed when a win occurs in the Max Bet mode will now be described.
If a winning combination is obtained on the payline in MaxBet mode, the right display 10 provides a message stating the amount of the win. If one of the three symbols in the payline is an XFACTOR symbol, as shown at index 1, 2, 4, 6, 8, 9, 10, or 13 in Figure 4, the listed amount paid out is multiplied by the value X, otherwise the listed amount is paid out.
If an XFACTOR payout occurs, the value of X is decreased to 2. If less than 10 Power 15 Points were stored, these Power Points are retained. If 10 or more Power Points were stored, the multiplier value X will be increased from 2 by one for every 10 Power Points, and the value P will be reduced by 10 accordingly as shown in Figure 6A.
After the payout occurs, an animation is played in the right display showing the amount 20 won. Then, the new initial value of X, 2 is displayed. The right display will display a ''Stored points activated" animation. The left display will then show the rernqining balance of Power Points. If more than 80 Power Points were stored (which would raise the multiplier value X back .
CA 022~6~2 1998-12-18 to a maximum of 10), the Power Points above 80 would continue to be stored ~i~h th~
arrangement of symbols shown in the table in Figure 3. it takes on average '93 spins ot the re~ls to amass 80 Power Points. and an XFACTOR payout occurs on average every 85 spins of the reels. so statistically it will be rare (but possible) for the stored Power Points to rise over 80~ or 5 even for the multiplier value X to reach ten.
The c~lc~ rions for the predicted payoff of the machine are shown in the table in Figure 7 In the colurnns under the h~adin~ "Probabi~ity", the probabilities of each payoff occuring are shown, firstly as a fraction and then as a decimal. The table also contains payout information for 10 each mode. For each mode, the first column contains the formula for calcul~ting the payoff. The second column shows the formula with values inserted for the e~cted values for the multiplier values X, Y and Z. The third column contains the expected payoff for each of the winning combinations per spin, and is c~lr~ te~ by multiplying the probability of the combination occuring and the expected value of that win. The sum of this column, shown at the foot of the column. is 15 the expected payout for each mode per spin.
It should be noted that the calculation of the expected value of an XFACTOR win is complicated due to the non linearity of the progression of the multiplier value X. The following equations lel&t~.lg to this c~lr~ Qn are believed to be correct, and to reflect the operation of the 20 machine as described above. In any case, the desired factors can be developed empirically In order to simplify calc~ tion of this value, another value Q is defined:
(Eqn 1 ) Q=P~1 0(X-2) CA 022~6~2 1998-12-18 This value Q is similar to P. but does not decrease by 10 every time the .~ultiplier ~lue X increases by 1 It can be seen that for each Power Point scored Q will rise by 1 For values of Q t'rom 0 to 9. X will be 2. For values of Q from 10 to 19. X will be 3. and so on For values of Q above 80. ,Y will always be 10. The Multiplier Value X for any value of Q is shown ~s a 5 stepped line in Figure 8.
Whenever an XFACTOR win occurs, Q will increase to add all the power points awarded on that spin. and will then either fall by 80 if Q is greater than or equal to 80. or will fall to Q
MOD 10 if Q is less than 80, where MOD represents the remainder on division. For example, if X was 5 and P was 4 (Q=34), X would fall to 2 and P would remain at 4 (Q=4) The probability of the m~chin~ being in any particular state Q varies with the number of spins. Clearly, before the first spin, Q must have a value of 0, as the m~hin~ starts in a state with no Power points P and an X Factor of 2. ARer 1 spin, Q is either 0. 1 or 2, depending on the 15 number of POWERPOINTS in the three by three symbol array after that spin. The probability p(Q, t) of the m~hin.o being in any particular state Q after a predeterrnined number of spins t can be calculated iteratively. First, the following six probabilities are defined which are mutually exclusive and cover all possibilities for the result of a reel spin:
(Eqn2) p, = 197 = prob(No XFACTOR win, 2 POWERPOINTS visible) ~ 1 0648 (Eqn3) P2 = 2~66 = prob(No XFACTOR win, 1 POWERPOINT visible) (Eqn4) p3 = 7860 = prob(No XFACTOR win, 0 POWERPOINTS visible) .
(Eqn5) p = 5 = prob(XFACTOR win, 2 POWERPOINTS visible) (Eqn6) p5 = 38 = prob(XFACTOR win, 1 POWERPOINT visible) (Eqn~) p~ =82 = prob(XFACTOR win, 0 POWERPOINTS visible) The probability p(Q,t) is then defined as follows:
t~0 ORQ'0 (Eqn 8) p(Q,t)=0 t=0 AND Q=0 (Eqn 9) p(Q,t)=1 t=0 AND Q>O (Eqn 10) p(Q,t)=0 S P0AND0sQs9 (Eqn 11) p(Q,t)=(p1+p4)p(Q-2,t-1) +
(P2 +P5) P(Q - 1 ,t-1 ) +
(p3 +p~) p(Q ,t-1 ) +
p4p(Q+10i+8,t-1) +
i =o PsP(Q+10~+9,t-1) +
p~,p(Q +10i+10,t-1) P0AND10sQs~ (Eqn 12) p(Q,t)=p,p(Q-2,t-1) +
P2 P(Q -1 ,t -1 ) +
p3 p(Q ,t -1 ) +
P4 P(Q +7~,t - 1 ) +
P5P(Q +79,t-1) +
p~, p(Q +~0,t-1 ) Fsser~ ly, equation 11 states that the probability of the m~rhin-o being in state Q ~ where Q < 10 (ie Multiplier X=2 and P=Q) after a spin is the sum of:
i) the probability of the m~chinP being in state Q-2 before the spin and 2 Power Points being scored, whether or not an XFACTOR win. (Q increases by 2).
ii) the probability of the m~rhinP being in state Q-1 before the spin and obtaining 1 Power Point, whether or not an XFACTOR win (Q increases by 1).
iii) tne probabiliy of the m~r~inP being in state Q before the spin and obtaining 0 Power Points, whether or not an XFACTOR win (Q stays the sarne).
iv) the probability of the ".~ being in state Q+8, Q+ 18... or Q+78 before the spin, receiving an XFACTOR win and obtaining 2 power points.
v) the probabiliy of the ,..~ being in state Q+9, Q+ 19. .. or Q+79 before the spin, receiving an XFACTOR win and obt~ining 1 power point.
vi) the probabiliy of the .. ~ being in state Q + 10, Q +20. . . or Q + 80 before the spin, receiving an XFACTOR win and obtaining 0 power points.
Fqu~tion 12 states that the probabiliy of the m~c~inP being in state Q, where Q is 10 or more after a spin is the swn of:
i) the probabiliy of the mac~linP being in state Q-2 before the spin and not obtaining an XFACTOR win and having two POWERPOINT symbols visible (Q raises by 2).
, ..... . . . . .... . ..
ii) the probability of the machine being in state Q-l before the spin and not ob~ining an XFACTOR win and having one POWERPOINT symbol visible (Q raises by 1).
iii) the probability of the machine being in state Q before the spin and not obtaining an XFACTOR win and having no POWERPOI~T symbols visible (Q stays the same).
5iv) the probability of the m~rhinP being in state Q+78 before the spin and obtaining an XFACTOR win and having two POWERPOINT symbols visible (Q decreases by 78).
v) the probability of the m~ in-o being in state Q+79 before the spin and obtaining an XFACTOR win and having one POWERPOINT symbol visible (Q decreases by 79).
vi) the probability of the m~hin.~ being in state Q+80 before the spin and obtaining an 10XFACTOR win and having no POWERPOINT symbols visible (Q dec~eases by 80).
Once t gets large, this ru~lioll converges so that p(Q,t+ l)~p(Q,t) giving a fimction p(Q) which rises approximately as a straight line to Q=9 and then tails off smoothly. Thus, once t is large, there is an almost co~ probability of the ~..nAhin~ being in a particular state Q.
The values shown in thc three curves in Figure 8 are the pr~bability distributions for Q
aRer 10, 100, and 1000 spins The area under each of these graphs is 1. The expected multiplier value X for an XFACTOR win which does not include POWERPOINTS ( eg. 2 BARS and an XFACTORsym~l)issimply .. .... ~, . . . . . . .
a=~
(Eqn 13) XO = ~ p(Q)XtQ) ~ =o where p(Q) is the probability of having that value of Q before the reels spin. and X(Q) is the multiplier X associated with that value of Q. The expected multiplier value X for an XFACTOR
win which does not include POWERPOINTS (the combinations in rows 2, 4, 6. 10 and 13 in 5 Figure 4) converges on 4.289.
However, the expected value of X for XFACTOR payouts with POWERPOINT symbols in the pay line is higher than the e~ted value for XFACTOR wins with no POWERPOINT
symbols in the pay line. This is because the u~ll~r of power points P, and hence the value of Q
10 will always have been increased by one or two just before the payoff, so that the payouts will move up to the next multiplier value X approximately lO~o of the time when one PowerPoint is in the win line, and appro~il.~t~ly 20% of the time when two POWERPOlNTS are in the win line.
This therefore increases the ex~ multiplier value X by approximately 0.1 for a single POWERPOlNT XFACTOR win, and by 0.2 for a double POWERPOINT XFACTOR win. These 15 values are c~ d as follows:
(Eqn 14) , ~~ ( 21 21 a=-(Eqn 15) X2 = ~ p(Q)X(Q l2) a =o and converge on values 4.39 and 4.48 ~pe~tively. It should be noted that there is a 2/21 chance of actually getting two POWERPOINT symbols in the 3x3 array while only getting a I
POWERPOINT XFACTOR win, (ie one POWERPOINT on the pay line, one POWERPOINT off 5 the payline). This accounts for the added complexity of equation 14.
The predicted values X", X" X2, for the 3 di~ll types of XFACTOR payout after 10, 100, 1000, 2000 and 4000 spins are shown in the table in Figure 9. The mean predicted multiplier value X, XM when a payout occurs is also shown, and is c~lc~ ted as follows:
(Eqn 16) XM = ~25X~ + 1225X1 + 1 X2 This value actually has no lelc~ c to the calculation of the payoff, but u shown for clarity. The plcdi.;led values of X0, Xl, X2 used in the c,~l~ct~cl payoff c~lr~ tions in Figure 7 are for the appro~ latcly steady state after 4000 spins.
An attract mode is also provided wnich is entered after a period of approximately S0 seconds has elapsed with no gameplay, although this value could clearly be changed. The multiplier value X and n~llllber of Power Points stored is retained for use by the next player. This gives an incentive for a player to remain playing on the machine until achieving an X Factor win.
otherwise the next player will reap the reward of the increased multiplier value X which the first player has effectively paid for.
In modifications of this example of the first embo~lim~n~. different values for the prizes and different symbols on the reels could be used. More reels, could be provided to provide more combinations, or more symbols could be provided on each reel. Extra features, such as nudges and holds, well known in the art could also be added to e~hqn~e g. meplay.
,, . . . ~
BACKGROUND OF THE INVENTION
This invention relates to gaming m~chin~s. More specifically, it relates to spinning reel type slot machin~s.
Spinning reel slot machines have m~in-~ined their popularity, evolving from electro-I--Pcha~-ir~l devices to the present day devices which employ microprocessor control. In modern devices, the ~I,innill~, reels are used merely as a display to advise a player if he has won or lost a game of chance played entirely in a collly.~ l.e.lloly acco~ing to the rules embedded in a co~ ut~r program. Such ~,zrhil~s may have further displays, in addition to the reels, on which other aspects of the game are displayed. In the past, such displays have included "trail games"
wherein an i.~ator proceeds along a board game style trail providing different features. These fea~lre,s might include nudges and gamble features a~ ~uding prizes. Such ,..~hi-Ys have also been 15 known to have a variable jackpot, which il~l~aSI S over time until it is paid out. The variable size jackpot only applies to the mq~imllm payout available.
Whatever theme the game has, it is n~cess~r~ that the casino owner make a profit, and that the game have player appeal. This is often acco.~lished by i~asing the jackpot gradually over time, so that players feel that they should keep playing to win the larger jackpot. However, a 20 disadvantage of simply increasing the jackpot is that it is very unlikely that a player will win the jackpot, and most players will not risk continlling to play, just to win the jackpot. Also, after a jackpot occurs~ players may shun a garne because they believe it will not hit again soon or that the initial jackpot value is too small.
SUMMARY OF THE INVENTION
s In a first aspect, the present invention is a spinning reel slot macl-in.o in which selected payouts are multiplied by a variable value, independent of the winning symbol combination whereby to increase player interest in the game.
In a second aspect, the present invention is a syinning reel slot ...~ in which all payout values are multiplied by a certain value, i~1P~ ~ t of the wu4~g symbol co,l.binaLion whereby to i~crea~ player interest in the garne.
By providing an overall multiplier of the payoff, the player perceives that the overall payout of the n~ is higher and that the likelihood of this payout co~p~ to a jackpot payout for example is very high. This would th~,efore provide a sign;r~f~ incentive for the player to play the game.
The invention provides a s~i~ing reel machine in which s~l~t~ wi~ing combinations are multiplied by a variable value. The value by which the payout is multdplied increases gradually when certain co~ditions are met in the course of playing the base game. The value is reset to its inidal value after a payout occurs.
By providing such an in~re~ l payout value over a period of timc, a player is enticed into rem~ining at the m~ inP until the payout is rnade, to win a larger payment. However, by allocating the payout to wi~lg combinations other than the jackpot, a signifi~ntly increased .. _ . . . . .
probability of winning the variable payout is achieved so that a player is not put off continuing to play the m~chinP. Further, by providing a simple means for altering the payout ratlo of the machine, the variable multiplier makes it more straightforward to give the machine any desired payout ratio without ch~ in~ the reel symbols or the basic payments for each type of win, A
5 simple change to the possible multiplier values which could be achieved by replacing a chip or using a table editing software procedure is all that is required.
The present invention furtner provides a spinning reel slot m~hinP wherein the prize awarded for colllbinations of symbols inclu~ing a special symbol are multiplied by a variable multiplier value. This multiplier value rises in h~le.llent~ when~ver certain conditions are met in 10 the O~ O~ of a reel spin. The multiplier value is reset to its initial value when a payout in~lutlin~
this symbol occurs.
The present invention further provides a machine in which a counter increases each time a second symbol appear~ on or near the payline of the reels. Whenever this counter reaches a pre~tc.miQ~d value, the multiplier value i~c~ases by one, and the coullt~r decreases by the 15 p.e~ t~ ....;n~d value.
BRIEF DESCRIPIION OF THE DRAWINGS
FIGURE 1 is a simplified ill~l,~tion of a spinnin~ reel slot machine according to the plefell~d 20 embc~imPntc of the present iuve~l~io~.
FIGURE 2 is an enlarge,llent of the slot m~cllin~ display showmg how symbols appear on. above and below the payline in the preferred embodiments.
FIGURE 3 is a table showing three sets of 22 symbols on the three reel strips according to a 5 specific example of a first embodiment of the present invention.
FIGURE 4 is a table showing the prizes awarded in tne three modes of the example of the first embodiment.
10 FIGURES SA, SB and 5C are tables of values for use in c~lr~ i~ payouts of the specific example of the first embo limPn-FIGURES 6A and 6B are two parts of a single flow. ha~ ,ples~ ;ng the operation of the exampleof the first embodiment in MaxBet mode.
FIGURE 7 is a table show~ng thc calculation of the e,~ 1 payoff of the specific e~llp'e of the first embo.limPn-FIGURE 8 is a graph sh,~ g values probabilitics of the m ~hin~ being in any particular state Q
20 after variuos number of spins, and the associated multiplier value X.
.. . . .
FIGURE 9 is a table showing how the expected value of the multiplier X varies with ~he number of spins.
DETAILED DESCRIPTION
Figure 1 shows an overall view of a first embodiment of the present invention, there is provided a spinning reel slot m~~hinP 2 comprising a cabinet 10 having windows 12, 14, 16 on the front which can be viewed by a player ~ ing in front of the mq~ . As in most spinning reel slot m~~hines, behind the window three reels 22, 24 and 26 are mounted for rotation. A
10 portion of the outer surface of each is reel is visible through the colle~onding window as shown in Figure 2. Each reel has any desired ll~ber (usually 22) of symbols thereon, and each window is dimensioned to display three symbols at a time. The reels are each individually driven by a stepper motor which is controlled by a micro~ ocessor as is known in this art. Circuitry is provided so that the ulic~p;~ssor can send instructions for the reel to spin and to stop at a 15 plodete,~.l~d position with three symbols showing on pay line 20. Three stepper motors under the control of a lnic~plocessor rotate the reels. Feedback from optical beam breaking ...~chqn;c...c on each of the reels allows the pl'~SSO- to establish the postion of each of the reels and stop them in appiopliat~, position ~Icy uliug on a random value ge~ atcd by the processing means. As shown in Figure 2, wl~vc~ all the recls are st~p~d, a three-by-three rectilin~-qr array of 20 symbols is displayed on, above and below payline 20. The row of three symbols across the center of this three by three array is referred to as the pay line, and the symbols appea~ing on this line determine the prizes paid out as described below. For a typical 22 stop reel, the symbols and CA 022~6~2 1998-12-18 ~requency of occurrence are selected based on probability analysis These symbols are desi~ned in an eye-catching manner.
A handle 'I or a switch button is provided on the machine~ by which a player can commence cycles of the game.
To operate the game. a player puts coins or bills into the game and the value is deterrnined by the processor and stored in computer memory. The number of credits thus purchased is displayed on another display not shown. Depending on how many modes the game has. different switch buttons are provided to start the game in the appropriate mode.
If sufficient credit has been purchased~ the handle 21 can be pulled or the appropriate switch button operated. This commences a cycle of operation of the m~rhinP, whereby the reels 22, 24, 26 begin to spin under the control of the game rnicloprocessor. The machine enters the mode corresponding to the number of credits which have been wagered, and deducts the IS appropriate number of credits from the stored value.
The microprocessor ge~at~s one or more random numbers to determine what the result of the cycle will be and causes the reels to stop at the appropriate locations corresponding to the random number sel~t~d for each reel. The processor stops the left reel 22 first, followed by the 20 center reel 24 and finally the right reel 26. Typically, the memory contains a look up table representing the symbols shown in Figure 6. The processor assigns the symbols shown to registers in memory for use in calcul~rin~ the payout.
When the reels have stopped spirming, the microprocessor decides if the combination is a winning combination. and c~ tçs any payout depending on the symbols showing. A specific example of such a c~lcul~tion is decribed later for a specific example of the embodiment.
5 Typically, payouts are all based on multiples of the sm~11est number of credits needed to play a game. However, some additional in~ucern~nt may be expl~ssed to encourage multiple credit play.
The payout is ether released into a coin discharge trough 28 or added to the stored credits.
A multiplier value X is shown in display 44 which in~leases as certain predeterrnined 10 conditions are fulfilled during gameplay as will be de~libed in detail below. This value X has a p~l~r~ range, for examplc, 2 to 10. When a wi~ning combin~lion occurs on the pay line, the normal payout is multiplied by the multiplier value X, and the value of X will normally return to its lowest value.
By providing an ill~l~aSil~g multiplier valuc X, a player has an i~llti-_ to co~tim~ playing the ~ rh;~ in thc hopc of ~g an i~cleased payout. If thc player Icaves the m~t hin~ before such a payoff, thc illcrewd value X will bc available to the next player who uses the machine.
A spccific e ~ ~ of thc first embo~lim~nt will now bc describcd. It has three modes of play referred to as 1 Coin, 2 Coin and MaxBet modes and requiring 1, 2 and 3 credits, .~J~ctively.
.. . . . ....... . .
The symbols in ~his e~ample of the second embodiment are:
I BAR XFACTOR BLANK
' BAR POWERPOINT BLANKHI
and their distribution on the reel strips is shown in Figure 3.
Symbols in the first column are referred to generically as BARS, and symbols in the third column are displayed on the reels as a blank but are stored as different symbols in the computer 10 memory.
Three displays 42, 44, 46 are provided on the top front of the cabinet. Display 42 displays "Power Point" information as will be ~ c~ssed hereafter. Center display 44 shows the value of the Multiplier Value X as will also be ~iccucsed hereafter. Right display 46 includes a display lS which explains the rules of the game.
The normal payout for any winning combination on the payline 20 is shown in the table of Figure 4. The prize paid out for each of the winning combinations listed in the first column of Figure 4 is shown in the 1 Coin, 2 Coin and MaxBet columns de~xn.ling on the mode selected by 20 the player. The game program progressively checks the winning combination against each of the combinations in Figure 4, starting with the highest paying win at the top of the table and progressing to the lowest paying win at the bottom of the table. The numeric value representing .. . . . . . ........
the payout is a multiple of one credit. As can be seen, the XFACTOR symbol counts as a wild card and can replace any BAR or SEVEN symbol in a winning combination, although the XFACTOR symbol has further effects in the MaxBet mode as ~iccussed later in the specification.
The multiplier value X is stored in the memory and shown on the display 44. The value of X is an integer ranging from 2 to 10 and is initi~li7Pd at a value of 2 when the machine is switched on. The value of X remains constant unless the m~chinP is in the MaxBet mode described later. Further, the X factor does not form part of the payout formula unless the game is in the MaxBet mode.
Three tables, "Multiplier Table 1, n "Multiplier Table 2," and "Multiplier Table 3" shown in Figures 5A, SB, and SC, each having 20 possible values are also stored in the computer n~ loly. The sets of values in the Multiplier Tables 1 and 2 represen~ possible payout values, Y
of the ~ rh;~ when the colllbination of a single POWERPOINT and a singk XFACTOR appear lS on the Payline, coll~ to inde~ces 8 and 9 in Figure 4. These values range from 6 to 24 credits. A random eDtry from one of these tables is chosen as the ~mollnt won by a player in the single coin mode when this combinadon of symbols is obtained. The award value appears on the right display 46 to inform the player of his wil~l~ing;,. The value of this prize is doubled when the m~rhinP is in the second mode. Multiplier Table 1 or 2 i!s chosen accol~illg to the multiplier value X pl~,se.llly displayed on display 44. In particular, Y is chosen from table 1 when the multiplier value X is 4 or more and from Multiplier Table 2 when the multiplier value X is less than 4. While the mean values of the two tables are the same, both being 17.85, there are less sixes in Mul~iplier .. ... ~
CA 022~6~2 1998-12-18 Table 2 than in Multiplier Table I so that a player is less likely to receive a low value Y when he has a high multiplier value X. _iving an incentive to play the game. even in one of the first t~o modes, when the multiplier value X is high.
Multiplier Table 3 shown in Figure 5C also contains 20 values and contains the amount won when the highest winning prize which consists of two POWERPOINTS and one XFACTOR
is achieved in one coin mode. Values in this table are chosen randomly whenever such a win occurs. The value of this prize is doubled when the machine is in the two coin code. For example, when the 2 POWERPOI~T, 1 XFACTOR combination occurs, the payout is Z or 2Z
credits which from Multiplier Table 3 may be 110 up to 250 credits in one coin mode, or 220 to 500 in two coin mode.
When the game is in the MaxBet mode, according to the invention a fundamentally different scoring mechanism comes into effect.
The operation of the m~hinP in this mode is rep~es~ by a flowchart which continues from Figure 6A to Figure 6B. This flowchart shows the procedure followed by the m~l~hinP in calculating and displaying the payoff. From the flow chart, the preferred embodiment may be programmed by those skilled in this art in any pl~fe.l~ progr~mming language. Examples include C + + and Assembly language. All the c~lc~ -ions are actually performed before the reels are spun, and the results are stored in a non-volatile memory so they can be displayed after the reels . --, .. ,, , . . , . ., .. , ~ ~ .. . .
CA 022~6~2 1998-12-18 stop This ensures that a player is not cheated' by a power failure or other occurrence [hat .~n affect the spinning of the reels and the subsequent display of the win and the payout.
The positions where the reels will be stopped are calculated and the base award associated therewith is calculated. which is the award which would be paid out for the same combination in 2 Coin mode. According to an important aspect of the invention, at the end of each spin of the reels in the MaxBet mode. the number of POWERPOINT symbols showing at any of the nine visible symbol positions is added to a sum previously stored in the memory to give a total number P of stored Power Points as shown in Figure 6A. This value P is initialized to zero when the 10 machine is reset. Whenever the value P increases. an ~nim~fion is shown on the left display to alert the player to the inclease as shown in Figure 6B. After this animation is finished, and at all other times when this mode is in operation, the total number of Power Points, P, stored is displayed in the left display. When the game leaves the MaxBet mode because a spin has been started in one of the first two modes, the left screen shows a message rernin-ling the player that 15 Power Points are only collccted in the MaxBet mode. The value P will remain constant in the first and second modes even if POWERPOINT symbols appear in the nine visible locations.
For every ten Power Points that are achieved in the MaxBet mode, the Multiplier Value X is increased by one as shown in Figure 6A. An ~nim~tion is then shown representing the 20 increase of the multiplier valuc X as shown in Figure 6B. At this point, the stored number of Power Points is reduced by 10 as shown in Figure 6A.
. , . . . ~
CA 022~6~2 1998-12-18 [ncreasing of the value X in MaxBet mode occurs until it reaches a maximum value 10. or an XFACTOR payout occurs as decribed below. When X reaches 10. the value does not increase any further when P reaches 10. Instead P continues to increases as Power Points are _ained. as shown in Figure 6A. The right screen displays a message statin~ that ~he multiplier value is at its 5 maximum. and that Power Points will now be stored and are shown on the right display.
The procedure followed when a win occurs in the Max Bet mode will now be described.
If a winning combination is obtained on the payline in MaxBet mode, the right display 10 provides a message stating the amount of the win. If one of the three symbols in the payline is an XFACTOR symbol, as shown at index 1, 2, 4, 6, 8, 9, 10, or 13 in Figure 4, the listed amount paid out is multiplied by the value X, otherwise the listed amount is paid out.
If an XFACTOR payout occurs, the value of X is decreased to 2. If less than 10 Power 15 Points were stored, these Power Points are retained. If 10 or more Power Points were stored, the multiplier value X will be increased from 2 by one for every 10 Power Points, and the value P will be reduced by 10 accordingly as shown in Figure 6A.
After the payout occurs, an animation is played in the right display showing the amount 20 won. Then, the new initial value of X, 2 is displayed. The right display will display a ''Stored points activated" animation. The left display will then show the rernqining balance of Power Points. If more than 80 Power Points were stored (which would raise the multiplier value X back .
CA 022~6~2 1998-12-18 to a maximum of 10), the Power Points above 80 would continue to be stored ~i~h th~
arrangement of symbols shown in the table in Figure 3. it takes on average '93 spins ot the re~ls to amass 80 Power Points. and an XFACTOR payout occurs on average every 85 spins of the reels. so statistically it will be rare (but possible) for the stored Power Points to rise over 80~ or 5 even for the multiplier value X to reach ten.
The c~lc~ rions for the predicted payoff of the machine are shown in the table in Figure 7 In the colurnns under the h~adin~ "Probabi~ity", the probabilities of each payoff occuring are shown, firstly as a fraction and then as a decimal. The table also contains payout information for 10 each mode. For each mode, the first column contains the formula for calcul~ting the payoff. The second column shows the formula with values inserted for the e~cted values for the multiplier values X, Y and Z. The third column contains the expected payoff for each of the winning combinations per spin, and is c~lr~ te~ by multiplying the probability of the combination occuring and the expected value of that win. The sum of this column, shown at the foot of the column. is 15 the expected payout for each mode per spin.
It should be noted that the calculation of the expected value of an XFACTOR win is complicated due to the non linearity of the progression of the multiplier value X. The following equations lel&t~.lg to this c~lr~ Qn are believed to be correct, and to reflect the operation of the 20 machine as described above. In any case, the desired factors can be developed empirically In order to simplify calc~ tion of this value, another value Q is defined:
(Eqn 1 ) Q=P~1 0(X-2) CA 022~6~2 1998-12-18 This value Q is similar to P. but does not decrease by 10 every time the .~ultiplier ~lue X increases by 1 It can be seen that for each Power Point scored Q will rise by 1 For values of Q t'rom 0 to 9. X will be 2. For values of Q from 10 to 19. X will be 3. and so on For values of Q above 80. ,Y will always be 10. The Multiplier Value X for any value of Q is shown ~s a 5 stepped line in Figure 8.
Whenever an XFACTOR win occurs, Q will increase to add all the power points awarded on that spin. and will then either fall by 80 if Q is greater than or equal to 80. or will fall to Q
MOD 10 if Q is less than 80, where MOD represents the remainder on division. For example, if X was 5 and P was 4 (Q=34), X would fall to 2 and P would remain at 4 (Q=4) The probability of the m~chin~ being in any particular state Q varies with the number of spins. Clearly, before the first spin, Q must have a value of 0, as the m~hin~ starts in a state with no Power points P and an X Factor of 2. ARer 1 spin, Q is either 0. 1 or 2, depending on the 15 number of POWERPOINTS in the three by three symbol array after that spin. The probability p(Q, t) of the m~hin.o being in any particular state Q after a predeterrnined number of spins t can be calculated iteratively. First, the following six probabilities are defined which are mutually exclusive and cover all possibilities for the result of a reel spin:
(Eqn2) p, = 197 = prob(No XFACTOR win, 2 POWERPOINTS visible) ~ 1 0648 (Eqn3) P2 = 2~66 = prob(No XFACTOR win, 1 POWERPOINT visible) (Eqn4) p3 = 7860 = prob(No XFACTOR win, 0 POWERPOINTS visible) .
(Eqn5) p = 5 = prob(XFACTOR win, 2 POWERPOINTS visible) (Eqn6) p5 = 38 = prob(XFACTOR win, 1 POWERPOINT visible) (Eqn~) p~ =82 = prob(XFACTOR win, 0 POWERPOINTS visible) The probability p(Q,t) is then defined as follows:
t~0 ORQ'0 (Eqn 8) p(Q,t)=0 t=0 AND Q=0 (Eqn 9) p(Q,t)=1 t=0 AND Q>O (Eqn 10) p(Q,t)=0 S P0AND0sQs9 (Eqn 11) p(Q,t)=(p1+p4)p(Q-2,t-1) +
(P2 +P5) P(Q - 1 ,t-1 ) +
(p3 +p~) p(Q ,t-1 ) +
p4p(Q+10i+8,t-1) +
i =o PsP(Q+10~+9,t-1) +
p~,p(Q +10i+10,t-1) P0AND10sQs~ (Eqn 12) p(Q,t)=p,p(Q-2,t-1) +
P2 P(Q -1 ,t -1 ) +
p3 p(Q ,t -1 ) +
P4 P(Q +7~,t - 1 ) +
P5P(Q +79,t-1) +
p~, p(Q +~0,t-1 ) Fsser~ ly, equation 11 states that the probability of the m~rhin-o being in state Q ~ where Q < 10 (ie Multiplier X=2 and P=Q) after a spin is the sum of:
i) the probability of the m~chinP being in state Q-2 before the spin and 2 Power Points being scored, whether or not an XFACTOR win. (Q increases by 2).
ii) the probability of the m~rhinP being in state Q-1 before the spin and obtaining 1 Power Point, whether or not an XFACTOR win (Q increases by 1).
iii) tne probabiliy of the m~r~inP being in state Q before the spin and obtaining 0 Power Points, whether or not an XFACTOR win (Q stays the sarne).
iv) the probability of the ".~ being in state Q+8, Q+ 18... or Q+78 before the spin, receiving an XFACTOR win and obtaining 2 power points.
v) the probabiliy of the ,..~ being in state Q+9, Q+ 19. .. or Q+79 before the spin, receiving an XFACTOR win and obt~ining 1 power point.
vi) the probabiliy of the .. ~ being in state Q + 10, Q +20. . . or Q + 80 before the spin, receiving an XFACTOR win and obtaining 0 power points.
Fqu~tion 12 states that the probabiliy of the m~c~inP being in state Q, where Q is 10 or more after a spin is the swn of:
i) the probabiliy of the mac~linP being in state Q-2 before the spin and not obtaining an XFACTOR win and having two POWERPOINT symbols visible (Q raises by 2).
, ..... . . . . .... . ..
ii) the probability of the machine being in state Q-l before the spin and not ob~ining an XFACTOR win and having one POWERPOINT symbol visible (Q raises by 1).
iii) the probability of the machine being in state Q before the spin and not obtaining an XFACTOR win and having no POWERPOI~T symbols visible (Q stays the same).
5iv) the probability of the m~rhinP being in state Q+78 before the spin and obtaining an XFACTOR win and having two POWERPOINT symbols visible (Q decreases by 78).
v) the probability of the m~ in-o being in state Q+79 before the spin and obtaining an XFACTOR win and having one POWERPOINT symbol visible (Q decreases by 79).
vi) the probability of the m~hin.~ being in state Q+80 before the spin and obtaining an 10XFACTOR win and having no POWERPOINT symbols visible (Q dec~eases by 80).
Once t gets large, this ru~lioll converges so that p(Q,t+ l)~p(Q,t) giving a fimction p(Q) which rises approximately as a straight line to Q=9 and then tails off smoothly. Thus, once t is large, there is an almost co~ probability of the ~..nAhin~ being in a particular state Q.
The values shown in thc three curves in Figure 8 are the pr~bability distributions for Q
aRer 10, 100, and 1000 spins The area under each of these graphs is 1. The expected multiplier value X for an XFACTOR win which does not include POWERPOINTS ( eg. 2 BARS and an XFACTORsym~l)issimply .. .... ~, . . . . . . .
a=~
(Eqn 13) XO = ~ p(Q)XtQ) ~ =o where p(Q) is the probability of having that value of Q before the reels spin. and X(Q) is the multiplier X associated with that value of Q. The expected multiplier value X for an XFACTOR
win which does not include POWERPOINTS (the combinations in rows 2, 4, 6. 10 and 13 in 5 Figure 4) converges on 4.289.
However, the expected value of X for XFACTOR payouts with POWERPOINT symbols in the pay line is higher than the e~ted value for XFACTOR wins with no POWERPOINT
symbols in the pay line. This is because the u~ll~r of power points P, and hence the value of Q
10 will always have been increased by one or two just before the payoff, so that the payouts will move up to the next multiplier value X approximately lO~o of the time when one PowerPoint is in the win line, and appro~il.~t~ly 20% of the time when two POWERPOlNTS are in the win line.
This therefore increases the ex~ multiplier value X by approximately 0.1 for a single POWERPOlNT XFACTOR win, and by 0.2 for a double POWERPOINT XFACTOR win. These 15 values are c~ d as follows:
(Eqn 14) , ~~ ( 21 21 a=-(Eqn 15) X2 = ~ p(Q)X(Q l2) a =o and converge on values 4.39 and 4.48 ~pe~tively. It should be noted that there is a 2/21 chance of actually getting two POWERPOINT symbols in the 3x3 array while only getting a I
POWERPOINT XFACTOR win, (ie one POWERPOINT on the pay line, one POWERPOINT off 5 the payline). This accounts for the added complexity of equation 14.
The predicted values X", X" X2, for the 3 di~ll types of XFACTOR payout after 10, 100, 1000, 2000 and 4000 spins are shown in the table in Figure 9. The mean predicted multiplier value X, XM when a payout occurs is also shown, and is c~lc~ ted as follows:
(Eqn 16) XM = ~25X~ + 1225X1 + 1 X2 This value actually has no lelc~ c to the calculation of the payoff, but u shown for clarity. The plcdi.;led values of X0, Xl, X2 used in the c,~l~ct~cl payoff c~lr~ tions in Figure 7 are for the appro~ latcly steady state after 4000 spins.
An attract mode is also provided wnich is entered after a period of approximately S0 seconds has elapsed with no gameplay, although this value could clearly be changed. The multiplier value X and n~llllber of Power Points stored is retained for use by the next player. This gives an incentive for a player to remain playing on the machine until achieving an X Factor win.
otherwise the next player will reap the reward of the increased multiplier value X which the first player has effectively paid for.
In modifications of this example of the first embo~lim~n~. different values for the prizes and different symbols on the reels could be used. More reels, could be provided to provide more combinations, or more symbols could be provided on each reel. Extra features, such as nudges and holds, well known in the art could also be added to e~hqn~e g. meplay.
,, . . . ~
Claims (16)
1. A slot machine including a set of spinning reels having a plurality of symbols thereon.
means for spinning and stopping said reels to display symbols, means for paying out prizes, and a processor operating according to a game program for controlling the spinning means and which defines a multiplier which sequentially increases in value, winning symbol combinations and standard prize amounts therefor, said processor including:
a) means for randomly selecting symbols to be displayed by said spinning reels;
b) means for determining if a winning combination has been selected for display and if a multiplier symbol is included in said winning combination; and c) means for calculating the prize to be awarded for said winning combinations based on the standard prize amounts multiplied by said variable multiplier, if the winning symbol combination includes said multiplier symbol.
means for spinning and stopping said reels to display symbols, means for paying out prizes, and a processor operating according to a game program for controlling the spinning means and which defines a multiplier which sequentially increases in value, winning symbol combinations and standard prize amounts therefor, said processor including:
a) means for randomly selecting symbols to be displayed by said spinning reels;
b) means for determining if a winning combination has been selected for display and if a multiplier symbol is included in said winning combination; and c) means for calculating the prize to be awarded for said winning combinations based on the standard prize amounts multiplied by said variable multiplier, if the winning symbol combination includes said multiplier symbol.
2. A spinning reel slot machine according to claim 1 wherein said processor includes means for decreasing said muliplier value after the occurrence of a winning symbol combination involving said multiplier symbol.
3. A spinning reel slot according to claim 1 wherein said processor includes means for sequentially increasing said multiplier from an initial value thereby increasing the potential prize which may be paid out.
4. A spinning reel slot machine according to claim 3 wherein said processor further includes means for decreasing said muliplier to said initial value after the occurrence of a winning symbol combination involving said multiplier symbol.
5. A spinning reel slot machine according to claim 3 wherein said means for sequentially increasing said multiplier includes means for incrementing a counter variable each time a special symbol is selected for display; and means for incrementing said multiplier and resetting said counter variable to an initial value each time said counter variable reaches a predetermined value.
6. A method of operating a slot machine, said machine including a set of spinning reels having a plurality of symbols thereon, means for spinning and stopping said reels to display symbols and a processor, operating according to a game program which defines a multiplier which sequentially increases in value, winning symbol combinations and standard prize amounts therefor, said method comprising the steps of:
a) randomly selecting the symbols to be displayed;
b) determining if a winning symbol combination has been selected for display and if a multiplier symbol is included in said winning symbol combination;
c) calculating the prize to be awarded for a winning symbol combination based on the standard prize amounts multiplied by said multiplier, if the winning symbol combination includes said multiplier symbol;
d) spinning and stopping said reels to display the selected symbols;
e) paying out the prize, if any.
a) randomly selecting the symbols to be displayed;
b) determining if a winning symbol combination has been selected for display and if a multiplier symbol is included in said winning symbol combination;
c) calculating the prize to be awarded for a winning symbol combination based on the standard prize amounts multiplied by said multiplier, if the winning symbol combination includes said multiplier symbol;
d) spinning and stopping said reels to display the selected symbols;
e) paying out the prize, if any.
7. The method of Claim 6 further comprising the step of decreasing said multiplier after the occurrence of a winning symbol combination involving said multiplier symbol.
8. The method of Claim 6 further comprising the steps of:
incrementing said multiplier from an initial value as a function of the symbols selected for display, thereby increasing the potential prize which may be paid out.
incrementing said multiplier from an initial value as a function of the symbols selected for display, thereby increasing the potential prize which may be paid out.
9. The method of Claim 8 further comprising the steps of:
decreasing said variable multiplier to said initial value after a prize payout involving a winning symbol combination including said multiplier symbol.
decreasing said variable multiplier to said initial value after a prize payout involving a winning symbol combination including said multiplier symbol.
10. The method of claim 8 wherein the step of incrementing said multiplier includes the substeps of:
incrementing a counter variable each time a special symbol is selected for display:
incrementing said variable multiplier each time said counter variable reaches a predetermined value; and resetting said counter variable to an initial value.
incrementing a counter variable each time a special symbol is selected for display:
incrementing said variable multiplier each time said counter variable reaches a predetermined value; and resetting said counter variable to an initial value.
11. A slot machine including a set of spinning reels having a plurality of symbols thereon, means for spinning and stopping said reels to display symbols, means for paying out prizes, and a processor operating according to a game program for controlling the spinning means and which defines a variable multiplier, winning symbol combinations and standard prize amounts therefor, said processor including:
a) means for randomly selecting symbols to be displayed by said spinning reels;
b) means for determining if a winning combination has been selected for display and if a multiplier symbol is included in said winning combination;
c) means for calculating the prize to be awarded for said winning combinations based on the standard prize amounts multiplied by said variable multiplier, if the winning symbol combination includes said multiplier symbol; and d) means for increasing said variable multiplier from an initial value as a function of the symbols slected for display, thereby increasing the potential prize which may be paid out.
a) means for randomly selecting symbols to be displayed by said spinning reels;
b) means for determining if a winning combination has been selected for display and if a multiplier symbol is included in said winning combination;
c) means for calculating the prize to be awarded for said winning combinations based on the standard prize amounts multiplied by said variable multiplier, if the winning symbol combination includes said multiplier symbol; and d) means for increasing said variable multiplier from an initial value as a function of the symbols slected for display, thereby increasing the potential prize which may be paid out.
12. A spinning reel slot machine according to claim 11 wherein said processor includes means for decreasing said variable muliplier after the occurrence of a winning symbol combination involving said multiplier symbol.
13. A spinning reel slot machine according to claim 11 wherein said means for increasing said variable multiplier includes:
means for incrementing a counter variable each time a special symbol is selected for display; and means for incrementing said variable multiplier and resetting said counter variable to an initial value each time said counter variable reaches a predetermined value.
means for incrementing a counter variable each time a special symbol is selected for display; and means for incrementing said variable multiplier and resetting said counter variable to an initial value each time said counter variable reaches a predetermined value.
14. A method of operating a slot machine, said machine including a set of spinning reels having a plurality of symbols thereon, means for spinning and stopping said reels to display symbols and a processor, operating according to a game program which defines a variable multiplier, winning symbol combinations and standard prize amounts therefor, said method comprising the steps of:
a) randomly selecting the symbols to be displayed;
b) determining if a winning symbol combination has been selected for display and if a multiplier symbol is included in said winning symbol combination;
c) calculating the prize to be awarded for a winning symbol combination based on the standard prize amounts multiplied by said variable multiplier, if the winning symbol combination includes said multiplier symbol;
d) incrementing said variable multiplier from an initial value as a function of the symbols selected for display, thereby increasing the potential prize which may be paid out.
e) spinning and stopping said reels to display the selected symbols;
f) paying out the prize, if any.
a) randomly selecting the symbols to be displayed;
b) determining if a winning symbol combination has been selected for display and if a multiplier symbol is included in said winning symbol combination;
c) calculating the prize to be awarded for a winning symbol combination based on the standard prize amounts multiplied by said variable multiplier, if the winning symbol combination includes said multiplier symbol;
d) incrementing said variable multiplier from an initial value as a function of the symbols selected for display, thereby increasing the potential prize which may be paid out.
e) spinning and stopping said reels to display the selected symbols;
f) paying out the prize, if any.
15. The method of Claim 14 further comprising the step of decreasing said variable multiplier after the occurrence of a winning symbol combination involving said multiplier symbol.
16. The method of claim 14 wherein the step of incrementing said variable multiplier includes the substeps of:
incrementing a counter variable each time a special symbol is selected for display;
incrementing said variable multiplier each time said counter variable reaches a predetermined value; and resetting said counter variable to an initial value.
incrementing a counter variable each time a special symbol is selected for display;
incrementing said variable multiplier each time said counter variable reaches a predetermined value; and resetting said counter variable to an initial value.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US08/998,139 US6004207A (en) | 1997-12-23 | 1997-12-23 | Slot machine with incremental pay-off multiplier |
US08/998,139 | 1997-12-23 |
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Publication Number | Publication Date |
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CA2256552A1 true CA2256552A1 (en) | 1999-06-23 |
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Application Number | Title | Priority Date | Filing Date |
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CA002256552A Abandoned CA2256552A1 (en) | 1997-12-23 | 1998-12-18 | Gaming machine with bonus payoff feature |
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US (1) | US6004207A (en) |
EP (1) | EP0926645A3 (en) |
AU (1) | AU738363B2 (en) |
CA (1) | CA2256552A1 (en) |
ZA (1) | ZA9811790B (en) |
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-
1997
- 1997-12-23 US US08/998,139 patent/US6004207A/en not_active Expired - Lifetime
-
1998
- 1998-12-17 EP EP98124055A patent/EP0926645A3/en not_active Withdrawn
- 1998-12-18 CA CA002256552A patent/CA2256552A1/en not_active Abandoned
- 1998-12-22 AU AU98142/98A patent/AU738363B2/en not_active Ceased
- 1998-12-22 ZA ZA9811790A patent/ZA9811790B/en unknown
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EP0926645A3 (en) | 2001-01-24 |
AU9814298A (en) | 1999-07-15 |
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AU738363B2 (en) | 2001-09-13 |
US6004207A (en) | 1999-12-21 |
ZA9811790B (en) | 1999-06-22 |
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