US20060046829A1 - Gaming machine having a game outcome determined in response to an audio cue - Google Patents

Gaming machine having a game outcome determined in response to an audio cue Download PDF

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Publication number
US20060046829A1
US20060046829A1 US10/929,925 US92992504A US2006046829A1 US 20060046829 A1 US20060046829 A1 US 20060046829A1 US 92992504 A US92992504 A US 92992504A US 2006046829 A1 US2006046829 A1 US 2006046829A1
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audio
game
sequence
playing
player
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US10/929,925
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Michael White
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LNW Gaming Inc
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WMS Gaming Inc
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Priority to US10/929,925 priority Critical patent/US20060046829A1/en
Assigned to WMS GAMING INC. reassignment WMS GAMING INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: WHITE, MICHAEL L.
Publication of US20060046829A1 publication Critical patent/US20060046829A1/en
Assigned to BALLY GAMING, INC. reassignment BALLY GAMING, INC. MERGER (SEE DOCUMENT FOR DETAILS). Assignors: WMS GAMING INC.
Assigned to SG GAMING, INC. reassignment SG GAMING, INC. CHANGE OF NAME (SEE DOCUMENT FOR DETAILS). Assignors: BALLY GAMING, INC.
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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
    • G07F17/3225Data 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

Definitions

  • the present invention relates generally to gaming machines and, more particularly, to a gaming machine having an audio cue for triggering a game outcome.
  • Gaming machines such as slot machines, video poker machines, and the like, are the cornerstone of the gaming industry. Generally, the popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are most likely to be attracted to the most entertaining and exciting of the machines. Shrewd operators strive to employ the most entertaining and exciting machines available because such machines attract frequent play and increase profitability to the operator. Consequently, in the competitive gaming machine industry, there is a continuing need for gaming machine manufacturers to produce new types of games, or enhancements to existing games, which will attract frequent play by enhancing the entertainment value and excitement associated with the game.
  • the bonus game may comprise any type of game, either similar to or completely different from the base game, which is entered upon the occurrence of a selected event or outcome of the base game.
  • Such a bonus game produces a significantly higher level of player excitement than the base game because it provides a greater expectation of winning than the base game and is accompanied by more attractive or unusual video displays.
  • the gaming experience and entertainment value is heightened when as many human senses as possible can participate in the anticipation and realization of the final game outcome. Consequently, rather than relying solely on the players visual perception to anticipate and recognize the game outcome, it would be desirable to provide a wagering game whose outcome is can be anticipated by an audio cue.
  • the present invention is directed to a gaming machine having an improved game presentation to enhance the entertainment value of gaming machines.
  • the present invention is directed to a gaming machine that provides an audio cue immediately before the determination of a game outcome. Before the audio cue, the game proceeds according to a first set of rules that determines a first game play mode. After the audio cue, the game play proceeds according to a second set of rules that determines a second game play mode and the game outcome.
  • the first mode provides a game configuration that positions the symbols in the bonus game for the determination of the game outcome in the second game play mode.
  • the first game play mode may have a number of changing symbol configurations, or continuously changing configurations, that may increase or decrease the player's probability of winning the game outcome as determined by the second game play mode.
  • the symbols positioning may be in accordance with a tactical or strategic objective.
  • the configuration of the game in the first game play mode at any point in time may indicate the probability on a winning game outcome in the event that the player is signaled by the audio cue.
  • the ability to prognosticate the potential game outcome at any point in time enhances the entertainment experience of the game.
  • the second mode determines the game outcome and begins with the configuration at the time an audio cue is given. Beginning with this configuration, the second game play mode determines the final game outcome.
  • the rules that govern game play may range from a specific set of rules embedded in a mathematical simulation of the game, or a predetermined animated performance loosely based on expected outcomes that might result from an actual mathematical model.
  • the audio cue increases the player's anticipation, heightens interest in the game, and focuses the player's attention on the game configuration and the probability of winning immediately before the game outcome is displayed.
  • FIG. 1 is a simplified front view of a gaming machine embodying the present invention.
  • FIG. 2 is a block diagram of a control system suitable for operating the gaming machine of FIG. 1 .
  • FIG. 3 is a first embodiment of a wagering game displaying a bonus trigger in the base game
  • FIG. 4 is a bonus game derived from the base game of FIG. 3 with a digit assigned to each bonus symbol;
  • FIG. 5 is the bonus game of FIG. 4 in a first play mode, shuffling between symbol locations before the audio cue is signaled;
  • FIG. 6 is the bonus game of FIG. 4 in a second game play mode, with the symbols moving toward unoccupied symbol locations after the audio cue is signaled;
  • FIG. 7 is the game outcome of the bonus game depicted in FIG. 4 ;
  • FIG. 8 is a second embodiment of a bonus game resulting from the bonus trigger displayed in FIG. 3 with credit values assigned to each bonus symbol;
  • FIG. 9 is a partial game outcome from the bonus game of FIG. 8 after the second game play mode has ended eliminating a symbol
  • FIG. 10 is the bonus game in the new starting position determined by FIG. 9 ;
  • FIG. 11 is the bonus game of FIG. 10 displaying the final game outcome after eliminating another symbol.
  • the gaming machine 10 includes a video display 12 that may comprise a dot matrix, CRT, LED, LCD, electro-luminescent display, or generally any type of video display known in the art.
  • the gaming machine 10 is an “upright” version in which the video display 12 includes a touch screen and is oriented vertically relative to the player.
  • the gaming machine 10 includes a speaker system, which is illustrated in FIG. 1 as a pair of speakers 25 , for broadcasting the game's audio output to the player and other spectators adjacent the game.
  • the audio output may include messages related to the game being played, messages unrelated to the game, music (e.g., rock, classical, jazz, etc.), or music related to the game play.
  • the audio speakers 25 are usually located on the front portion of the cabinet and include just one speaker or a plurality of audio speakers 25 .
  • the speakers 25 may be arranged in a planar fashion along the front of the gaming machine 10 , or they can be positioned in a non-planar fashion around the player.
  • FIG. 2 is a block diagram of a control system suitable for operating the gaming machine 10 .
  • the coin detector 28 or bill validator 18 signals a CPU 16 when a player has inserted coins or bills into the gaming machine 10 .
  • the CPU 16 executes a game program that causes the video display 12 to display the base game.
  • the base game is typically a slot type game that includes simulated reels with symbols displayed thereon. The player may select the number of paylines to play and wager amount via the touch screen 17 or push button panel 22 .
  • the base game commences in response to the player activating the game through the push button panel 22 or the touch screen 17 , causing the CPU 16 to set the reels in motion, randomly select a game outcome, and then stop the reels to display symbols corresponding to the pre-selected game outcome.
  • the CPU 16 randomly selects a game outcome from a plurality of possible game outcomes using a random number generator (RNG).
  • RNG random number generator
  • certain base game outcomes cause the CPU 16 to enter a bonus mode (i.e., trigger a bonus game), which causes the video display 12 to show a bonus game, as it is known in the art.
  • a system memory 20 stores control software, operational instructions, and data associated with the gaming machine 10 .
  • the system memory 20 comprises a non-volatile (separate read-only memory (ROM)) 14 and volatile (random access memory (RAM)) 13 . It will be appreciated, however, that the system memory 20 may be implemented on any of several alternative types of memory structures or may be implemented on a single memory structure.
  • a payoff mechanism 21 such as a ticket printer 23 , is operable in response to instructions from the CPU 16 to award a payoff of credits to the player in response to certain winning outcomes that may occur in the base game or bonus game.
  • the payoff amounts corresponding to certain combinations of symbols in the base game are predetermined according to a pay table stored in system memory 20 .
  • the CPU 16 also includes a digital signal processor (DSP) for processing audio data.
  • DSP digital signal processor
  • the CPU 16 may also include memory for storing the audio data (typically in what is referred to as a data set), which the DSP processes.
  • System memory 20 may also be used to store audio data sets.
  • the processed audio data set is converted to analog audio signals that are amplified external to the main control board in an audio controller 32 and transmitted to the speakers 25 to provide audio output.
  • the audio controller 32 may contain the major audio components typically located on the CPU 16 .
  • the audio controller 32 is peripheral to and bi-directionally connected to the main CPU 16 .
  • the audio controller 32 in response to receiving signals from the main CPU 16 , controls the speakers 25 to provide the audio output.
  • the audio controller 32 has its own controller, microprocessor, or DSP, with access to its own audio memory device that stores audio data sets.
  • the audio controller 32 may also have the A/D converters, amplifiers, and other drive circuitry necessary to broadcast the audio output to the speakers 25 .
  • the control system of FIG. 2 allows all audio signal processing to occur on a peripheral device, allowing a more sophisticated audio experience without overburdening the main CPU 16 and the memory 20 of the gaming machine 10 .
  • video sequences used to display game outcomes are stored in system memory 20 .
  • the CPU 16 retrieves the video sequence corresponding to the game outcome selected by the RNG.
  • the video sequence comprises a video data set that is ported to the video controller 34 .
  • CPU 16 may identify the appropriate video sequence associated with the randomly determined game outcome.
  • the identification of the video sequence is ported to the video controller 34 , which retrieves the corresponding video data set from its memory.
  • the video controller 34 processes the video signal and produces a video output on the gaming machine's video display 12 . Any type of audio and video control systems such as described above may be used to implement the present invention.
  • FIG. 3 For example, a typical base game with a triggering event is shown in FIG. 3 .
  • the three shamrocks on the winning pay line triggers the bonus game.
  • the bonus game assigns a digit to each symbol 60 as shown in FIG. 4 .
  • the number of symbols 60 and the number of symbol locations 62 to which those symbols may move is equal—the audio data set triggers the symbol movement and the game shuffles the position of the symbols.
  • the symbols 60 are shown in FIG. 5 in a first game play mode, shuffling between, around, and through the various symbol locations 62 during the audio output before the audio cue.
  • the symbol locations 62 represent a space for a single symbol 60 to occupy when the audio output is silenced or otherwise changed or stopped after the audio cue.
  • FIG. 6 represents the end of the audio output and the commencements of a second game play mode that allows each symbol 60 to individually acquire a symbol location 62 .
  • the symbols 60 move to unoccupied symbol locations 62 —generally the closest unoccupied symbol locations.
  • FIG. 7 shows the final game outcome.
  • the final ordering of the symbols in the symbol locations determines the size of the award.
  • a credit value is awarded based on the symbol 60 in each of the symbol locations 62 .
  • the player is awarded 402 credits.
  • a repetitive process is applied that eliminates symbols that cannot find an unoccupied symbol location.
  • a player is initially given a number of symbols 60 with a credit value associated with each symbol 60 .
  • a symbol 60 that cannot find an unoccupied symbol location 62 is eliminated.
  • a symbol location 62 is also eliminated for the next round.
  • This game play mechanic is repeated a number of times until only a single symbol 60 is left remaining. The credit value on the remaining symbol 60 is awarded the player.
  • an audio cue is given to signal the player that a change in game play mode has occurred (or is about to occur).
  • FIG. 8 shows each shamrock symbol 60 has been assigned a credit value.
  • a random number generator can predetermine the game outcome including the initial assignment of credit values to each symbol. Only two symbol locations 62 are available for the three symbols shown in FIG. 9 .
  • the symbols 60 are moved around the symbol locations 62 in a first game play mode. To heighten the anticipation and excitement of the game, music is played as the symbols move around the symbol locations 62 .
  • a second game play mode is implemented and the symbols 60 attempt to occupy unoccupied symbol locations 62 .
  • a symbol 60 that cannot find an unoccupied symbol location 62 is removed from game play as shown in FIG. 9 .
  • FIG. 10 displays the starting point for the next iteration of the bonus game with one symbol location 62 now available for two symbols 60 .
  • the elimination process described above is repeated and the final game outcome is shown in FIG. 11 .
  • the 400-credit marker has been eliminated and the player is left with winning 200 credits in the bonus game.
  • an entire array 45 of symbols 60 may be randomly redistributed in the array to form a potentially winning game outcome.
  • the symbols 60 move through various symbol locations 62 until the audio cue is given. After the audio cue, symbols locate an unoccupied symbol location 62 to form a new array 45 . This new array 45 is evaluated for any potential winning game outcomes.
  • the player can visually see the orientation of the symbols 60 and make a judgment as to the probability of success dependent upon the symbol's location 62 when the audio cue is given. As each symbol 60 changes location, a player may revise their projection of the game outcome. When the audio cue is given, the player can immediately assess the probability of obtaining a winning gaming outcome.
  • the audio cue in each of these embodiments may be the end of the audio output, signaling the player that a new play mode is about to begin, alternate embodiments are also available.
  • the audio cue may be indicated by dramatically changing the audio output.
  • One type of music may be played for the first game play mode and a second, distinctly different type of music played for the second game play mode.
  • the audio output associated with a game play mode may be very loud and another game play mode may have a very soft audio output.
  • the audio output of the first game play mode may be music and the second play mode may use a non-musical audio output.
  • the play mechanics and each of these embodiments may also be enhanced with player interaction in the bonus game play.
  • the player may interact with the process by making various wagering selections, either before or during game play, using the touch screen 17 or the pushbutton panel 22 .
  • the audio queue may be used to break game play action between game play modes and allow players a chance to place further wagers or make further selections.
  • Each game play mode directs game play.
  • Each game play mode may have its own strategy developed toward achieving a winning game outcome. This strategy may be implemented using the same strategy for each individual symbol, or each symbol may have its own game play strategy for each game play mode.
  • a first game play mode may be designed to position symbols in a location that can best accomplish an objective in a second game play mode.
  • the second game play mode may execute tactical or strategic movements to accomplish the game's objective.
  • the symbols 60 may be individually controlled as they are being moved around the array or game display.
  • the symbols 60 may speed up or slow down relative to each other. Symbols 60 may also interact—especially when the audio sequence ends and the second game play mode is implemented as the symbols strived to accomplish the winning game outcome objective.
  • Symbols may collide and ricochet as they attempt to find an open symbol location—especially when two symbols seek out the same symbol location 62 .
  • the closest symbol 60 to a particular symbol location 62 will generally win that location—although in certain circumstances symbols may be given different velocities potentially allowing a symbol that is further away to occupy that symbol location.
  • the losing symbol for the same symbol location 62 is then relegated to finding another open symbol location or being eliminated from the game.
  • Faster moving symbols 60 may have a greater likelihood of occupying a symbol location depending upon their location at the time of the audio queue.
  • Faster moving symbols 60 may have a lower payoff value than a slower moving symbol.
  • Players may select symbols they believe will win allowing the player to select the volatility of the game.
  • the gaming machine 10 accomplishes the presentation of the bonus game in any number of ways.
  • the bonus outcome is predetermined by the CPU's 16 random number generator (RNG).
  • RNG random number generator
  • the CPU 16 selects a random number to determine a game outcome.
  • the random number generated is used as a link to a video data set and an audio data set corresponding to the bonus game outcome selected.
  • the video and audio data set creates a bonus game presentation of the randomly selected game outcome.
  • the audio data set represents an audio sequence that can be reproduced through the speakers 25 to provide an audio output.
  • the video data set represents a video sequence that can be reproduced through the video display 12 as a video output to the player.
  • the audio and video data sets are synchronized to ensure a coherent presentation. There are numerous methods to ensure that these data sets are synchronized.
  • One methodology utilizes embedding code into the audio data set, that when read by the CPU 16 , signals the CPU to retrieve specific positions in the video data sets for reproduction on the video display 17 .
  • the audio and video data set may be integrated together into a single data set and reproduced for the player.
  • the audio and the video data are eventually separated and fed respectively into the audio controller 32 and video controller 34 to reproduce the audio output from the speakers 25 and display the game on the video display 12 .
  • the audio data set may deliver the audio cue to signal the player using a number of different methods.
  • the audio data set may end, silencing the audio output of the gaming machine and signaling the player that the game play mode is about to change and that the final game outcome is about to be shown.
  • the audio data set may have a blank that reproduces no audio output while the symbols are in the second play mode. Immediately after the symbols have displayed the final game outcome the audio data set blank expires and audio output is provided to conclude the bonus game (e.g., with a final audio output of the credits won).
  • the audio data set may substitute an easily distinguishable second audio output for the first audio output.
  • the audio data set may consist of a number of separate audio tracks with tracks added or subtracted to provide an audio cue between game play modes.
  • the importance of the audio cue, regardless of how it is provided to the player, is that it provides the player with a signal indicating a change in the game play mode.
  • the audio cue signals the player that the game outcome is about to be determined, or that the game play mode has changed, or both. This increases the player's anticipation and helps focus the player's attention on the game outcome.
  • the audio cue allows the player to note the position of the symbols before the game outcome is displayed. With this information, the player can make a judgment, based on the configuration of the symbols 60 and symbol locations 62 , or prediction of the final game outcome.
  • a random number generator to predetermine game outcomes is only one methodology for implementing the present invention. Instead of using a scripted video and audio program that provides a selected game outcome, a mathematical simulation can be generated in real-time, or otherwise, to produce a random game outcome.
  • the movement of the symbols 60 is governed by a first mathematical function that moves the symbols in a first game play mode (e.g., in orderly flow paths around or through the symbol locations). Movement of the symbols commences with the starting of the audio output. After the audio cue is given, the movement of the symbols 60 corresponds to a second game play mode represented by a second mathematical simulation. The second mathematical simulation moves the symbols 60 from the ending position determined by the first mathematical function to an available symbol location. This second mathematical simulation follows different rules from the first mathematical simulation—diverging from an orderly flow path to the development of individual paths for each symbol 60 to find an unoccupied symbol position 62 .
  • a random number generator may be used to determine the length of time the audio output will play (i.e., audio play time) before delivering an audio cue to reflect a change in the game play mode.
  • the mathematical simulation determines the movement of the symbols 60 in the array 45 (e.g., either in a pre-determined starting position or in the position that triggered the bonus game). Each symbol 60 may move independently of the other symbols within the constraints of the symbol locations 62 and the locations of other symbols.
  • the movement of each symbol 60 may be randomized further by using probability functions to determine, for example, the speed of symbol movement.
  • the random selection of the duration of the audio output combined with the random selection of probabilities that influence symbol movement ensures a random game outcome. Alternately, if the symbol movement is randomized, there is no need to randomly determine the length of the audio output.

Abstract

The present invention includes a gaming machine that uses an audio output and with the video output to allow a player to anticipate and assess the probability of a specific game outcome. The audio output and video output together produce a bonus game presentation that determines a bonus award for the player. The audio output has had audio cue that signals a change in the game play mode two the player. This audio cue occurs before the display of the game outcome. The audio cue allows the player to note the position of the symbols immediately before the final game outcome is displayed and with this information, judge the probability of the winning game outcome. This game play mechanic heightens the anticipation and excitement of the game.

Description

    FIELD OF THE INVENTION
  • The present invention relates generally to gaming machines and, more particularly, to a gaming machine having an audio cue for triggering a game outcome.
  • BACKGROUND OF THE INVENTION
  • Gaming machines, such as slot machines, video poker machines, and the like, are the cornerstone of the gaming industry. Generally, the popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are most likely to be attracted to the most entertaining and exciting of the machines. Shrewd operators strive to employ the most entertaining and exciting machines available because such machines attract frequent play and increase profitability to the operator. Consequently, in the competitive gaming machine industry, there is a continuing need for gaming machine manufacturers to produce new types of games, or enhancements to existing games, which will attract frequent play by enhancing the entertainment value and excitement associated with the game.
  • One concept that has been successfully employed to enhance the entertainment value of a game is that of a “secondary” or “bonus” game, which may be played in conjunction with a “base” game. The bonus game may comprise any type of game, either similar to or completely different from the base game, which is entered upon the occurrence of a selected event or outcome of the base game. Such a bonus game produces a significantly higher level of player excitement than the base game because it provides a greater expectation of winning than the base game and is accompanied by more attractive or unusual video displays.
  • Most types of game enhancement techniques have focused primarily on visual effects. The visual effects of the game features, such as reels and symbols, have been animated and enhanced to be more attractive. Even 3-D visual displays have been introduced into the market. On the other hand, the audio performance of gaming machines have been limited—mostly to accentuating certain game outcomes and providing background music.
  • The gaming experience and entertainment value is heightened when as many human senses as possible can participate in the anticipation and realization of the final game outcome. Consequently, rather than relying solely on the players visual perception to anticipate and recognize the game outcome, it would be desirable to provide a wagering game whose outcome is can be anticipated by an audio cue.
  • SUMMARY OF THE INVENTION
  • The present invention is directed to a gaming machine having an improved game presentation to enhance the entertainment value of gaming machines. Specifically, the present invention is directed to a gaming machine that provides an audio cue immediately before the determination of a game outcome. Before the audio cue, the game proceeds according to a first set of rules that determines a first game play mode. After the audio cue, the game play proceeds according to a second set of rules that determines a second game play mode and the game outcome.
  • The first mode provides a game configuration that positions the symbols in the bonus game for the determination of the game outcome in the second game play mode. The first game play mode may have a number of changing symbol configurations, or continuously changing configurations, that may increase or decrease the player's probability of winning the game outcome as determined by the second game play mode. The symbols positioning may be in accordance with a tactical or strategic objective. The configuration of the game in the first game play mode at any point in time may indicate the probability on a winning game outcome in the event that the player is signaled by the audio cue. The ability to prognosticate the potential game outcome at any point in time enhances the entertainment experience of the game.
  • The second mode determines the game outcome and begins with the configuration at the time an audio cue is given. Beginning with this configuration, the second game play mode determines the final game outcome. The rules that govern game play may range from a specific set of rules embedded in a mathematical simulation of the game, or a predetermined animated performance loosely based on expected outcomes that might result from an actual mathematical model.
  • The audio cue increases the player's anticipation, heightens interest in the game, and focuses the player's attention on the game configuration and the probability of winning immediately before the game outcome is displayed.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The foregoing and other advantages of the invention will become apparent upon reading the following detailed description and upon reference to the drawings.
  • FIG. 1 is a simplified front view of a gaming machine embodying the present invention.
  • FIG. 2 is a block diagram of a control system suitable for operating the gaming machine of FIG. 1.
  • FIG. 3 is a first embodiment of a wagering game displaying a bonus trigger in the base game;
  • FIG. 4 is a bonus game derived from the base game of FIG. 3 with a digit assigned to each bonus symbol;
  • FIG. 5 is the bonus game of FIG. 4 in a first play mode, shuffling between symbol locations before the audio cue is signaled;
  • FIG. 6 is the bonus game of FIG. 4 in a second game play mode, with the symbols moving toward unoccupied symbol locations after the audio cue is signaled;
  • FIG. 7 is the game outcome of the bonus game depicted in FIG. 4;
  • FIG. 8 is a second embodiment of a bonus game resulting from the bonus trigger displayed in FIG. 3 with credit values assigned to each bonus symbol;
  • FIG. 9 is a partial game outcome from the bonus game of FIG. 8 after the second game play mode has ended eliminating a symbol;
  • FIG. 10 is the bonus game in the new starting position determined by FIG. 9; and
  • FIG. 11 is the bonus game of FIG. 10 displaying the final game outcome after eliminating another symbol.
  • While the invention is susceptible to various modifications and alternative forms, specific embodiments have been shown by way of example in the drawings and will be described in detail herein. It should be understood, however, that the invention is not intended to be limited to the particular forms disclosed. Rather, the invention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the invention as defined by the appended claims.
  • DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS
  • Turning now to the drawings and referring initially to FIG. 1, a video gaming machine 10 is depicted that may be used to implement a wagering game according to the present invention. The gaming machine 10 includes a video display 12 that may comprise a dot matrix, CRT, LED, LCD, electro-luminescent display, or generally any type of video display known in the art. In the illustrated embodiment, the gaming machine 10 is an “upright” version in which the video display 12 includes a touch screen and is oriented vertically relative to the player. It will be appreciated, however, that any of several other models of gaming machines are within the scope of the present invention, including, for example, a “slant-top” version in which the video display is slanted at about a 30° angle toward the player, or gaming machines that include mechanical, rather than video, displays is The gaming machine 10 includes a speaker system, which is illustrated in FIG. 1 as a pair of speakers 25, for broadcasting the game's audio output to the player and other spectators adjacent the game. The audio output may include messages related to the game being played, messages unrelated to the game, music (e.g., rock, classical, jazz, etc.), or music related to the game play. The audio speakers 25 are usually located on the front portion of the cabinet and include just one speaker or a plurality of audio speakers 25. The speakers 25 may be arranged in a planar fashion along the front of the gaming machine 10, or they can be positioned in a non-planar fashion around the player.
  • FIG. 2 is a block diagram of a control system suitable for operating the gaming machine 10. The coin detector 28 or bill validator 18 signals a CPU 16 when a player has inserted coins or bills into the gaming machine 10. The CPU 16 executes a game program that causes the video display 12 to display the base game. The base game is typically a slot type game that includes simulated reels with symbols displayed thereon. The player may select the number of paylines to play and wager amount via the touch screen 17 or push button panel 22. The base game commences in response to the player activating the game through the push button panel 22 or the touch screen 17, causing the CPU 16 to set the reels in motion, randomly select a game outcome, and then stop the reels to display symbols corresponding to the pre-selected game outcome. The CPU 16 randomly selects a game outcome from a plurality of possible game outcomes using a random number generator (RNG). In one embodiment, certain base game outcomes cause the CPU 16 to enter a bonus mode (i.e., trigger a bonus game), which causes the video display 12 to show a bonus game, as it is known in the art.
  • A system memory 20 stores control software, operational instructions, and data associated with the gaming machine 10. In one embodiment, the system memory 20 comprises a non-volatile (separate read-only memory (ROM)) 14 and volatile (random access memory (RAM)) 13. It will be appreciated, however, that the system memory 20 may be implemented on any of several alternative types of memory structures or may be implemented on a single memory structure.
  • A payoff mechanism 21, such as a ticket printer 23, is operable in response to instructions from the CPU 16 to award a payoff of credits to the player in response to certain winning outcomes that may occur in the base game or bonus game. The payoff amounts corresponding to certain combinations of symbols in the base game are predetermined according to a pay table stored in system memory 20.
  • In addition to operating the gaming machine, the CPU 16 also includes a digital signal processor (DSP) for processing audio data. The CPU 16 may also include memory for storing the audio data (typically in what is referred to as a data set), which the DSP processes. System memory 20 may also be used to store audio data sets. The processed audio data set is converted to analog audio signals that are amplified external to the main control board in an audio controller 32 and transmitted to the speakers 25 to provide audio output.
  • Alternately, the audio controller 32 may contain the major audio components typically located on the CPU 16. For example, in FIG. 2, the audio controller 32 is peripheral to and bi-directionally connected to the main CPU 16. The audio controller 32, in response to receiving signals from the main CPU 16, controls the speakers 25 to provide the audio output. Preferably, the audio controller 32 has its own controller, microprocessor, or DSP, with access to its own audio memory device that stores audio data sets. The audio controller 32 may also have the A/D converters, amplifiers, and other drive circuitry necessary to broadcast the audio output to the speakers 25. In short, the control system of FIG. 2 allows all audio signal processing to occur on a peripheral device, allowing a more sophisticated audio experience without overburdening the main CPU 16 and the memory 20 of the gaming machine 10.
  • In a similar matter, video sequences used to display game outcomes are stored in system memory 20. The CPU 16 retrieves the video sequence corresponding to the game outcome selected by the RNG. The video sequence comprises a video data set that is ported to the video controller 34. Alternatively, CPU 16 may identify the appropriate video sequence associated with the randomly determined game outcome. The identification of the video sequence is ported to the video controller 34, which retrieves the corresponding video data set from its memory. Regardless of where the video data sequence is stored, the video controller 34 processes the video signal and produces a video output on the gaming machine's video display 12. Any type of audio and video control systems such as described above may be used to implement the present invention.
  • For example, a typical base game with a triggering event is shown in FIG. 3. The three shamrocks on the winning pay line triggers the bonus game. In response to the bonus trigger of FIG. 3, the bonus game assigns a digit to each symbol 60 as shown in FIG. 4. In this embodiment, the number of symbols 60 and the number of symbol locations 62 to which those symbols may move is equal—the audio data set triggers the symbol movement and the game shuffles the position of the symbols. The symbols 60 are shown in FIG. 5 in a first game play mode, shuffling between, around, and through the various symbol locations 62 during the audio output before the audio cue. The symbol locations 62 represent a space for a single symbol 60 to occupy when the audio output is silenced or otherwise changed or stopped after the audio cue.
  • FIG. 6 represents the end of the audio output and the commencements of a second game play mode that allows each symbol 60 to individually acquire a symbol location 62. When the audio output stops, the symbols 60 move to unoccupied symbol locations 62—generally the closest unoccupied symbol locations.
  • FIG. 7 shows the final game outcome. The final ordering of the symbols in the symbol locations determines the size of the award. A credit value is awarded based on the symbol 60 in each of the symbol locations 62. In this example, the player is awarded 402 credits.
  • In another bonus game embodiment, there are more symbols 60 than symbol locations 62 and a repetitive process is applied that eliminates symbols that cannot find an unoccupied symbol location. In this embodiment, a player is initially given a number of symbols 60 with a credit value associated with each symbol 60. After each partial game outcome, a symbol 60 that cannot find an unoccupied symbol location 62 is eliminated. In addition, a symbol location 62 is also eliminated for the next round. This game play mechanic is repeated a number of times until only a single symbol 60 is left remaining. The credit value on the remaining symbol 60 is awarded the player. In this embodiment, before the determination of a partial or final game outcome, an audio cue is given to signal the player that a change in game play mode has occurred (or is about to occur).
  • This embodiment may be started with a bonus trigger as shown in FIG. 3. FIG. 8 shows each shamrock symbol 60 has been assigned a credit value. A random number generator can predetermine the game outcome including the initial assignment of credit values to each symbol. Only two symbol locations 62 are available for the three symbols shown in FIG. 9. The symbols 60 are moved around the symbol locations 62 in a first game play mode. To heighten the anticipation and excitement of the game, music is played as the symbols move around the symbol locations 62. Immediately after the audio cue, a second game play mode is implemented and the symbols 60 attempt to occupy unoccupied symbol locations 62. A symbol 60 that cannot find an unoccupied symbol location 62 is removed from game play as shown in FIG. 9. In this example, the 100-credit value marker is removed from the array. FIG. 10 displays the starting point for the next iteration of the bonus game with one symbol location 62 now available for two symbols 60. The elimination process described above is repeated and the final game outcome is shown in FIG. 11. In this example, the 400-credit marker has been eliminated and the player is left with winning 200 credits in the bonus game.
  • In another embodiment, an entire array 45 of symbols 60 may be randomly redistributed in the array to form a potentially winning game outcome. When the audio output begins, the symbols 60 move through various symbol locations 62 until the audio cue is given. After the audio cue, symbols locate an unoccupied symbol location 62 to form a new array 45. This new array 45 is evaluated for any potential winning game outcomes.
  • In all these embodiments, the player can visually see the orientation of the symbols 60 and make a judgment as to the probability of success dependent upon the symbol's location 62 when the audio cue is given. As each symbol 60 changes location, a player may revise their projection of the game outcome. When the audio cue is given, the player can immediately assess the probability of obtaining a winning gaming outcome.
  • Although the audio cue in each of these embodiments may be the end of the audio output, signaling the player that a new play mode is about to begin, alternate embodiments are also available. For example, the audio cue may be indicated by dramatically changing the audio output. One type of music may be played for the first game play mode and a second, distinctly different type of music played for the second game play mode. In still another embodiment, the audio output associated with a game play mode may be very loud and another game play mode may have a very soft audio output. In still another embodiment, the audio output of the first game play mode may be music and the second play mode may use a non-musical audio output.
  • The play mechanics and each of these embodiments may also be enhanced with player interaction in the bonus game play. The player may interact with the process by making various wagering selections, either before or during game play, using the touch screen 17 or the pushbutton panel 22. For example, the audio queue may be used to break game play action between game play modes and allow players a chance to place further wagers or make further selections.
  • For each of the embodiments any number of different variations can be implemented with respect to the execution of the game play mode, and the determination of the game outcome according to a set of rules. Each game play mode directs game play. Each game play mode may have its own strategy developed toward achieving a winning game outcome. This strategy may be implemented using the same strategy for each individual symbol, or each symbol may have its own game play strategy for each game play mode. For example, a first game play mode may be designed to position symbols in a location that can best accomplish an objective in a second game play mode. The second game play mode may execute tactical or strategic movements to accomplish the game's objective.
  • The symbols 60 may be individually controlled as they are being moved around the array or game display. The symbols 60 may speed up or slow down relative to each other. Symbols 60 may also interact—especially when the audio sequence ends and the second game play mode is implemented as the symbols strived to accomplish the winning game outcome objective.
  • Symbols may collide and ricochet as they attempt to find an open symbol location—especially when two symbols seek out the same symbol location 62. The closest symbol 60 to a particular symbol location 62 will generally win that location—although in certain circumstances symbols may be given different velocities potentially allowing a symbol that is further away to occupy that symbol location. The losing symbol for the same symbol location 62 is then relegated to finding another open symbol location or being eliminated from the game. Faster moving symbols 60 may have a greater likelihood of occupying a symbol location depending upon their location at the time of the audio queue. Faster moving symbols 60, however, may have a lower payoff value than a slower moving symbol. Players may select symbols they believe will win allowing the player to select the volatility of the game.
  • The gaming machine 10 accomplishes the presentation of the bonus game in any number of ways. In one embodiment, the bonus outcome is predetermined by the CPU's 16 random number generator (RNG). The CPU 16 selects a random number to determine a game outcome. The random number generated is used as a link to a video data set and an audio data set corresponding to the bonus game outcome selected. The video and audio data set creates a bonus game presentation of the randomly selected game outcome. The audio data set represents an audio sequence that can be reproduced through the speakers 25 to provide an audio output. The video data set represents a video sequence that can be reproduced through the video display 12 as a video output to the player.
  • The audio and video data sets are synchronized to ensure a coherent presentation. There are numerous methods to ensure that these data sets are synchronized. One methodology utilizes embedding code into the audio data set, that when read by the CPU 16, signals the CPU to retrieve specific positions in the video data sets for reproduction on the video display 17.
  • If desired, the audio and video data set may be integrated together into a single data set and reproduced for the player. The audio and the video data are eventually separated and fed respectively into the audio controller 32 and video controller 34 to reproduce the audio output from the speakers 25 and display the game on the video display 12.
  • The audio data set may deliver the audio cue to signal the player using a number of different methods. The audio data set may end, silencing the audio output of the gaming machine and signaling the player that the game play mode is about to change and that the final game outcome is about to be shown. Alternatively, the audio data set may have a blank that reproduces no audio output while the symbols are in the second play mode. Immediately after the symbols have displayed the final game outcome the audio data set blank expires and audio output is provided to conclude the bonus game (e.g., with a final audio output of the credits won). In still another embodiment, the audio data set may substitute an easily distinguishable second audio output for the first audio output. Finally, the audio data set may consist of a number of separate audio tracks with tracks added or subtracted to provide an audio cue between game play modes. The importance of the audio cue, regardless of how it is provided to the player, is that it provides the player with a signal indicating a change in the game play mode.
  • The audio cue signals the player that the game outcome is about to be determined, or that the game play mode has changed, or both. This increases the player's anticipation and helps focus the player's attention on the game outcome. In some game embodiments, the audio cue allows the player to note the position of the symbols before the game outcome is displayed. With this information, the player can make a judgment, based on the configuration of the symbols 60 and symbol locations 62, or prediction of the final game outcome.
  • The use of a random number generator to predetermine game outcomes is only one methodology for implementing the present invention. Instead of using a scripted video and audio program that provides a selected game outcome, a mathematical simulation can be generated in real-time, or otherwise, to produce a random game outcome.
  • The movement of the symbols 60 is governed by a first mathematical function that moves the symbols in a first game play mode (e.g., in orderly flow paths around or through the symbol locations). Movement of the symbols commences with the starting of the audio output. After the audio cue is given, the movement of the symbols 60 corresponds to a second game play mode represented by a second mathematical simulation. The second mathematical simulation moves the symbols 60 from the ending position determined by the first mathematical function to an available symbol location. This second mathematical simulation follows different rules from the first mathematical simulation—diverging from an orderly flow path to the development of individual paths for each symbol 60 to find an unoccupied symbol position 62.
  • A random number generator may be used to determine the length of time the audio output will play (i.e., audio play time) before delivering an audio cue to reflect a change in the game play mode. The mathematical simulation determines the movement of the symbols 60 in the array 45 (e.g., either in a pre-determined starting position or in the position that triggered the bonus game). Each symbol 60 may move independently of the other symbols within the constraints of the symbol locations 62 and the locations of other symbols.
  • The movement of each symbol 60 may be randomized further by using probability functions to determine, for example, the speed of symbol movement. The random selection of the duration of the audio output combined with the random selection of probabilities that influence symbol movement ensures a random game outcome. Alternately, if the symbol movement is randomized, there is no need to randomly determine the length of the audio output.
  • Although the above embodiments describe a number of game play mechanics to which the present invention can be applied, it should be understood that the present invention can be applied to many other types of games. While the present invention has been described with reference to one or more particular embodiments, those skilled in the art will recognize 5 that many changes may be made thereto without departing from the spirit and scope of the present invention. For example, the embodiments discussed may use a gaming machine which itself determines the game outcome with an onboard central processing unit. Alternately, the gaming machine may be in a network that uses a central processing unit to control and determine the game outcomes for each of the gaming machines in that network. Each of these embodiments and obvious variations thereof is contemplated as falling within the spirit and scope of the claimed invention, which is set forth in the following claims.

Claims (23)

1. A method for playing a wagering game on a gaming machine, comprising:
accepting a wager;
randomly determining a game outcome;
associating the game outcome with a presentation, the presentation having a video sequence and an audio sequence;
displaying the video sequence on a video display, the video sequence having a first game play mode and a second game play mode;
playing the audio sequence through an audio speaker;
providing an audio cue in the audio sequence before the game outcome is displayed to signal a transition from the first game play mode to the second game play mode; and
making an award for a winning game outcome.
2. The method for playing a wagering game as described in claim 1, wherein after the audio cue the audio sequence is silenced.
3. A method for playing a wagering game on a gaming machine, comprising:
accepting a wager from a player;
playing an audio sequence through an audio speaker;
giving an audio cue during the audio sequence;
moving a plurality of symbols according to a first mathematical model before the audio cue, the first mathematical model for moving symbols in relation to a symbol position;
moving the plurality of symbols according to a second mathematical model after the audio cue is given, the second mathematical model for allowing at least one of the plurality of symbols to occupy the symbol position; and
awarding the player for a winning game outcome based on the at least one of the plurality of symbols in the occupied symbol position.
4. A method for playing a wagering game on a gaming machine, comprising:
accepting a wager from a player;
playing an audio sequence through an audio speaker;
giving an audio cue during the audio sequence;
moving a plurality of symbols according to a first mathematical model before the audio cue, the first mathematical model for moving the plurality of symbols around a plurality of symbol positions;
moving the plurality of symbols according to a second mathematical model after the audio cue is given, the second mathematical model for allowing only one symbol from the plurality of symbols to occupy each of the plurality of symbol positions; and
awarding the player for a winning game outcome based on the plurality of symbols occupying the plurality of symbol positions.
5. The method for playing a wagering game as described in claim 4, wherein the winning game outcome is associated with the order of the plurality of symbols in the plurality of symbol positions.
6. The method for playing a wagering game as described in claim 4, wherein the plurality of symbols is greater than the plurality of symbol positions.
7. A gaming machine, comprising:
a central processing unit having a memory, the memory for storing a plurality of video data sets and audio data sets, the central processing unit for selecting one of a plurality of game outcomes in response to a wager amount, each of the plurality of game outcomes linked to one of the plurality of video data sets and one of the plurality of audio data sets, each of the audio data sets having an audio cue;
an audio speaker in communication with the central processing unit to receive the audio data set linked to the selected game outcome to produce an audio output; and
a video display in communication with the central processing unit to receive the video data set linked to the selected game outcome to produce a video output;
wherein the audio output signals the player before the game outcome is displayed with the audio cue.
8. The gaming machine of claim 7, wherein the video sequence has a first game play mode and a second game play mode, the first game play mode occurring before the audio cue and the second game play mode occurring after the audio cue.
9. The gaming machine of claim 8, wherein the first game play mode is conducted according to a first mathematical model, and the second game play mode is conducted according to a second mathematical model.
10. The gaming machine of claim 9, wherein the second mathematical model determines the game outcome.
11. A method for playing a wagering game on a gaming machine, comprising:
accepting a wager;
determining a game outcome;
associating the game outcome with a presentation, the presentation having a video sequence and an audio sequence;
displaying the video sequence on a video display;
playing the audio sequence through an audio speaker;
providing an audio cue in the audio sequence to provide a signal to the player before the game outcome is displayed; and
making an award for a winning game outcome.
12. The method for playing a wagering game as described in claim 11, wherein the video sequence has a first game play mode before the audio cue and a second game play mode after the audio cue.
13. The method for playing a wagering game as described in claim 12, wherein the audio cue separates the audio sequence into a first segment having a musical audio output and a second segment that is silent.
14. The method for playing a wagering game as described in claim 12, wherein the audio cue signals the player that the game play mode has changed.
15. The method for playing a wagering game as described in claim 12, wherein the audio cue separates the audio sequence into two segments, the audio output of each segment distinguishable by the player.
16. The method for playing a wagering game as described in claim 12, further including providing a second audio cue in the audio sequence to provide a second signal to the player before a partial game outcome is displayed.
17. A method for playing a wagering game on a gaming machine, comprising:
receiving a wager from a player;
determining a game outcome;
associating the game outcome with a presentation, the presentation having a video sequence and an audio sequence, the video sequence having at least two game play modes, the audio sequence having a first audio segment and a second audio segment;
displaying the video sequence on a video display;
playing the audio sequence through an audio speaker; and
making an award to the player for a winning game outcome;
wherein the video sequence corresponds to a first game play mode during the first audio segment and a second game play mode during the second audio segment.
18. The method for playing a wagering game as described in claim 17, wherein the first audio segment is music and the second audio segment is silent.
19. The method for playing a wagering game as described in claim 17, wherein the first audio segment is distinguishable from the second audio segment to signal the player that the game play mode has changed.
20. The method for playing a wagering game as described in claim 17, wherein the second audio segment signals the player the game outcome is about to be determined.
21. A method for playing a wagering game on a gaming machine, comprising:
accepting a wager from a player;
determining a game outcome;
associating the game outcome with a presentation, the presentation having a video sequence and an audio sequence;
displaying the video sequence on a video display;
playing the audio sequence through an audio speaker;
changing the audio sequence before the game outcome is displayed to signal a change in the game play mode to the player; and
making an award to the player for a winning game outcome.
22. The method of playing a wagering game as described in claim 21, further including:
displaying a partial game outcome before the game outcome; and
changing the audio sequence before the partial game outcome is displayed to signal a change in the game play mode.
23. A method for playing a wagering game on a gaming machine, comprising:
accepting a wager from a player;
playing an audio sequence through an audio speaker;
moving symbols according to a first mathematical model during the audio sequence;
providing an audio cue in the audio sequence to signal the player;
moving symbols according to a second mathematical model after the audio cue;
randomly determining a game outcome; and
making an award for a winning game outcome based on the symbol configuration determined by the game outcome.
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