US20120208613A1 - Gaming system, a method of gaming and a game controller - Google Patents

Gaming system, a method of gaming and a game controller Download PDF

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Publication number
US20120208613A1
US20120208613A1 US13/371,061 US201213371061A US2012208613A1 US 20120208613 A1 US20120208613 A1 US 20120208613A1 US 201213371061 A US201213371061 A US 201213371061A US 2012208613 A1 US2012208613 A1 US 2012208613A1
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Prior art keywords
symbol
symbols
game
display
player
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US13/371,061
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Thomas Samuel Barbalet
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Aristocrat Technologies Australia Pty Ltd
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Aristocrat Technologies Australia Pty Ltd
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Priority to US13/371,061 priority Critical patent/US20120208613A1/en
Assigned to ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LIMITED reassignment ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LIMITED ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: BARBALET, THOMAS SAMUEL
Publication of US20120208613A1 publication Critical patent/US20120208613A1/en
Abandoned 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
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • 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
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3227Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters
    • 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
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3262Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played
    • 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
    • G07F17/3286Type of games
    • G07F17/3293Card games, e.g. poker, canasta, black jack

Definitions

  • the examples disclosed herein relate to a gaming system, a method of gaming and a game controller.
  • a player can interact with the game in a limited manner via a touch screen. For example, in order to place a wager or, in a second screen where the player has a fixed number of selections of displayed object which may reveal one or more prizes, to make selections by touching respective objects.
  • the examples disclosed herein provide a gaming system comprising: a display; a memory; a game controller in data communication with the display and arranged to control the display to display a symbol evaluation area and a symbol storage area, the game controller further arranged to select symbols from a set of symbols for display in the symbol evaluation area on the display and to evaluate the symbols displayed in the symbol evaluation area to determine whether to make an award; and a game play mechanism operable by the player to select a symbol from the symbol evaluation area and drag the selected symbol to the storage area, whereafter the game controller stores the symbol in the memory until the symbol is used in subsequent game play.
  • the symbol is stored until at least one further game outcome is generated by the game controller, the further game outcome being evaluated by the game controller.
  • the game controller is arranged to conduct an additional evaluation based on the at least one stored symbol and the at least one further game outcome to determine whether to make an award.
  • the storage area comprises a plurality of sub-areas associated with respective characteristics; the game play mechanism is operable by the player to drag the selected symbol to one of the plurality of sub-areas; and the game controller conducts the additional evaluation based on the characteristic associated with the sub-area to which the selected symbol was dragged.
  • the game controller associates the selected symbol with the characteristic associated with the sub-area in the memory.
  • the symbol is stored until the player operates the game play mechanism to use the stored symbol.
  • the game play mechanism is operable to enable the player to store a plurality of symbols across a plurality of plays of the game.
  • the game play mechanism is operable to allow a player to use a stored symbol or symbols upon a trigger condition being met.
  • the trigger condition triggers a feature game in which the symbol or symbols may be employed.
  • the game play mechanism is operable to select a symbol when a selection condition is met.
  • each selected symbol is displayed in the storage area.
  • the game play mechanism comprises a touch screen, whereby the player touches a symbol on the touch screen to select the symbol, maintains contact with the screen to drag the symbol to the storage area and ends the contact to store the symbol.
  • the game controller stores the symbol by storing data defining the symbol in the memory.
  • the symbols that can be dragged to the storage area are symbols of a card game and wherein the subsequent game play comprises play of a card game based on a stored card game symbol.
  • the examples disclosed herein provide a method of gaming in a gaming system comprising: displaying a symbol evaluation area and a symbol storage area on a display; selecting symbols from a set of symbols for display in the symbol evaluation area on the display and evaluating the symbols displayed in the symbol evaluation area to determine whether to make an award; and storing a selected symbol in a memory of the gaming system until the symbol is used in subsequent game play in response to a player operating a game play mechanism to select the symbol from the symbol evaluation area and drag the selected symbol to the storage area.
  • the method comprises storing the symbol until at least one further game outcome is generated by the game controller, the further game outcome being evaluated to determine whether to make an award.
  • the method comprises conducting an additional evaluation based on the at least one stored symbol and the at least one further game outcome to determine whether to make an award.
  • the storage area comprises a plurality of sub-areas associated with respective characteristics; the game play mechanism is operable by the player to drag the selected symbol to one of the plurality of sub-areas; and the additional evaluation is conducted based on the characteristic associated with the sub-area to which the selected symbol was dragged.
  • the symbols of the set of symbols are associated with respective symbol characteristics and the additional evaluation is based on the symbol characteristic of the selected symbol.
  • the method comprises storing the symbol until the player operates the game play mechanism to use the stored symbol.
  • the trigger condition triggers a feature game in which the symbol or symbols may be employed.
  • the game play mechanism is operable to select a symbol when a selection condition is met.
  • the game play mechanism comprises a touch screen, whereby the player touches a symbol on the touch screen to select the symbol, maintains contact with the screen to drag the symbol to the storage area and ends the contact to store the symbol.
  • the symbols that can be dragged to the storage area are symbols of a card game and wherein the subsequent game play comprises play of a card game based on a stored card game symbol.
  • the symbol is stored until at least one further game outcome is generated by the game controller, the further game outcome being evaluated by the game controller.
  • the storage area comprises a plurality of sub-areas associated with respective characteristics to which the selected symbol may be dragged by operation of the game play mechanism, and wherein the game controller conducts the additional evaluation based on the characteristic associated with the sub-area to which the selected symbol was dragged.
  • the symbols of the set of symbols are associated with respective symbol characteristics and the additional evaluation is based on the symbol characteristic of the selected symbol.
  • the symbol is stored until the player operates the game play mechanism to use the stored symbol.
  • the trigger condition triggers a feature game in which the symbol or symbols may be employed.
  • the player may select a symbol when a selection condition is met.
  • the game controller stores the symbol by storing data defining the symbol in the memory.
  • the game controller selects symbols for a spinning reel game, the set of symbols comprising subsets of symbols corresponding to respective ones of the reels and the game controller selecting symbols from the set of symbols by selecting symbols of each subset, the game controller evaluating the selected symbols by determining whether the symbols displayed in the symbol evaluation area comprise one or more winning combinations of symbols.
  • the examples disclosed herein provide a gaming system comprising a display controller for controlling a display to display a symbol evaluation area and a symbol storage area on a display, a symbol selector for selecting symbols from a set of symbols for display in the symbol evaluation area on the display, a symbol evaluator for evaluating the symbols displayed in the display area to determine whether to make an award, and a symbol storer for storing a selected symbol in a memory of the gaming system until the symbol is used in subsequent game play in response to a player operating a game play mechanism to select the symbol from the symbol evaluation area and drag the selected symbol to the storage area.
  • the examples disclosed herein provide a gaming system comprising a display, means for controlling the display to display a symbol evaluation area and a symbol storage area, means for selecting symbols from a set of symbols for display in the symbol evaluation area on the display, means for evaluating the symbols displayed in the display area to determine whether to make an award, means by the player to select a symbol from the symbol evaluation area and drag the selected symbol to the storage area, and means for storing the selected symbol until the symbol is used in subsequent game play.
  • FIG. 1 is a block diagram of the core components of a gaming system
  • FIG. 2 is a perspective view of a stand alone gaming machine
  • FIG. 4 is a schematic diagram of the functional components of a memory
  • FIG. 5 is a schematic diagram of a network gaming system
  • FIG. 6 is a further block diagram of a gaming system.
  • FIG. 7 is a flow chart in accordance with the teachings of this disclosure.
  • FIG. 8 is an example in accordance with the teachings of this disclosure.
  • FIG. 9 is an example in accordance with the teachings of this disclosure.
  • a gaming system having a game controller arranged to implement a game where a player can select symbols (such as card symbols) by dragging them from a symbol evaluation area to a storage area.
  • the game controller stores the selected symbols for use in subsequent game play.
  • a distributed architecture wherein some of the components for implementing the game are present in a player operable gaming machine and some of the components for implementing the game are located remotely relative to the gaming machine.
  • a “thick client” architecture may be used wherein part of the game is executed on a player operable gaming machine and part of the game is executed remotely, such as by a gaming server; or a “thin client” architecture may be used wherein most of the game is executed remotely such as by a gaming server and a player operable gaming machine is used only to display audible and/or visible gaming information to the player and receive gaming inputs from the player.
  • an architecture may be provided wherein a gaming machine is networked to a gaming server and the respective functions of the gaming machine and the gaming server are selectively modifiable.
  • the gaming system may operate in stand alone gaming machine mode, “thick client” mode or “thin client” mode depending on the game being played, operating conditions, and so on.
  • Other variations will be apparent to persons skilled in the art.
  • the gaming system has several core components.
  • the core components are a player interface 50 and a game controller 60 as illustrated in FIG. 1 .
  • the player interface is arranged to enable manual interaction between a player and the gaming system and for this purpose includes the input/output components for the player to enter instructions to play the game and observe the game outcomes.
  • Components of the player interface may vary from embodiment to embodiment but will typically include a credit mechanism 52 to enable a player to input credits and receive payouts, one or more displays 54 , a game play mechanism 56 including one or more input devices that enable a player to input game play instructions (e.g. to place a wager), and one or more speakers 58 .
  • the game play mechanism includes at least one input device operable by the player to select a symbol and drag a symbol from a symbol evaluation area on the display to a symbol storage area.
  • the input device is a touch screen and the player selects the symbol by touching the symbol, drags their finger across the touch screen display to the symbol storage area and drops the object by removing their finger from the touch screen display.
  • the player gains a sense of immediate interaction with the game.
  • the game controller 60 is in data communication with the player interface and typically includes a processor 62 that processes the game play instructions in accordance with game play rules and outputs game play outcomes to the display.
  • the game play rules are stored as program code in a memory 64 but can also be hardwired.
  • processor is used to refer generically to any device that can process game play instructions in accordance with game play rules and may include: a microprocessor, microcontroller, programmable logic device or other computational device, a general purpose computer (e.g. a PC) or a server. That is a processor may be provided by any suitable logic circuitry for receiving inputs, processing them in accordance with instructions stored in memory and generating outputs (for example on the display). Such processors are sometimes also referred to as central processing units (CPUs). Most processors are general purpose units, however, it is also know to provide a specific purpose processor using an application specific integrated circuit (ASIC) or a field programmable gate array (FPGA).
  • ASIC application specific integrated circuit
  • FPGA field programmable
  • FIG. 2 A gaming system in the form of a stand alone gaming machine 10 is illustrated in FIG. 2 .
  • the gaming machine 10 includes a console 12 having a display 14 on which are displayed representations of a game 16 that can be played by a player.
  • the display 14 has a touch screen which enables the player to drag and drop symbols as described below.
  • a mid-trim 20 of the gaming machine 10 also houses a bank of buttons 22 which enable additional interaction with the gaming machine.
  • the mid-trim 20 also houses a credit input mechanism 24 which in this example includes a coin input chute 24 A and a bill collector 24 B.
  • Other credit input mechanisms may also be employed, for example, a card reader for reading a smart card, debit card or credit card.
  • gaming machines may configure for ticket in such that they have a ticket reader for reading tickets having a value and crediting the player based on the face value of the ticker.
  • a player marketing module (not shown) having a reading device may also be provided for the purpose of reading a player tracking device, for example as part of a loyalty program.
  • the player tracking device may be in the form of a card, flash drive or any other portable storage medium capable of being read by the reading device.
  • the player marketing module may provide an additional credit mechanism, either by transferring credits to the gaming machine from credits stored on the player tracking device or by transferring credits from a player account in data communication with the player marketing module.
  • a top box 26 may carry artwork 28 , including for example pay tables and details of bonus awards and other information or images relating to the game. Further artwork and/or information may be provided on a front panel 29 of the console 12 .
  • a coin tray 30 is mounted beneath the front panel 29 for dispensing cash payouts from the gaming machine 10 .
  • the display 14 shown in FIG. 2 is in the form of a video display unit, particularly a cathode ray tube screen device.
  • the display 14 may be a liquid crystal display (LCD), plasma screen, or any other suitable video display unit.
  • the LCD display may be a transmissive display overlaying the visible portion of an electromechanical device to enable both mechanical and video reels to be used in a slot machine embodiment.
  • the top box 26 may also include a display, for example a video display unit, which may be of the same type as the display 14 , or of a different type.
  • FIG. 3 shows a block diagram of operative components of a typical gaming machine which may be the same as or different to the gaming machine of FIG. 2 .
  • the gaming machine 100 includes a game controller 101 having a processor 102 mounted on a circuit board. Instructions and data to control operation of the processor 102 are stored in a memory 103 , which is in data communication with the processor 102 .
  • the gaming machine 100 will include both volatile and non-volatile memory and more than one of each type of memory, with such memories being collectively represented by the memory 103 .
  • the gaming machine has hardware meters 104 for purposes including ensuring regulatory compliance and monitoring player credit, an input/output (I/O) interface 105 for communicating with peripheral devices of the gaming machine 100 .
  • the input/output interface 105 and/or the peripheral devices may be intelligent devices with their own memory for storing associated instructions and data for use with the input/output interface or the peripheral devices.
  • a random number generator module 113 generates random numbers for use by the processor 102 . Persons skilled in the art will appreciate that the reference to random numbers includes pseudo-random numbers.
  • a player interface 120 includes peripheral devices that communicate with the game controller 101 including one or more displays 106 , a touch screen and buttons 107 (which provide a game play mechanism), a card and/or ticket reader 108 , a printer 109 , a bill acceptor and/or coin input mechanism 110 and a coin output mechanism 111 .
  • Additional hardware may be included as part of the gaming machine 100 , or hardware may be omitted based on the specific implementation.
  • the touch screen can be used to emulate other input devices, for example, a touch screen can display virtual buttons which a player can “press” by touching the screen where they are displayed.
  • the gaming machine 100 may include a communications interface, for example a network card 112 .
  • the network card may, for example, send status information, accounting information or other information to a bonus controller, central controller, server or database and receive data or commands from the bonus controller, central controller, server or database.
  • communications over a network may be via player marketing module—i.e. the player marketing module may be in data communication with one or more of the above devices and communicate with it on behalf of the gaming machine.
  • FIG. 4 shows a block diagram of the main components of an exemplary memory 103 .
  • the memory 103 includes RAM 103 A, EPROM 103 B and a mass storage device 103 C.
  • the RAM 103 A typically temporarily holds program files for execution by the processor 102 and related data.
  • the EPROM 103 B may be a boot ROM device and/or may contain some system or game related code.
  • the mass storage device 103 C is typically used to store game programs, the integrity of which may be verified and/or authenticated by the processor 102 using protected code from the EPROM 103 B or elsewhere.
  • operative components of the gaming machine 100 may be distributed, for example input/output devices 106 , 107 , 108 , 109 , 110 , 111 to be provided remotely from the game controller 101 .
  • FIG. 5 shows a gaming system 200 in accordance with an alternative embodiment.
  • the gaming system 200 includes a network 201 , which for example may be an Ethernet network.
  • Gaming machines 202 shown arranged in three banks 203 of two gaming machines 202 in FIG. 5 , are connected to the network 201 .
  • the gaming machines 202 provide a player operable interface and may be the same as the gaming machines 10 , 100 shown in FIGS. 2 and 3 , or may have simplified functionality depending on the game play implemented. While banks 203 of two gaming machines are illustrated in FIG. 5 , banks of one, three or more gaming machines are also envisaged.
  • One or more displays 204 may also be connected to the network 201 .
  • the displays 204 may be associated with one or more banks 203 of gaming machines.
  • the displays 204 may be used to display representations associated with game play on the gaming machines 202 , and/or used to display other representations, for example promotional or informational material.
  • game server 205 implements part of the game played by a player using a gaming machine 202 and the gaming machine 202 implements part of the game. With this embodiment, as both the game server and the gaming device implement part of the game, they collectively provide a game controller.
  • a database management server 206 may manage storage of game programs and associated data for downloading or access by the gaming devices 202 in a database 206 A.
  • Jackpot server 207 will be provided to perform accounting functions for the Jackpot game.
  • a loyalty program server 212 may also be provided.
  • game server 205 implements most or all of the game played by a player using a gaming machine 202 and the gaming machine 202 essentially provides only the player interface. With this embodiment, the game server 205 provides the game controller. The gaming machine will receive player instructions, pass these to the game server which will process them and return game play outcomes to the gaming machine for display. In a thin client embodiment, the gaming machines could be computer terminals, e.g. PCs running software that provides a player interface operable using standard computer input and output components. Other client/server configurations are possible, and further details of a client/server architecture can be found in WO 2006/052213 and PCT/SE2006/000559, the disclosures of which are incorporated herein by reference.
  • Servers are also typically provided to assist in the administration of the gaming network 200 , including for example a gaming floor management server 208 , and a licensing server 209 to monitor the use of licenses relating to particular games.
  • An administrator terminal 210 is provided to allow an administrator to run the network 201 and the devices connected to the network.
  • the gaming system 200 may communicate with other gaming systems, other local networks, for example a corporate network, and/or a wide area network such as the Internet, for example through a firewall 211 .
  • other local networks for example a corporate network
  • a wide area network such as the Internet
  • functionality at the server side of the network may be distributed over a plurality of different computers.
  • elements may be run as a single “engine” on one server or a separate server may be provided.
  • the game server 205 could run a random generator engine.
  • a separate random number generator server could be provided.
  • a plurality of game servers could be provided to run different games or a single game server may run a plurality of different games based on the terminals.
  • a player operates the game play mechanism 56 to specify a wager and hence the win entitlement which will be evaluated for this play of the game and initiates a play of the game.
  • a player's win entitlement will vary from game to game dependent on player selections and is selected by a player operation one or more input devices, for example physical or virtual buttons (using a touch screen) corresponding to the available wagering options. In most spinning reel games, it is typical for the player's win entitlement to be affected by the amount they wager and selections they make (i.e. the nature of the wager).
  • a player's win entitlement may be based on how many lines they play in each game—e g a minimum of one line up to the maximum number of lines allowed by the game (noting that not all permutations of win lines may be available for selection) and how much they wager per line.
  • win lines are typically formed by a combination of symbol display positions, one from each reel, the symbol display positions being located relative to one another such that they form a line.
  • the player's win entitlement is not strictly limited to the lines they have selected, for example, “scatter” pays are awarded independently of a players selection of pay lines and are an inherent part of the win entitlement.
  • the player may obtain a win entitlement by selecting a number of reels to play and an amount to wager per reel.
  • Such games are marketed under the trade name “Reel Power” by Aristocrat Leisure Industries Pty Ltd.
  • the selection of the reel means that each displayed symbol of the reel can be substituted for a symbol at one or more designated display positions.
  • all symbols displayed at symbol display positions corresponding to a selected reel can be used to form symbol combinations with symbols displayed at a designated, symbol display positions of the other reels. For example, if there are five reels and three symbol display positions for each reel such that the symbol display positions comprise three rows of five symbol display positions, the symbols displayed in the center row are used for non-selected reels.
  • the total number of ways to win is determined by multiplying the number of active display positions of each reels, the active display positions being all display positions of each selected reel and the designated display position of the non-selected reels. As a result for five reels and fifteen display positions there are 243 ways to win.
  • the processor 62 of game controller 60 is shown implementing a number of modules based on program code and data stored in memory 64 .
  • modules include the outcome generator 622 which operates in response to the player's operation of game play mechanism 56 to place a wager and initiate a play of the game and generates a game outcome which will then be evaluated by outcome evaluator 623 .
  • a symbol selector 622 A of the outcome generator to select symbols from a set of symbols specified by symbol data 641 using random number generator 621 .
  • the selected symbols are advised to the display controller 624 which causes them to be displayed on display 54 at a set of display positions in a symbol evaluation area 54 A. In the example of FIG. 9 there are fifteen display positions in the evaluation area.
  • selecting symbols is for the symbol selector 622 A to select symbols for display from a plurality of symbol sets corresponding to respective ones of a plurality of spinning reels.
  • the symbol sets 641 specify a sequence of symbols for each reel such that the symbol selector 622 A can select all of the symbols by selecting a stopping position in the sequence using a random number generator 621 .
  • three symbols of each of five reels may be displayed such that symbols are displayed at fifteen display positions in the symbol evaluation area on display 54 . It is known to use a probability table stored in memory 64 to vary the odds of a particular stop position being selected. Other techniques can be used to control the odds of particular outcomes occurring to thereby control the return to player of the game.
  • a player may have an opportunity to select symbols to move to a symbol storage area 54 B on the display.
  • a symbol storage area 54 B includes three sub-areas 911 , 912 , and 913 which have different characteristics. For example a gold, silver and bronze area where the different characteristic is that different prizes are available for each area, e.g. a 2 ⁇ , 3 ⁇ and 4 ⁇ multiplier. That is, the prize is, at least in part, tied to the area.
  • the player is eligible to move symbols to the symbol storage area after each outcome is generated.
  • a condition may need to be met before a player can move a symbol, for example, the player may need to have placed a specific bet, such as a max bet or an ante bet, or a particular symbol combination may need to occur in the game outcome before the player has access to moving a symbol.
  • the player places a finger on the touch screen display 54 over the particular symbol in the symbol evaluation area. This touch is noted by the touch screen 56 A, the player then drags the symbol by maintaining contact with the screen with their finger until they place the symbol over a desired sub-area 911 , 912 , 913 of the symbol storage area 54 B. The player then removes their finger from touching the screen and the symbol is dropped into the relevant symbol storage sub-area.
  • Symbol storer 629 is arranged to determine that a symbol has been moved into the symbol storage area on the display and update the stored symbol data 644 accordingly.
  • the stored symbol data can also include any characteristics associated with the symbol.
  • the symbol characteristics may include characteristics of the particular symbol, characteristics of the display area in which the symbol is dropped in the symbol storage area, prizes associated with the symbol or be related to the particular game outcome from which the symbol was selected.
  • the symbol may have a characteristic applied to indicate whether it formed part of a winning or non-winning outcome. It will be appreciated from the above, that the symbols are stored by storing data corresponding to the symbols and any characteristics that are associated with those symbols.
  • the outcome evaluator also includes a symbol evaluator 623 which evaluates the symbols against the prize table 643 in accordance with game rules 642 to determine whether there are any winning combinations and advises the player via display 54 as to whether they are entitled to any award. awards are credited to the player if the player elects to cash-out or initiates another play of the game. As is known in the art the balance of win and credit meters stored in memory 64 .
  • the player has stored one or more symbols as stored symbol data 643 (assuming the player was entitled to store a symbol at that time).
  • the player may be able to alter which symbol is in which storage area at defined parts of the game.
  • the player may be able to select and store a symbol by dragging and dropping one selected symbol from any game outcome. Accordingly, each time a symbol is selected the player may be able to rearrange existing symbols. For example, the player may able to decide to discard one existing symbol and replace it with a symbol or to shuffle the symbols amongst the symbol storage areas 911 , 912 , 913 .
  • the outcome evaluation may include an additional evaluation performed by additional evaluator 623 B which is based, for example, on a comparison of the symbols stored in the symbol storage area 54 B with the selected symbols selected by the symbol selector 622 A in the particular game round.
  • additional award may be provided such as a multiplier of the prize from prize table 643 , corresponding to the winning combination determined by the symbol evaluator 623 A or an additional award.
  • the symbols employed can be symbols which are known in the art such as card based symbols.
  • symbols are removed from the symbol storage area after they result in an award being made to the player. In another embodiment symbols are removed upon a criterion being met, e.g. a number of game rounds being conducted.
  • the method of the embodiment is summarised in FIG. 7 .
  • the method 700 broadly involves displaying a symbol evaluation area and a symbol storage area on the display 54 .
  • the method then involves selecting symbols 720 for display in the symbol evaluation area.
  • the method then involves storing 730 symbols selected by the player using the touch screen interface and dragged and dropped to the symbol storage area.
  • FIG. 8 shows an alternative embodiment featuring an alternative outcome generator 822 and alternative outcome evaluator 823 .
  • the player may collect a plurality of symbols if a collection condition is met in a specific base game. That is, in the embodiment, each time a base game meets a condition, for example, that it includes no winning outcome, the player can operate the touch screen 56 A to drag a symbol from the symbol evaluation area to the symbol storage area to thereby invoke symbol storer 629 to store the symbol 644 . In this way, over a plurality of games, the player can build up a collection of symbols. These are stored as a pile of cards (the symbols of the game comprising cards).
  • Each base game is evaluated by the outcome evaluator 823 .
  • the outcome evaluator includes a base game evaluator 826 which determines whether the symbols selected by the symbol selector 622 A of the base game generator 825 from symbol data 641 correspond to winning combinations stored in prize table 643 .
  • the outcome evaluator 823 also includes a trigger monitor 828 which monitors the outcomes to determine whether they include one or more symbol combinations which trigger a feature game.
  • a player plays a game where the feature game generator 824 generates a hand of cards for a computer based virtual opponent and the player tries to use the cards which they have collected in previous game rounds to beat the computer generated virtual hand.
  • the feature game generator includes a symbol use processor 824 A which determines the manner in which the player has used the cards.
  • the game may be a game like gin rummy where the player tries to play out their cards in groups of 3, 4, and 5 against the virtual opponent.
  • the outcome evaluator 823 includes a feature game evaluator 827 which evaluates the outcome of the feature game based on the players use of the cards to determine whether to award a prize to the player.
  • an award may be based simply upon the cards which the player has stored at the time the trigger condition occurs.
  • the player may decide whether to use the cards or not in response to a particular trigger.
  • the feature game may be player initiated either instead of or separately to an automatic trigger. For example, the player may decide that he has accrued enough cards to make playing the feature game attractive.
  • when the feature game may be initiated automatically when the player accrues a defined number of symbols.
  • the player may accrue at least a minimum number of symbols before the feature game can be played.
  • the gaming system may be arranged such that player may have an opportunity to discard symbols that have been collected.
  • an eligibility criteria may be applied for the player to be eligible to store symbols, for example that the player has made a certain sized wager, made an ante bet, selected all win lines, played sufficient games, or the player is a member of a loyalty program.
  • base game is used to indicate a part of the game which is carried out each time the player makes a wager, typically irrespective of the wager, whereas other parts of the game, such as a feature game, will only be carried out occasionally. For example if a condition is met such as a trigger event occurring or if an ante bet is placed (depending on the specific embodiment).
  • feature games are also known by other names such as bonus games.
  • the trigger event may be, a symbol combination in the game, occurrence of a specific symbol in the game, purchased, be caused by another connected system, based on turnover, based on a random evaluation, etc.

Abstract

A gaming system comprising a display, a memory, a game controller in data communication with the display and arranged to control the display to display a symbol evaluation area and a symbol storage area, the game controller further arranged to select symbols from a set of symbols for display in the symbol evaluation area on the display and to evaluate the symbols displayed in the symbol evaluation area to determine whether to make an award, and a game play mechanism operable by the player to select a symbol from the symbol evaluation area and drag the selected symbol to the storage area, whereafter the game controller stores the symbol in the memory until the symbol is used in subsequent game play.

Description

    RELATED APPLICATION
  • This patent claims priority to U.S. Provisional Application 61/441,509 filed Feb. 10, 2011, which is hereby incorporated herein by reference in its entirety.
  • FIELD OF THE DISCLOSURE
  • The examples disclosed herein relate to a gaming system, a method of gaming and a game controller.
  • BACKGROUND
  • In some existing gaming machines a player can interact with the game in a limited manner via a touch screen. For example, in order to place a wager or, in a second screen where the player has a fixed number of selections of displayed object which may reveal one or more prizes, to make selections by touching respective objects.
  • While such gaming machines provide players with enjoyment, a need exists for alternative gaming systems in order to maintain or increase player enjoyment.
  • SUMMARY
  • In some examples, the examples disclosed herein provide a gaming system comprising: a display; a memory; a game controller in data communication with the display and arranged to control the display to display a symbol evaluation area and a symbol storage area, the game controller further arranged to select symbols from a set of symbols for display in the symbol evaluation area on the display and to evaluate the symbols displayed in the symbol evaluation area to determine whether to make an award; and a game play mechanism operable by the player to select a symbol from the symbol evaluation area and drag the selected symbol to the storage area, whereafter the game controller stores the symbol in the memory until the symbol is used in subsequent game play.
  • In some examples, the symbol is stored until at least one further game outcome is generated by the game controller, the further game outcome being evaluated by the game controller.
  • In some examples, the game controller is arranged to conduct an additional evaluation based on the at least one stored symbol and the at least one further game outcome to determine whether to make an award.
  • In some examples, the storage area comprises a plurality of sub-areas associated with respective characteristics; the game play mechanism is operable by the player to drag the selected symbol to one of the plurality of sub-areas; and the game controller conducts the additional evaluation based on the characteristic associated with the sub-area to which the selected symbol was dragged.
  • In some examples, the game controller associates the selected symbol with the characteristic associated with the sub-area in the memory.
  • In some examples, the symbols of the set of symbols are associated with respective symbol characteristics and the additional evaluation is based on the symbol characteristic of the selected symbol.
  • In some examples, the symbol is stored until the player operates the game play mechanism to use the stored symbol.
  • In some examples, the game play mechanism is operable to enable the player to store a plurality of symbols across a plurality of plays of the game.
  • In some examples, the game play mechanism is operable to allow a player to use a stored symbol or symbols upon a trigger condition being met.
  • In some examples, the trigger condition triggers a feature game in which the symbol or symbols may be employed.
  • In some examples, the game play mechanism is operable to select a symbol when a selection condition is met.
  • In some examples, each selected symbol is displayed in the storage area.
  • In some examples, the game play mechanism comprises a touch screen, whereby the player touches a symbol on the touch screen to select the symbol, maintains contact with the screen to drag the symbol to the storage area and ends the contact to store the symbol.
  • In some examples, the game controller stores the symbol by storing data defining the symbol in the memory.
  • In some examples, the game controller selects symbols for a spinning reel game, the set of symbols comprising subsets of symbols corresponding to respective ones of the reels and the game controller selecting symbols from the set of symbols by selecting symbols of each subset, the game controller evaluating the selected symbols by determining whether the symbols displayed in the symbol evaluation area comprise one or more winning combinations of symbols.
  • In some examples, the symbols that can be dragged to the storage area are symbols of a card game and wherein the subsequent game play comprises play of a card game based on a stored card game symbol.
  • In some examples, the examples disclosed herein provide a method of gaming in a gaming system comprising: displaying a symbol evaluation area and a symbol storage area on a display; selecting symbols from a set of symbols for display in the symbol evaluation area on the display and evaluating the symbols displayed in the symbol evaluation area to determine whether to make an award; and storing a selected symbol in a memory of the gaming system until the symbol is used in subsequent game play in response to a player operating a game play mechanism to select the symbol from the symbol evaluation area and drag the selected symbol to the storage area.
  • In some examples, the method comprises storing the symbol until at least one further game outcome is generated by the game controller, the further game outcome being evaluated to determine whether to make an award.
  • In some examples, the method comprises conducting an additional evaluation based on the at least one stored symbol and the at least one further game outcome to determine whether to make an award.
  • In some examples, the storage area comprises a plurality of sub-areas associated with respective characteristics; the game play mechanism is operable by the player to drag the selected symbol to one of the plurality of sub-areas; and the additional evaluation is conducted based on the characteristic associated with the sub-area to which the selected symbol was dragged.
  • In some examples, the method comprises associating the selected symbol with the characteristic associated with the sub-area in the memory.
  • In some examples, the symbols of the set of symbols are associated with respective symbol characteristics and the additional evaluation is based on the symbol characteristic of the selected symbol.
  • In some examples, the method comprises storing the symbol until the player operates the game play mechanism to use the stored symbol.
  • In some examples, the method comprises storing a plurality of symbols across a plurality of plays of the game.
  • In some examples, the method comprises allowing a player to use a stored symbol or symbols upon a trigger condition being met.
  • In some examples, the trigger condition triggers a feature game in which the symbol or symbols may be employed.
  • In some examples, the game play mechanism is operable to select a symbol when a selection condition is met.
  • In some examples, each selected symbol is displayed in the storage area.
  • In some examples, the game play mechanism comprises a touch screen, whereby the player touches a symbol on the touch screen to select the symbol, maintains contact with the screen to drag the symbol to the storage area and ends the contact to store the symbol.
  • In some examples, selecting symbols comprises selecting symbols for a spinning reel game, the set of symbols comprising subsets of symbols corresponding to respective ones of the reels such that selecting symbols comprises selecting symbols from the set of symbols by selecting symbols of each subset, and wherein evaluating the selected symbols is performed by determining whether the symbols displayed in the symbol evaluation area comprise one or more winning combinations of symbols.
  • In some examples, the symbols that can be dragged to the storage area are symbols of a card game and wherein the subsequent game play comprises play of a card game based on a stored card game symbol.
  • In some examples, the examples disclosed herein provide a game controller for a gaming system, the game controller arranged to control a display to display a symbol evaluation area and a symbol storage area on a display, select symbols from a set of symbols for display in the symbol evaluation area on the display, evaluate the symbols displayed in the display area to determine whether to make an award, and store a selected symbol in a memory of the gaming system until the symbol is used in subsequent game play in response to a player operating a game play mechanism to select the symbol from the symbol evaluation area and drag the selected symbol to the storage area.
  • In some examples, the symbol is stored until at least one further game outcome is generated by the game controller, the further game outcome being evaluated by the game controller.
  • In some examples, the game controller is arranged to conduct an additional evaluation based on the at least one stored symbol and the at least one further game outcome to determine whether to make an award.
  • In some examples, the storage area comprises a plurality of sub-areas associated with respective characteristics to which the selected symbol may be dragged by operation of the game play mechanism, and wherein the game controller conducts the additional evaluation based on the characteristic associated with the sub-area to which the selected symbol was dragged.
  • In some examples, the game controller associates the selected symbol with the characteristic associated with the sub-area in the memory.
  • In some examples, the symbols of the set of symbols are associated with respective symbol characteristics and the additional evaluation is based on the symbol characteristic of the selected symbol.
  • In some examples, the symbol is stored until the player operates the game play mechanism to use the stored symbol.
  • In some examples, the player is able to store a plurality of symbols across a plurality of plays of the game.
  • In some examples, the player may use a stored symbol or symbols upon a trigger condition being met.
  • In some examples, the trigger condition triggers a feature game in which the symbol or symbols may be employed.
  • In some examples, the player may select a symbol when a selection condition is met.
  • In some examples, the game controller stores the symbol by storing data defining the symbol in the memory.
  • In some examples, the game controller selects symbols for a spinning reel game, the set of symbols comprising subsets of symbols corresponding to respective ones of the reels and the game controller selecting symbols from the set of symbols by selecting symbols of each subset, the game controller evaluating the selected symbols by determining whether the symbols displayed in the symbol evaluation area comprise one or more winning combinations of symbols.
  • In some examples, the symbols that can be dragged to the storage area are symbols of a card game and wherein the subsequent game play comprises play of a card game based on a stored card game symbol.
  • In some examples, the examples disclosed herein provide a gaming system comprising a display controller for controlling a display to display a symbol evaluation area and a symbol storage area on a display, a symbol selector for selecting symbols from a set of symbols for display in the symbol evaluation area on the display, a symbol evaluator for evaluating the symbols displayed in the display area to determine whether to make an award, and a symbol storer for storing a selected symbol in a memory of the gaming system until the symbol is used in subsequent game play in response to a player operating a game play mechanism to select the symbol from the symbol evaluation area and drag the selected symbol to the storage area.
  • In some examples, the examples disclosed herein provide a gaming system comprising a display, means for controlling the display to display a symbol evaluation area and a symbol storage area, means for selecting symbols from a set of symbols for display in the symbol evaluation area on the display, means for evaluating the symbols displayed in the display area to determine whether to make an award, means by the player to select a symbol from the symbol evaluation area and drag the selected symbol to the storage area, and means for storing the selected symbol until the symbol is used in subsequent game play.
  • In some examples, the examples disclosed herein provide computer program code which when executed implements the above method.
  • In some examples, the examples disclosed herein provide a tangible computer readable medium comprising the above program code.
  • BRIEF DESCRIPTION OF DRAWINGS
  • Examples disclosed herein will now be described with reference to the accompanying drawings in which:
  • FIG. 1 is a block diagram of the core components of a gaming system;
  • FIG. 2 is a perspective view of a stand alone gaming machine;
  • FIG. 3 is a block diagram of the functional components of a gaming machine;
  • FIG. 4 is a schematic diagram of the functional components of a memory;
  • FIG. 5 is a schematic diagram of a network gaming system;
  • FIG. 6 is a further block diagram of a gaming system; and
  • FIG. 7 is a flow chart in accordance with the teachings of this disclosure.
  • FIG. 8 is an example in accordance with the teachings of this disclosure.
  • FIG. 9 is an example in accordance with the teachings of this disclosure.
  • DETAILED DESCRIPTION
  • Referring to the drawings, there is shown a gaming system having a game controller arranged to implement a game where a player can select symbols (such as card symbols) by dragging them from a symbol evaluation area to a storage area. The game controller stores the selected symbols for use in subsequent game play.
  • General Construction of Gaming System
  • The gaming system can take a number of different forms. In a first form, a stand alone gaming machine is provided wherein all or most components for implementing the game are present in a player operable gaming machine.
  • In a second form, a distributed architecture is provided wherein some of the components for implementing the game are present in a player operable gaming machine and some of the components for implementing the game are located remotely relative to the gaming machine. For example, a “thick client” architecture may be used wherein part of the game is executed on a player operable gaming machine and part of the game is executed remotely, such as by a gaming server; or a “thin client” architecture may be used wherein most of the game is executed remotely such as by a gaming server and a player operable gaming machine is used only to display audible and/or visible gaming information to the player and receive gaming inputs from the player.
  • However, it will be understood that other arrangements are envisaged. For example, an architecture may be provided wherein a gaming machine is networked to a gaming server and the respective functions of the gaming machine and the gaming server are selectively modifiable. For example, the gaming system may operate in stand alone gaming machine mode, “thick client” mode or “thin client” mode depending on the game being played, operating conditions, and so on. Other variations will be apparent to persons skilled in the art.
  • Irrespective of the form, the gaming system has several core components. At the broadest level, the core components are a player interface 50 and a game controller 60 as illustrated in FIG. 1. The player interface is arranged to enable manual interaction between a player and the gaming system and for this purpose includes the input/output components for the player to enter instructions to play the game and observe the game outcomes.
  • Components of the player interface may vary from embodiment to embodiment but will typically include a credit mechanism 52 to enable a player to input credits and receive payouts, one or more displays 54, a game play mechanism 56 including one or more input devices that enable a player to input game play instructions (e.g. to place a wager), and one or more speakers 58. In the embodiments, the game play mechanism includes at least one input device operable by the player to select a symbol and drag a symbol from a symbol evaluation area on the display to a symbol storage area. In an advantageous embodiment, the input device is a touch screen and the player selects the symbol by touching the symbol, drags their finger across the touch screen display to the symbol storage area and drops the object by removing their finger from the touch screen display. Thus, in the advantageous embodiment, the player gains a sense of immediate interaction with the game.
  • The game controller 60 is in data communication with the player interface and typically includes a processor 62 that processes the game play instructions in accordance with game play rules and outputs game play outcomes to the display. Typically, the game play rules are stored as program code in a memory 64 but can also be hardwired. Herein the term “processor” is used to refer generically to any device that can process game play instructions in accordance with game play rules and may include: a microprocessor, microcontroller, programmable logic device or other computational device, a general purpose computer (e.g. a PC) or a server. That is a processor may be provided by any suitable logic circuitry for receiving inputs, processing them in accordance with instructions stored in memory and generating outputs (for example on the display). Such processors are sometimes also referred to as central processing units (CPUs). Most processors are general purpose units, however, it is also know to provide a specific purpose processor using an application specific integrated circuit (ASIC) or a field programmable gate array (FPGA).
  • A gaming system in the form of a stand alone gaming machine 10 is illustrated in FIG. 2. The gaming machine 10 includes a console 12 having a display 14 on which are displayed representations of a game 16 that can be played by a player. The display 14 has a touch screen which enables the player to drag and drop symbols as described below. A mid-trim 20 of the gaming machine 10 also houses a bank of buttons 22 which enable additional interaction with the gaming machine. The mid-trim 20 also houses a credit input mechanism 24 which in this example includes a coin input chute 24A and a bill collector 24B. Other credit input mechanisms may also be employed, for example, a card reader for reading a smart card, debit card or credit card. Other gaming machines may configure for ticket in such that they have a ticket reader for reading tickets having a value and crediting the player based on the face value of the ticker. A player marketing module (not shown) having a reading device may also be provided for the purpose of reading a player tracking device, for example as part of a loyalty program. The player tracking device may be in the form of a card, flash drive or any other portable storage medium capable of being read by the reading device. In some embodiments, the player marketing module may provide an additional credit mechanism, either by transferring credits to the gaming machine from credits stored on the player tracking device or by transferring credits from a player account in data communication with the player marketing module.
  • A top box 26 may carry artwork 28, including for example pay tables and details of bonus awards and other information or images relating to the game. Further artwork and/or information may be provided on a front panel 29 of the console 12. A coin tray 30 is mounted beneath the front panel 29 for dispensing cash payouts from the gaming machine 10.
  • The display 14 shown in FIG. 2 is in the form of a video display unit, particularly a cathode ray tube screen device. Alternatively, the display 14 may be a liquid crystal display (LCD), plasma screen, or any other suitable video display unit. If the display is an LCD, the LCD display may be a transmissive display overlaying the visible portion of an electromechanical device to enable both mechanical and video reels to be used in a slot machine embodiment. The top box 26 may also include a display, for example a video display unit, which may be of the same type as the display 14, or of a different type.
  • FIG. 3 shows a block diagram of operative components of a typical gaming machine which may be the same as or different to the gaming machine of FIG. 2.
  • The gaming machine 100 includes a game controller 101 having a processor 102 mounted on a circuit board. Instructions and data to control operation of the processor 102 are stored in a memory 103, which is in data communication with the processor 102. Typically, the gaming machine 100 will include both volatile and non-volatile memory and more than one of each type of memory, with such memories being collectively represented by the memory 103.
  • The gaming machine has hardware meters 104 for purposes including ensuring regulatory compliance and monitoring player credit, an input/output (I/O) interface 105 for communicating with peripheral devices of the gaming machine 100. The input/output interface 105 and/or the peripheral devices may be intelligent devices with their own memory for storing associated instructions and data for use with the input/output interface or the peripheral devices. A random number generator module 113 generates random numbers for use by the processor 102. Persons skilled in the art will appreciate that the reference to random numbers includes pseudo-random numbers.
  • In the example shown in FIG. 3, a player interface 120 includes peripheral devices that communicate with the game controller 101 including one or more displays 106, a touch screen and buttons 107 (which provide a game play mechanism), a card and/or ticket reader 108, a printer 109, a bill acceptor and/or coin input mechanism 110 and a coin output mechanism 111. Additional hardware may be included as part of the gaming machine 100, or hardware may be omitted based on the specific implementation. Persons skilled in the art will also appreciate that the touch screen can be used to emulate other input devices, for example, a touch screen can display virtual buttons which a player can “press” by touching the screen where they are displayed.
  • In addition, the gaming machine 100 may include a communications interface, for example a network card 112. The network card may, for example, send status information, accounting information or other information to a bonus controller, central controller, server or database and receive data or commands from the bonus controller, central controller, server or database. In embodiments employing a player marketing module, communications over a network may be via player marketing module—i.e. the player marketing module may be in data communication with one or more of the above devices and communicate with it on behalf of the gaming machine.
  • FIG. 4 shows a block diagram of the main components of an exemplary memory 103. The memory 103 includes RAM 103A, EPROM 103B and a mass storage device 103C. The RAM 103A typically temporarily holds program files for execution by the processor 102 and related data. The EPROM 103B may be a boot ROM device and/or may contain some system or game related code. The mass storage device 103C is typically used to store game programs, the integrity of which may be verified and/or authenticated by the processor 102 using protected code from the EPROM 103B or elsewhere.
  • It is also possible for the operative components of the gaming machine 100 to be distributed, for example input/ output devices 106,107,108,109,110,111 to be provided remotely from the game controller 101.
  • FIG. 5 shows a gaming system 200 in accordance with an alternative embodiment. The gaming system 200 includes a network 201, which for example may be an Ethernet network. Gaming machines 202, shown arranged in three banks 203 of two gaming machines 202 in FIG. 5, are connected to the network 201. The gaming machines 202 provide a player operable interface and may be the same as the gaming machines 10,100 shown in FIGS. 2 and 3, or may have simplified functionality depending on the game play implemented. While banks 203 of two gaming machines are illustrated in FIG. 5, banks of one, three or more gaming machines are also envisaged.
  • One or more displays 204 may also be connected to the network 201. For example, the displays 204 may be associated with one or more banks 203 of gaming machines. The displays 204 may be used to display representations associated with game play on the gaming machines 202, and/or used to display other representations, for example promotional or informational material.
  • In a thick client embodiment, game server 205 implements part of the game played by a player using a gaming machine 202 and the gaming machine 202 implements part of the game. With this embodiment, as both the game server and the gaming device implement part of the game, they collectively provide a game controller. A database management server 206 may manage storage of game programs and associated data for downloading or access by the gaming devices 202 in a database 206A. Typically, if the gaming system enables players to participate in a Jackpot game, a Jackpot server 207 will be provided to perform accounting functions for the Jackpot game. A loyalty program server 212 may also be provided.
  • In a thin client embodiment, game server 205 implements most or all of the game played by a player using a gaming machine 202 and the gaming machine 202 essentially provides only the player interface. With this embodiment, the game server 205 provides the game controller. The gaming machine will receive player instructions, pass these to the game server which will process them and return game play outcomes to the gaming machine for display. In a thin client embodiment, the gaming machines could be computer terminals, e.g. PCs running software that provides a player interface operable using standard computer input and output components. Other client/server configurations are possible, and further details of a client/server architecture can be found in WO 2006/052213 and PCT/SE2006/000559, the disclosures of which are incorporated herein by reference.
  • Servers are also typically provided to assist in the administration of the gaming network 200, including for example a gaming floor management server 208, and a licensing server 209 to monitor the use of licenses relating to particular games. An administrator terminal 210 is provided to allow an administrator to run the network 201 and the devices connected to the network.
  • The gaming system 200 may communicate with other gaming systems, other local networks, for example a corporate network, and/or a wide area network such as the Internet, for example through a firewall 211.
  • Persons skilled in the art will appreciate that in accordance with known techniques, functionality at the server side of the network may be distributed over a plurality of different computers. For example, elements may be run as a single “engine” on one server or a separate server may be provided. For example, the game server 205 could run a random generator engine. Alternatively, a separate random number generator server could be provided. Further, persons skilled in the art will appreciate that a plurality of game servers could be provided to run different games or a single game server may run a plurality of different games based on the terminals.
  • Further Detail of Gaming System
  • Referring to FIG. 6, there is shown one embodiment of a gaming system 600. The player operates the game play mechanism 56 to specify a wager and hence the win entitlement which will be evaluated for this play of the game and initiates a play of the game. Persons skilled in the art will appreciate that a player's win entitlement will vary from game to game dependent on player selections and is selected by a player operation one or more input devices, for example physical or virtual buttons (using a touch screen) corresponding to the available wagering options. In most spinning reel games, it is typical for the player's win entitlement to be affected by the amount they wager and selections they make (i.e. the nature of the wager). For example, a player's win entitlement may be based on how many lines they play in each game—e g a minimum of one line up to the maximum number of lines allowed by the game (noting that not all permutations of win lines may be available for selection) and how much they wager per line. Such win lines are typically formed by a combination of symbol display positions, one from each reel, the symbol display positions being located relative to one another such that they form a line.
  • In many games, the player's win entitlement is not strictly limited to the lines they have selected, for example, “scatter” pays are awarded independently of a players selection of pay lines and are an inherent part of the win entitlement.
  • Persons skilled in the art, will appreciate that in other embodiments, the player may obtain a win entitlement by selecting a number of reels to play and an amount to wager per reel. Such games are marketed under the trade name “Reel Power” by Aristocrat Leisure Industries Pty Ltd. The selection of the reel means that each displayed symbol of the reel can be substituted for a symbol at one or more designated display positions. In other words, all symbols displayed at symbol display positions corresponding to a selected reel can be used to form symbol combinations with symbols displayed at a designated, symbol display positions of the other reels. For example, if there are five reels and three symbol display positions for each reel such that the symbol display positions comprise three rows of five symbol display positions, the symbols displayed in the center row are used for non-selected reels. As a result, the total number of ways to win is determined by multiplying the number of active display positions of each reels, the active display positions being all display positions of each selected reel and the designated display position of the non-selected reels. As a result for five reels and fifteen display positions there are 243 ways to win.
  • In FIG. 6, the processor 62 of game controller 60 is shown implementing a number of modules based on program code and data stored in memory 64. Persons skilled in the art will appreciate that various of the modules could be implemented in some other way, for example by a dedicated circuit. These modules include the outcome generator 622 which operates in response to the player's operation of game play mechanism 56 to place a wager and initiate a play of the game and generates a game outcome which will then be evaluated by outcome evaluator 623. In the embodiment, a symbol selector 622A of the outcome generator to select symbols from a set of symbols specified by symbol data 641 using random number generator 621. The selected symbols are advised to the display controller 624 which causes them to be displayed on display 54 at a set of display positions in a symbol evaluation area 54A. In the example of FIG. 9 there are fifteen display positions in the evaluation area.
  • One example of selecting symbols is for the symbol selector 622A to select symbols for display from a plurality of symbol sets corresponding to respective ones of a plurality of spinning reels. The symbol sets 641 specify a sequence of symbols for each reel such that the symbol selector 622A can select all of the symbols by selecting a stopping position in the sequence using a random number generator 621. In the example of FIG. 9, three symbols of each of five reels may be displayed such that symbols are displayed at fifteen display positions in the symbol evaluation area on display 54. It is known to use a probability table stored in memory 64 to vary the odds of a particular stop position being selected. Other techniques can be used to control the odds of particular outcomes occurring to thereby control the return to player of the game.
  • Once the symbols have been selected and displayed in the symbol evaluation area 54A, a player may have an opportunity to select symbols to move to a symbol storage area 54B on the display. In the example of FIG. 9, a symbol storage area 54B includes three sub-areas 911, 912, and 913 which have different characteristics. For example a gold, silver and bronze area where the different characteristic is that different prizes are available for each area, e.g. a 2×, 3× and 4× multiplier. That is, the prize is, at least in part, tied to the area. In the embodiment, the player is eligible to move symbols to the symbol storage area after each outcome is generated. However, in other embodiments, a condition may need to be met before a player can move a symbol, for example, the player may need to have placed a specific bet, such as a max bet or an ante bet, or a particular symbol combination may need to occur in the game outcome before the player has access to moving a symbol. To move a symbol, the player places a finger on the touch screen display 54 over the particular symbol in the symbol evaluation area. This touch is noted by the touch screen 56A, the player then drags the symbol by maintaining contact with the screen with their finger until they place the symbol over a desired sub-area 911, 912, 913 of the symbol storage area 54B. The player then removes their finger from touching the screen and the symbol is dropped into the relevant symbol storage sub-area.
  • Symbol storer 629, is arranged to determine that a symbol has been moved into the symbol storage area on the display and update the stored symbol data 644 accordingly. The stored symbol data can also include any characteristics associated with the symbol. The symbol characteristics may include characteristics of the particular symbol, characteristics of the display area in which the symbol is dropped in the symbol storage area, prizes associated with the symbol or be related to the particular game outcome from which the symbol was selected. For example, the symbol may have a characteristic applied to indicate whether it formed part of a winning or non-winning outcome. It will be appreciated from the above, that the symbols are stored by storing data corresponding to the symbols and any characteristics that are associated with those symbols.
  • In this respect, the outcome evaluator also includes a symbol evaluator 623 which evaluates the symbols against the prize table 643 in accordance with game rules 642 to determine whether there are any winning combinations and advises the player via display 54 as to whether they are entitled to any award. Awards are credited to the player if the player elects to cash-out or initiates another play of the game. As is known in the art the balance of win and credit meters stored in memory 64.
  • Accordingly, it will be appreciated that at the end of a game round, the player has stored one or more symbols as stored symbol data 643 (assuming the player was entitled to store a symbol at that time).
  • A person skilled in the art will appreciate that additional features can be provided, for example, the player may be able to alter which symbol is in which storage area at defined parts of the game. In one example, the player may be able to select and store a symbol by dragging and dropping one selected symbol from any game outcome. Accordingly, each time a symbol is selected the player may be able to rearrange existing symbols. For example, the player may able to decide to discard one existing symbol and replace it with a symbol or to shuffle the symbols amongst the symbol storage areas 911, 912, 913.
  • In game rounds where the player already has symbols stored in the symbol storage are 54B, the outcome evaluation may include an additional evaluation performed by additional evaluator 623B which is based, for example, on a comparison of the symbols stored in the symbol storage area 54B with the selected symbols selected by the symbol selector 622A in the particular game round. In one example, if an award is offered for a symbol and that symbol is also stored in a storage area, an additional award may be provided such as a multiplier of the prize from prize table 643, corresponding to the winning combination determined by the symbol evaluator 623A or an additional award. Persons skilled in the art will appreciate that the symbols employed can be symbols which are known in the art such as card based symbols. A person skilled in the art will also appreciate that there may be limitations on the symbols that which can be stored. For example, some symbols may not be available for collection and storage. In one embodiment, symbols are removed from the symbol storage area after they result in an award being made to the player. In another embodiment symbols are removed upon a criterion being met, e.g. a number of game rounds being conducted.
  • The method of the embodiment is summarised in FIG. 7. The method 700 broadly involves displaying a symbol evaluation area and a symbol storage area on the display 54. The method then involves selecting symbols 720 for display in the symbol evaluation area. The method then involves storing 730 symbols selected by the player using the touch screen interface and dragged and dropped to the symbol storage area.
  • FIG. 8 shows an alternative embodiment featuring an alternative outcome generator 822 and alternative outcome evaluator 823.
  • In this embodiment, the player may collect a plurality of symbols if a collection condition is met in a specific base game. That is, in the embodiment, each time a base game meets a condition, for example, that it includes no winning outcome, the player can operate the touch screen 56A to drag a symbol from the symbol evaluation area to the symbol storage area to thereby invoke symbol storer 629 to store the symbol 644. In this way, over a plurality of games, the player can build up a collection of symbols. These are stored as a pile of cards (the symbols of the game comprising cards). Each base game is evaluated by the outcome evaluator 823. In this respect the outcome evaluator includes a base game evaluator 826 which determines whether the symbols selected by the symbol selector 622A of the base game generator 825 from symbol data 641 correspond to winning combinations stored in prize table 643.
  • The outcome evaluator 823 also includes a trigger monitor 828 which monitors the outcomes to determine whether they include one or more symbol combinations which trigger a feature game. In the feature game, a player plays a game where the feature game generator 824 generates a hand of cards for a computer based virtual opponent and the player tries to use the cards which they have collected in previous game rounds to beat the computer generated virtual hand. In this respect, the feature game generator includes a symbol use processor 824A which determines the manner in which the player has used the cards. For example, the game may be a game like gin rummy where the player tries to play out their cards in groups of 3, 4, and 5 against the virtual opponent. The outcome evaluator 823 includes a feature game evaluator 827 which evaluates the outcome of the feature game based on the players use of the cards to determine whether to award a prize to the player.
  • In other embodiments, an award may be based simply upon the cards which the player has stored at the time the trigger condition occurs. In yet other embodiments, the player may decide whether to use the cards or not in response to a particular trigger. In yet another embodiment, the feature game may be player initiated either instead of or separately to an automatic trigger. For example, the player may decide that he has accrued enough cards to make playing the feature game attractive. In another embodiment, when the feature game may be initiated automatically when the player accrues a defined number of symbols. In another embodiment, the player may accrue at least a minimum number of symbols before the feature game can be played. In other embodiments, the gaming system may be arranged such that player may have an opportunity to discard symbols that have been collected.
  • Further aspects of the method will be apparent from the above description of the system. It will be appreciated that at least part of the method will be implemented digitally by a processor. Persons skilled in the art will also appreciate that the method could be embodied in program code. The program code could be supplied in a number of ways, for example on a tangible computer readable storage medium, such as a disc or a memory (for example, that could replace part of memory 103) or as a data signal (for example, by transmitting it from a server). Persons skilled in the art, will appreciate that program code provides a series of instructions executable by the processor.
  • In some embodiments, an eligibility criteria may be applied for the player to be eligible to store symbols, for example that the player has made a certain sized wager, made an ante bet, selected all win lines, played sufficient games, or the player is a member of a loyalty program.
  • Persons skilled in the art will appreciate that the term base game is used to indicate a part of the game which is carried out each time the player makes a wager, typically irrespective of the wager, whereas other parts of the game, such as a feature game, will only be carried out occasionally. For example if a condition is met such as a trigger event occurring or if an ante bet is placed (depending on the specific embodiment).Feature games are also known by other names such as bonus games.
  • The trigger event may be, a symbol combination in the game, occurrence of a specific symbol in the game, purchased, be caused by another connected system, based on turnover, based on a random evaluation, etc.
  • It will be understood to persons skilled in the art that many modifications may be made without departing from the spirit and scope of the examples disclosed herein, in particular it will be apparent that certain features of the examples disclosed herein can be employed to form further embodiments.
  • It is to be understood that, if any prior art is referred to herein, such reference does not constitute an admission that the prior art forms a part of the common general knowledge in the art in any country.
  • In the claims which follow and in the preceding description of the examples disclosed herein, except where the context requires otherwise due to express language or necessary implication, the word “comprise” or variations such as “comprises” or “comprising” is used in an inclusive sense, i.e. to specify the presence of the stated features but not to preclude the presence or addition of further features in various embodiments of the examples disclosed herein.

Claims (49)

1. A gaming system comprising:
a display;
a memory;
a game controller in data communication with the display and arranged to control the display to display a symbol evaluation area and a symbol storage area, the game controller further arranged to select symbols from a set of symbols for display in the symbol evaluation area on the display and to evaluate the symbols displayed in the symbol evaluation area to determine whether to make an award; and
a game play mechanism operable by the player to select a symbol from the symbol evaluation area and drag the selected symbol to the storage area, whereafter the game controller stores the symbol in the memory until the symbol is used in subsequent game play.
2. A gaming system as claimed in claim 1, wherein the symbol is stored until at least one further game outcome is generated by the game controller, the further game outcome being evaluated by the game controller.
3. A gaming system as claimed in claim 2, wherein the game controller is arranged to conduct an additional evaluation based on the at least one stored symbol and the at least one further game outcome to determine whether to make an award.
4. A gaming system as claimed in claim 3, wherein:
the storage area comprises a plurality of sub-areas associated with respective characteristics;
the game play mechanism is operable by the player to drag the selected symbol to one of the plurality of sub-areas; and
the game controller conducts the additional evaluation based on the characteristic associated with the sub-area to which the selected symbol was dragged.
5. A gaming system as claimed in claim 4, wherein the game controller associates the selected symbol with the characteristic associated with the sub-area in the memory.
6. A gaming system as claimed in claim 3, wherein the symbols of the set of symbols are associated with respective symbol characteristics and the additional evaluation is based on the symbol characteristic of the selected symbol.
7. A gaming system as claimed in claim 1, wherein the symbol is stored until the player operates the game play mechanism to use the stored symbol.
8. A gaming system as claimed in claim 7, wherein the game play mechanism is operable to enable the player to store a plurality of symbols across a plurality of plays of the game.
9. A gaming system as claimed in claim 7, wherein the game play mechanism is operable to allow a player to use a stored symbol or symbols upon a trigger condition being met.
10. A gaming system as claimed in claim 9, wherein the trigger condition triggers a feature game in which the symbol or symbols may be employed.
11. A gaming system as claimed in claim 1, wherein the game play mechanism is operable to select a symbol when a selection condition is met.
12. A gaming system as claimed in claim 1, wherein each selected symbol is displayed in the storage area.
13. A gaming system as claimed in claim 1, wherein the game play mechanism comprises a touch screen, whereby the player touches a symbol on the touch screen to select the symbol, maintains contact with the screen to drag the symbol to the storage area and ends the contact to store the symbol.
14. A gaming system as claimed in claim 1, wherein the game controller stores the symbol by storing data defining the symbol in the memory.
15. A gaming system as claimed in claim 1, wherein the game controller selects symbols for a spinning reel game, the set of symbols comprising subsets of symbols corresponding to respective ones of the reels and the game controller selecting symbols from the set of symbols by selecting symbols of each subset, the game controller evaluating the selected symbols by determining whether the symbols displayed in the symbol evaluation area comprise one or more winning combinations of symbols.
16. A gaming system as claimed in claim 15, wherein the symbols that can be dragged to the storage area are symbols of a card game and wherein the subsequent game play comprises play of a card game based on a stored card game symbol.
17. A method of gaming in a gaming system comprising:
displaying a symbol evaluation area and a symbol storage area on a display;
selecting symbols from a set of symbols for display in the symbol evaluation area on the display and evaluating the symbols displayed in the symbol evaluation area to determine whether to make an award; and
storing a selected symbol in a memory of the gaming system until the symbol is used in subsequent game play in response to a player operating a game play mechanism to select the symbol from the symbol evaluation area and drag the selected symbol to the storage area.
18. A method as claimed in claim 17, comprising storing the symbol until at least one further game outcome is generated by the game controller, the further game outcome being evaluated to determine whether to make an award.
19. A method as claimed in claim 18, comprising conducting an additional evaluation based on the at least one stored symbol and the at least one further game outcome to determine whether to make an award.
20. A method as claimed in claim 19, wherein:
the storage area comprises a plurality of sub-areas associated with respective characteristics;
the game play mechanism is operable by the player to drag the selected symbol to one of the plurality of sub-areas; and
the additional evaluation is conducted based on the characteristic associated with the sub-area to which the selected symbol was dragged.
21. A method as claimed in claim 20, comprising associating the selected symbol with the characteristic associated with the sub-area in the memory.
22. A method as claimed in claim 19, wherein the symbols of the set of symbols are associated with respective symbol characteristics and the additional evaluation is based on the symbol characteristic of the selected symbol.
23. A method as claimed in claim 17, comprising storing the symbol until the player operates the game play mechanism to use the stored symbol.
24. A method as claimed in claim 23, comprising storing a plurality of symbols across a plurality of plays of the game.
25. A method as claimed in claim 23, comprising allowing a player to use a stored symbol or symbols upon a trigger condition being met.
26. A method as claimed in claim 25, wherein the trigger condition triggers a feature game in which the symbol or symbols may be employed.
27. A method as claimed in claim 17, wherein the game play mechanism is operable to select a symbol when a selection condition is met.
28. A method as claimed in claim 17, wherein each selected symbol is displayed in the storage area.
29. A method as claimed in claim 17, wherein the game play mechanism comprises a touch screen, whereby the player touches a symbol on the touch screen to select the symbol, maintains contact with the screen to drag the symbol to the storage area and ends the contact to store the symbol.
30. A method as claimed in claim 17, wherein selecting symbols comprises selecting symbols for a spinning reel game, the set of symbols comprising subsets of symbols corresponding to respective ones of the reels such that selecting symbols comprises selecting symbols from the set of symbols by selecting symbols of each subset, and wherein evaluating the selected symbols is performed by determining whether the symbols displayed in the symbol evaluation area comprise one or more winning combinations of symbols.
31. A method as claimed in claim 30, wherein the symbols that can be dragged to the storage area are symbols of a card game and wherein the subsequent game play comprises play of a card game based on a stored card game symbol.
32. A game controller for a gaming system, the game controller arranged to:
control a display to display a symbol evaluation area and a symbol storage area on a display;
select symbols from a set of symbols for display in the symbol evaluation area on the display;
evaluate the symbols displayed in the display area to determine whether to make an award; and
store a selected symbol in a memory of the gaming system until the symbol is used in subsequent game play in response to a player operating a game play mechanism to select the symbol from the symbol evaluation area and drag the selected symbol to the storage area.
33. A game controller as claimed in claim 32, wherein the symbol is stored until at least one further game outcome is generated by the game controller, the further game outcome being evaluated by the game controller.
34. A game controller as claimed in claim 33, arranged to conduct an additional evaluation based on the at least one stored symbol and the at least one further game outcome to determine whether to make an award.
35. A game controller as claimed in claim 34, wherein:
the storage area comprises a plurality of sub-areas associated with respective characteristics to which the selected symbol may be dragged by operation of the game play mechanism, and wherein the game controller conducts the additional evaluation based on the characteristic associated with the sub-area to which the selected symbol was dragged.
36. A game controller as claimed in claim 35, wherein the game controller associates the selected symbol with the characteristic associated with the sub-area in the memory.
37. A game controller as claimed in claim 34, wherein the symbols of the set of symbols are associated with respective symbol characteristics and the additional evaluation is based on the symbol characteristic of the selected symbol.
38. A game controller as claimed in claim 32, wherein the symbol is stored until the player operates the game play mechanism to use the stored symbol.
39. A game controller as claimed in claim 38, wherein the player is able to store a plurality of symbols across a plurality of plays of the game.
40. A game controller as claimed in claim 38, wherein the player may use a stored symbol or symbols upon a trigger condition being met.
41. A game controller as claimed in claim 40, wherein the trigger condition triggers a feature game in which the symbol or symbols may be employed.
42. A game controller as claimed in claim 32, wherein the player may select a symbol when a selection condition is met.
43. A game controller as claimed in claim 32, wherein the game controller stores the symbol by storing data defining the symbol in the memory.
44. A game controller as claimed in claim 32, wherein the game controller selects symbols for a spinning reel game, the set of symbols comprising subsets of symbols corresponding to respective ones of the reels and the game controller selecting symbols from the set of symbols by selecting symbols of each subset, the game controller evaluating the selected symbols by determining whether the symbols displayed in the symbol evaluation area comprise one or more winning combinations of symbols.
45. A game controller as claimed in claim 32, wherein the symbols that can be dragged to the storage area are symbols of a card game and wherein the subsequent game play comprises play of a card game based on a stored card game symbol.
46. A gaming system comprising:
a display controller for controlling a display to display a symbol evaluation area and a symbol storage area on a display;
a symbol selector for selecting symbols from a set of symbols for display in the symbol evaluation area on the display;
a symbol evaluator for evaluating the symbols displayed in the display area to determine whether to make an award; and
a symbol storer for storing a selected symbol in a memory of the gaming system until the symbol is used in subsequent game play in response to a player operating a game play mechanism to select the symbol from the symbol evaluation area and drag the selected symbol to the storage area.
47. A gaming system comprising:
a display;
means for controlling the display to display a symbol evaluation area and a symbol storage area;
means for selecting symbols from a set of symbols for display in the symbol evaluation area on the display;
means for evaluating the symbols displayed in the display area to determine whether to make an award;
means by the player to select a symbol from the symbol evaluation area and drag the selected symbol to the storage area; and
means for storing the selected symbol until the symbol is used in subsequent game play.
48. Computer program code which when executed implements the method of claim 17.
49. A tangible computer readable medium comprising the computer program code of claim 48.
US13/371,061 2011-02-10 2012-02-10 Gaming system, a method of gaming and a game controller Abandoned US20120208613A1 (en)

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US20160042588A1 (en) * 2014-08-11 2016-02-11 Aristocrat Technologies Australia Pty Limited Method of Gaming, a Gaming System and a Game Controller
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US9842470B2 (en) * 2014-08-11 2017-12-12 Aristocrat Technologies Australia Pty Limited Method of gaming, a gaming system and a game controller
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