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Title:
GAMING METHOD, APPARTUS AND SYSTEM
Document Type and Number:
WIPO Patent Application WO/2005/102478
Kind Code:
A1
Abstract:
A gaming machine (1) has a visual display (2), and is operable to cause the display to portray a substantially planar array (10) having visual elements (20). A visual element is selected and its appearance is modified (40). A further visual element is selected and its appearance is modified by associating an object (30) with the further selected visual element. The further visual element is made to appear to move randomly through the array, and a win/lose outcome is provided to a user dependent on whether the selected visual element (40) intersects with the further visual element (30).

Inventors:
WALLIS ANTHONY GORDON (NZ)
ALEXANDER LAURENCE HOPE (NZ)
TIPPER ROY BEVERLEY (NZ)
Application Number:
PCT/NZ2005/000080
Publication Date:
November 03, 2005
Filing Date:
April 21, 2005
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
NO 8 TECHNOLOGY LTD (NZ)
WALLIS ANTHONY GORDON (NZ)
ALEXANDER LAURENCE HOPE (NZ)
TIPPER ROY BEVERLEY (NZ)
International Classes:
A63F9/24; A63F13/10; G07F17/32; (IPC1-7): A63F9/24; A63F13/10; G06F161/00
Domestic Patent References:
WO2003041023A22003-05-15
WO2003032265A22003-04-17
Foreign References:
US6585264B22003-07-01
US20030003987A12003-01-02
EP1180754A22002-02-20
Attorney, Agent or Firm:
Baldwins (Wellesley Street Auckland, 1001, NZ)
Download PDF:
Claims:
Claims
1. Gaming apparatus having a visual display, and an electronic processor, the processor being operable to cause the display to portray a substantially planar array comprising a plurality of visual elements, select a visual element and modify the appearance of the selected element, select a further visual element and modifying the appearance of the further selected visual element by associating an object with the further selected visual element, cause the selected visual element to appear to move randomly through the array, and provide an outcome to a user dependent on whether the selected visual element intersects with the further selected visual element.
2. Apparatus as claimed in claim 1 wherein the further selected element is caused to appear to move through the array by randomly selecting an adjacent visual element located adjacent to the further selected element and modifying the appearance of the adjacent visual element.
3. Apparatus as claimed in claim 1 or claim 2 wherein the further selected visual element moves through the array over a predetermined number of visual elements or over a predetermined time period.
4. Apparatus as claimed in any one of the preceding claims wherein the selected visual element is selected randomly.
5. Apparatus as claimed in any one of the preceding claims wherein the further selected visual element is selected randomly.
6. Apparatus as claimed any one of the preceding claims including a user input device to allow a user to initiate a game.
7. Apparatus as claimed in any one of the preceding claims wherein the visual elements comprise geometric shapes.
8. Apparatus as claimed in claim 7 wherein the geometric shapes adjoin each other.
9. Apparatus substantially as herein described with reference to the accompanying drawings.
10. A method of gaming including the steps of portraying a substantially planar array comprising a plurality of visual elements, selecting a visual element and modifying the appearance of the selected element, selecting a further visual element and modifying the appearance of the further selected visual element by associating an object with the further selected visual element, causing the selected visual element to appear to move randomly through the array, and providing an outcome to a user dependent on whether the selected visual element intersects with the further selected visual element.
11. A method as claimed in claim 10 wherein the further selected element is caused to appear to move through the array by randomly selecting an adjacent visual element located adjacent to the further selected element and modifying the appearance of the adjacent visual element.
12. A method as claimed in claim 10 or claim 11 including moving the further selected visual element through the array over a predetermined number of visual elements or over a predetermined time period.
13. A method as claimed in any one of claims 10 to 12 including the step of using a random number generator to randomly select the selected visual element.
14. A method as claimed in any one of claims 10 to 13 including the step of using a random number generator to randomly select the further selected visual element.
15. A method as claimed in any one of claims 10 to 14 including the step of a user placing a bet on the outcome.
16. A method substantially as herein described with reference to figures 8a and 8b.
17. A method of operating a gaming machine in which an image of a substantially planar array of graphic elements is displayed, the method comprising the steps of: receiving a user input command to commence play, using a random number generator to select a visual element, modifying the appearance of the selected element, using a random number generator to select a further visual element, modifying the appearance of the further selected visual element by associating an object with the further selected visual element, using a random number generator to determine a random path of movement through the array, causing the selected visual element to appear to move along the random path, and providing an outcome to a user dependent on whether the selected visual element intersects with the further selected visual element.
18. A method as claimed in claim 17 including the steps of using a random number generator to randomly select the object.
19. A method as claimed in claim 17 or claim 18 wherein the step of using the random number generator to select the visual element or further visual element includes providing a table of coordinates for the array of visual elements, and using random numbers to return co¬ ordinates from the table.
20. A method as claimed in any one of claims 17 to 19 wherein the step of using the random number generator to determine a random path of movement includes providing a table of possible directions of movements or adjacent locations and using random numbers to return directions or locations from the table.
Description:
GAMING METHOD, APPARATUS AND SYSTEM

Field

This invention relates to gaming apparatus, methods and systems for use as games of chance on which a user may place a bet or wager. The invention has particular application to games that are played on machines having a visual display screen.

Background

Presently known gaming (i.e. gambling) systems, such as slot machines (also known as roller game machines), are of limited visual entertainment value and offer comparatively simple interactions within the game and with the player.

These simple interactions are typically in the form of a row of spinning cylinders, or a graphic representation thereof on a screen of some sort (such as a cathode ray tube, LCD or plasma screen). Roller gaming machines are often based on three to five rollers, on which of each there are attached a number of graphical images. When the machine is being played, the rollers rotate for a certain time then come to rest. If the images on adjacent rollers correspond to a certain pattern, then the player may win, and receive a payout. The game is thus one of pure chance, and the only feature of interest to a player prior to the result is the spinning rollers.

Other known gaming machines include automated bingo machines. These typically display a direct plan representation of a bingo board having numbers provided on squares of the board. The squares change appearance in response to user input as numbers are announced or displayed. Again, the interaction is very simple and, apart from the game result, has limited interest or value to the player.

Object

It is an object of the present invention to provide a gaming device, method or system which will provide greater visual and/or interactive entertainment than existing systems.

Alternatively it is an object of the invention to at least provide the public with a useful choice. Further objects of the invention will become apparent from the following description.

Summary of the Invention Accordingly in one aspect the invention consists in gaming apparatus having a visual display, and an electronic processor, the processor being operable to cause the display to portray a substantially planar array comprising a plurality of visual elements, select a visual element and modify the appearance of the selected element, select a further visual element and modifying the appearance of the further selected visual element by associating an object with the further selected visual element, cause the further selected visual element to appear to move randomly through the array, and provide an outcome to a user dependent on whether- the further selected visual element intersects with the selected visual element.

Preferably the further selected element is caused to appear to move through the array by randomly selecting an adjacent visual element located adjacent to the further selected element and modifying the appearance of the adjacent visual element.

In a preferred embodiment the further selected visual element moves through the array over a predetermined number of visual elements or over a predetermined time period.

The selected visual element is preferably selected randomly. The further selected visual element is also preferably selected randomly.

Preferably a user input device is included to allow a user to initiate a game.

The visual elements may comprise geometric shapes. These preferably adjoin each other or are adjacent to each other, preferably being contiguous.

In a further aspect the invention provides a method of gaming including the steps of portraying a substantially planar array comprising a plurality of visual elements, selecting a visual element and modifying the appearance of the selected element, selecting a further visual element and modifying the appearance of the further selected visual element by associating an object with the further selected visual element, causing the further selected visual element to appear to move randomly through the array, and providing an outcome to a user dependent on whether the further selected visual element intersects with the selected visual element. The further selected element is preferably caused to appear to move through the array by randomly selecting an adjacent visual element located adjacent to the further selected element and modifying the appearance of the adjacent visual element.

The method may include moving the further selected visual element through the array over a predetermined number of visual elements or over a predetermined time period.

Preferably the method includes the step of using a random number generator to randomly select the selected visual element.

The random number generator is also preferably used to randomly select the further selected visual element.

A user may place a bet on the outcome.

In a yet further aspect the invention provides a method of operating a gaming machine in which an image of a substantially planar array of graphic elements is displayed, the method comprising the steps of: receiving a user input command to commence play, using a random number generator to select a visual element, modifying the appearance of the selected element, using a random number generator to select a further visual element, modifying the appearance of the further selected visual element by associating an object with the further selected visual element, using a random number generator to determine a random path of movement through the array, causing the further selected visual element to appear to move along the random path, and providing an outcome to a user dependent on whether the further selected visual element intersects with the selected visual element.

The method may include the steps of using a random number generator to randomly select the object.

The step of using the random number generator to select the visual element or further visual element preferably includes providing a table of co-ordinates for the array of visual elements, and using random numbers to return co-ordinates from the table. The step of using the random number generator to determine a random path of movement preferably includes providing a table of possible directions of movements or adjacent locations and using random numbers to return directions or locations from the table.

Further aspects of the invention will become apparent from the following description.

Brief Description of the Drawings One or more embodiments of the invention will now be described with reference to the accompanying drawings in which:

Figure 1 : is a diagrammatic illustration of apparatus for playing a game,

Figure 2: is a block diagram of basic components used in the apparatus of figure 1 ,

Figure 3: is a diagrammatic illustration of an array of visual elements in the form of squares, showing one square that has a modified appearance for display on the screen of the apparatus of figure 1,

Figure 4: shows the array of figure 3, and further includes a selected square,

Figure 5: shows the array of figure 4, and further includes a border,

Figures 6-7: show examples of implementation of the array of the preceding figures,

Figure 8a: is a simplified flow chart of a gaming method for use with the apparatus of the preceding figures,

Figure 8b: is a continuation of figure 8a,

Figure 9a: is an illustration in the form of a "screen shot" of an array according to the preceding figures further including a background having selected images and showing axes used to provide co-ordinates for identifying elements in the array,

Figure 9b: is a diagrammatic illustration of the array of Figure 9a including the axes illustrated in figure 9a, and showing character markings on elements of the array to illustrate how the elements may be identified, Figure 10: shows a flow diagram for selecting object types,

Figure 11a: is a diagrammatic illustration of one example of an object type table,

Figure 11b: is a diagrammatic illustration of the. object type table of figure 11a but with weightings given to some of the object types,

Figure 12a: shows a flow diagram for establishing a path or trajectory for displaying movement of elements in the array of the preceding figures,

Figure 12b: is a continuation of figure 12a,

Figure 13a: is a diagrammatic illustration of one example of a trajectory path table,

Figure 13b: is a diagrammatic illustration of the table of figure 13a but with weightings given to some of the trajectory path directions, and

Figure 14: shows a flow diagram for establishing at which element in the array of the preceding figures an object is to be displayed.

Detailed Description

Figure 1 shows gaming apparatus generally referenced 1 having a visual display 2 such as a cathode ray tube, LCD display or plasma screen, and one or more input devices such as buttons 3 which a user may manipulate to operate a game played using the apparatus. As will be seen further below, the screen 2 may itself be configured to provide an input means rather than, or in addition to, the devices 3.

In figure 2 the basic functional components of the apparatus of figure 1 are shown. These include the screen 2, a central processing unit (CPU) 4 that will typically include a microprocessor that executes an instruction set (in the preferred embodiment derived from a software program written in a high level language), and an input apparatus or interface 5 (represented by input device 3 in figure 1). The instruction set allows the apparatus to implement the method described below, and includes a pseudo random number generator (RNG) shown diagrammatically using reference numeral 6.

Referring to figures 3 to 5, an image presented on a visual display (such as display 2 referred to above) includes an array, grid, or. matrix, generally referenced 10 which may consist of any convenient number of visual elements 20 such as suitable adjacent areas, which may or may not be geometric in shape such as the squares shown in the drawings. In the preferred form the array appears to be substantially planar and has a three-dimensional appearance, even though it is presented on a two dimensional display device. The simplest form of the array is a series of adjacent squares, as shown in Figures 3-5. Many other shapes may be used, for example hexagons. Such shapes will usually, but not necessarily, present the appearance of a continuous surface to the user of the gaming system. In figures 6 and 7 examples of practical implementations of the game are illustrated.

The three dimensional effect may be enhanced by the use of three dimensional glasses (or any other suitable means) as is known, however such mechanisms are not essential to the invention.

Turning now to figures 8a and 8b, a method of playing a game of chance using the apparatus and visual environment described above is illustrated in the form of a flow chart. The process begins in step 80 in which the apparatus is in a standby mode. In step 81 a player credits the machine. This may be achieved by physically inserting money into a coin slot associated with the machine. Alternatively this may be achieved electronically using a bank card or some other form of stored credit. This action starts the game.

In step 82 the player chooses the number of "squares" (i.e. a number of the visual elements 20 shown in figures 3-7) to play. In the preferred embodiment one to five squares may be chosen. The player then selects a bet value to be applied to each square (for example twenty cents to $5 in the preferred embodiment). In figures 6 and 7 the number of squares to play can be chosen using screen selection buttons 70, and the total credit, amount of each bet per play, and value of a "win" outcome are shown in section 72 of the display.

The number of squares that the player chooses to play has a bearing on the chance of a "win" outcome. Each additional square that the player chooses to play will increase the chance of a win. In the preferred embodiment the player simply chooses the number of squares to play and the machine then randomly chooses the starting position of each square (i.e. of each element 20) on the array, and the chosen element then appears to "move" randomly through the array once the game begins. In another preferred embodiment the player has the option of choosing the starting position of each or some of the squares that are chosen. This is described further below with reference to figures 12a, 12b, 13a and 13b. The selected element or elements of the array 10 have an initial starting position and then move randomly about the array, as will be described further below. In the preferred embodiment the appearance of chosen elements at the or each stating position is modified in some fashion such as the square "lighting up" by appearing in a different shade of colour or changing colour. This is illustrated in figures 4 and 5 by element 40.

The player then provides a command to the machine in step 63, for example by pressing a button such as a button 3 shown in figure 1 , or by using a touch screen system which will be well-known to one skilled in the art, for example touching display "button" 74 shown in figures 6 and 7. This sets off the game sequence. In the preferred embodiment eight or more objects of four object types appear over selected squares of the array (i.e. selected visual elements 20 of the array as shown in figures 3-5) in a computer generated random pattern. Therefore, each object is visually associated with a selected visual element on a random basis, and the association is seen visually by the player so that the appearance of the element 20 with which the object is associated is visually altered or modified. In a preferred embodiment the objects are graphics (three dimensional images in the preferred embodiment) and some are shown by way of example as objects 30 in figures 6 and 7. In another embodiment the association is more direct, with the visual appearance of the element being directly modified or altered by using a visual object to directly change a property of the element, such as colour, marking or shape. This is shown by way of example in figure 3 in which a selected element has been modified by associating an "X" 30 with the selected element. Further explanation of the random selection of objects is provided below with reference to figures 10, 1 1 a and 11 b.

In step 64 the elements selected in step 62 begin "moving" throughout the array in a random fashion. If no moving elements 40 intersect or coincide with any elements that have associated objects 30 then the process returns to step 62 (assuming the player still has credit). Further sequences of modified or illuminated squares, areas or shapes may be simultaneously moving (for example) around the periphery of the screen and may interact with the above moving squares, groups of squares or shapes, such as image 60 in Figure 5 which moves . randomly around perimeter 62 of the array. This interaction may also be under the control of the software or of the player, and such interaction may be programmed to have a positive or negative effect. By such a method, the player will win or lose.

If a moving square does intersect or coincide with an object, as shown in figures 4 and 5, then a "win" event occurs and in the preferred embodiment the objects are "picked up" by the moving squares to disappear from the array and reappear in a selected area at the front of the array. This occurs in step 65. A value is calculated in step 66 based on a predetermined value assigned to each object. The values are calculated based on a bet amount- per square and added to the player's overall credits. A determination as to whether a bonus is payable may also be made in this step. In the preferred embodiment the system determines whether an object was "picked up" while in line with a bonus perimeter object. If not, then the process goes to step 68. If so, then a bonus multiplier is factored into the prize (i.e. winnings) in step 67. In step 68 the win or loss amount is added to or deducted from the player's overall credits and the win or loss is displayed. Assuming the player stiil has credit, then the process returns to step 62.

The overall level of value of wins or losses may be to a fixed ratio or percentage, with the program varying the amount won or lost within certain limits (providing several small wins/losses or one larger or any intermediate combination). Alternatively the player may be presented the option of setting such limits, or adhering to a fixed value.

The game may be played across several machines, using any convenient secure network as is known. Such a secure network may be within one area, or widespread using any convenient delivery system.

Turning to figure 9a, the visual elements that constitute the array can be addressed by assigning an X and a Z axis to the array. The X axis is shown as extending horizontally across the display and the Z axis as extending into the display to indicate depth. As shown in Figure 9b, the axes can be used to address individual elements. In one preferred embodiment the elements are consecutively numbered from 0 to 76, and rows are identified by a character (from A to G) along the Z axis, and by number (from 1 to 11) along the X axis.

In figure 10 the selection of object type in the preferred embodiment is shown diagrammatically. In step 100 the random number generator produces a random number. The RNG generates a 32 bit, 64 bit or higher binary number output, operating at speeds in excess of 1000 numbers per second. This random number generation drives the elements of the game interface. The output of the RNG is sampled either instantly or through a variable buffer stage.

If the number produced in step 100 is greater than the number of object types, then it is divided by the number of object types in step 101 , and the remainder is applied to the object type table (figure 11 a). In the case of the random number divisions, the output number will always be within range as the remainder value is the only value of interest.

For example, if the source number was as high as 4294967290 (nearly the maximum 32 bit value), then divided by 8 provides 536870911 with 2 remainder. This is the value applied to the table. The value "536870911" is of no importance.

This applies to all random number divisions because a given remainder can only be a value not exceeding the number divided. For example if the number (or remainder after division) is two, then object type three (as the remainder starts at zero rather than one) from the table in figure 11a is selected in step 102 and applied to the game in step 103. The process repeats for the required number of object types as indicated by arrows 104.

In figures 12a and 12b the generation of the path followed by the moving elements is shown. The process begins in step 120 for the first square (i.e. element) to be played with the RNG generating a number that is then divided in step 121 by a selected number (in this example 8) if it is greater than or equal to that number. The initially generated number (if it is small enough) or the remainder is then applied to a trajectory path table (figure 13a) in step 122. As can be seen from figure 13a the number will fall in the range of zero to seven, and will determine a "move" to an adjacent square defined by the numbers zero to seven on the table.

Figure 12a continues on figure 12b where it can be seen that a set of rules can be applied in step 123 to the trajectory step obtained from table 13a. The rules define physical limits to the path of objects or moving elements in a given array. For example if a moving element reaches the far edge of the array then a rule ensures that the direction of movement cannot continue in that direction of movement. This may be achieved by calling a new number from the RNG until a new and valid direction can be resolved. In step 124 the new location on the array is now altered in the same way that the existing location was altered to provide the player of the game with the impression that the square or element has moved. The process then begins again. Similarly the process occurs simultaneously for the other squares that the player may have selected to play, such as squares 2, 3 -4 as shown in the drawing figure and represented by arrows 125.

Turning now to Figure 14 the object display method is shown. Again the process begins with generation of a random number in step 140 which may then be divided in step 141 by 77 (in the example where there are 77 elements that constitute the array), if it is too large and the number or remainder is then applied in step 142 to the co-ordinates as described with reference to figure 9b. The object is then displayed at the appropriate location in step 143. This process occurs for each object as indicated by arrows 144.

The tables referred to above may be "weighted" to provide desired statistical outcomes. For example, the random numbers may be provided (e.g. by using a higher number source from the RNG and appropriate division as described above) in a different range such as a range of zero to 12 for the trajectory selection, and applied to the trajectory table shown in figure 13b, leading to a higher probability that the square will move in a direction toward the top or sides of the page. Similarly the objects type table may be weighted as shown in figure 11b, so that certain objects are more likely to be selected than others.

It is also intended that any variations or equivalents that may be apparent to those skilled in such arts are included within the scope of this document. Use of the word "comprise" and its derivatives such as "comprises" and "comprising" is intended to be interpreted in an inclusive sense.