US20110130186A1 - Tournament game - Google Patents

Tournament game Download PDF

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Publication number
US20110130186A1
US20110130186A1 US12/956,631 US95663110A US2011130186A1 US 20110130186 A1 US20110130186 A1 US 20110130186A1 US 95663110 A US95663110 A US 95663110A US 2011130186 A1 US2011130186 A1 US 2011130186A1
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Prior art keywords
game
variables
group
groups
gaming machine
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US12/956,631
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Chi We Chim
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Aristocrat Technologies Australia Pty Ltd
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Individual
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Priority claimed from AU2009905841A external-priority patent/AU2009905841A0/en
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Assigned to ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LIMITED reassignment ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LIMITED ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: CHIM, CHI WE
Publication of US20110130186A1 publication Critical patent/US20110130186A1/en
Assigned to UBS AG, STAMFORD BRANCH reassignment UBS AG, STAMFORD BRANCH PATENT SECURITY AGREEMENT Assignors: ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LIMITED
Assigned to BANK OF AMERICA, N.A. reassignment BANK OF AMERICA, N.A. NOTICE OF ASSIGNMENT OF SECURITY INTEREST Assignors: UBS AG, STAMFORD BRANCH
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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
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3258Cumulative reward schemes, e.g. jackpots
    • 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
    • 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
    • G07F17/3272Games involving multiple players
    • G07F17/3276Games involving multiple players wherein the players compete, e.g. tournament

Definitions

  • the present invention generally relates to gaming machines and methods of gaming.
  • a particular embodiment of the present invention relates to the provision of tournament games.
  • Gaming venue operators have therefore continuously looked for new variations and types of games in order to attract both new and return customers to their venues.
  • Gaming machines may include a game provided in two parts, a base game and a feature game. Sometimes the feature game has an average return to player of greater than 100%, but the return to player of the game as a whole is less than 100% due to the relative contribution of the feature game in comparison to the base game.
  • the invention broadly resides in a method implemented on a gaming machine to provide game play of a game, the method including:
  • the game is provided as a feature game to a base game provided on the gaming machine.
  • the feature game may be provided on the gaming machine when the accumulated wagers of a player of the gaming machine reaches a predetermined amount.
  • the feature game may be provided randomly, either dependent on symbols occurring in the base game or independent of symbols occurring in the base game.
  • the variables are dice, whereby each face of each die shows one of said plurality of possible values and whereby the assignment of the dice includes grouping the dice into groups, each group associated with a said prize and whereby the step of determining a combined value for a said group includes rolling the dice assigned to that group and combining the rolled values of the dice in the group.
  • the number of variables in said plurality of variables exceeds the number of said plurality of groups. There may be twice as many variables in the plurality of variables as there are groups in the plurality of groups. Alternatively, there may be more than twice as many variables in the plurality of variables as there are groups in the plurality of groups.
  • the step of assigning the variables into a plurality of groups is made by a player of the gaming machine by operating a user interface of the gaming machine.
  • the step of assigning the variables into a plurality of groups is made by a controller of the gaming machine, whereby a player of the gaming machine has no control over the distribution of the variables into the plurality of groups.
  • the method further includes selecting the plurality of groups into which the variables are assigned from a larger set of groups, whereby a different plurality of groups can be selected in different game plays of the game.
  • a prize associated with a group is awarded if the combined value for that group exceeds a prize threshold value, which is fixed and constant for each play of the game. If the prize threshold value is not exceeded, the prize not awarded may be added to the prize associated with the same group in a subsequent play of the game.
  • a prize associated with a group is awarded if the combined value for the group exceeds a prize threshold value, which is variable and determined based on the combined value of one or more second variables also assigned to the same group.
  • the one or more second variables may be automatically assigned by a controller of the gaming machine.
  • the one or more second variables are assigned by a player playing the other gaming machine.
  • the invention broadly resides in a method implemented on a gaming system including a plurality of linked gaming machines, the method including providing a tournament game on two or more of the linked gaming machines by:
  • each group on one gaming machine is associated with one of the plurality of groups on each of the other gaming machines in the tournament;
  • the number of variables assigned to each group is variable between plays of the tournament game
  • the number of variables assigned to associated groups on different gaming machines may be different for the same play of the tournament game
  • the step of awarding a prize associated with a group includes awarding the prize to one of the gaming machines in the tournament to the exclusion of another of the gaming machines in the tournament so as to implement a tournament game in which gaming machines compete for the prize associated with the group.
  • the step of awarding a prize associated with a group includes awarding the prize to each of the gaming machines in the tournament if the combined values across the gaming machines satisfy win a criterion or win criteria so as to implement a tournament game in which gaming machines cooperate to win the prize.
  • the tournament game is provided as a feature game.
  • the feature game may be provided on a said gaming machine when a trigger condition has been achieved on that gaming machine, wherein the trigger condition is determined independently for each said gaming machine and wherein the method includes matching gaming machines that achieve the trigger condition.
  • the feature game may be provided on a plurality of said gaming machines simultaneously when a single trigger condition occurs.
  • the trigger condition may be the accumulated wagers of a player of the gaming machine reaching a predetermined amount.
  • the trigger condition may be the elapsing of a time period.
  • the trigger condition may be dependent on other variables.
  • the trigger condition may be dependent on a combination of variables.
  • the variables for the game are dice, which are rolled to determine their values.
  • the number of variables in said plurality of variables exceeds the number of said plurality of groups.
  • the step of assigning the variables into a plurality of groups is made by a player of the gaming machine by operating a user interface of the gaming machine.
  • the step of assigning the variables into a plurality of groups is made by a controller of the gaming machine, whereby a player of the gaming machine has no control over the distribution of the variables into the plurality of groups.
  • a prize associated with a group is only awarded if the combined value for that group exceeds a prize threshold value, which is fixed and constant for each play of the game. If the prize threshold value is not exceeded, the prize not awarded may be added to the prize associated with the same group in a subsequent play of the tournament game.
  • the method further includes, for each gaming machine, selecting the plurality of groups into which the variables are assigned from a larger set of groups, whereby a different plurality of groups can be selected in different game plays of the game. For the same game play of the tournament game, there may be at least a chance that different groups will be selected for different gaming machines.
  • the invention broadly resides in a gaming machine including game controller and a user interface including a display and selectors, the game controller configured to provide a game by receiving inputs at the selectors, displaying symbols on the display and cause the awarding of a prize on the occurrence of winning events, wherein providing the game further includes:
  • the game controller may be further configured to implement the method described in the preceding paragraphs.
  • the invention broadly resides in a gaming system including plurality of linked gaming machines, the gaming system including a game controller to control play of a tournament game on each of the gaming machines, the gaming machines each including a user interface including a display and selectors, wherein the gaming system provides a tournament game on two or more of the linked gaming machines by:
  • each group on one gaming machine is associated with one of the plurality of groups on each of the other gaming machines in the tournament;
  • the number of variables assigned to each group is variable between plays of the tournament game
  • the number of variables assigned to associated groups on different gaming machines may be different for the same play of the tournament game
  • the gaming system may further performing the method as described in the preceding paragraphs.
  • the invention also extends to a game controller or instructions stored so as to be readable by a game controller, configured to perform the method of the present invention.
  • FIG. 1 shows diagrammatically, a view of a gaming console suitable for implementing the present invention.
  • FIG. 2 shows a block diagram of gaming machine suitable for implementing the present invention.
  • FIG. 3 shows a block diagram of components of the memory of the gaming machine represented in FIG. 2 .
  • FIG. 4 shows diagrammatically, a network gaming system suitable for implementing the present invention.
  • FIG. 5 shows a flow diagram of a process performed in accordance with an embodiment of the present invention.
  • FIG. 1 of the accompanying drawings one example of a gaming console that is suitable to implement the present invention is generally referenced by arrow 114 .
  • the gaming console 114 includes two displays 106 A, 106 B on one or both of which is displayed representations of a game that can be played by a player and a bank of buttons 107 A and/or a touch screen 1078 to enable a player to play the game.
  • the displays 106 may be video display units, such as a cathode ray tube screen device, a liquid crystal display, plasma screen, any other suitable video display unit, or the visible portion of an electromechanical device.
  • the display 106 B may display artwork, including for example, pay tables and details of bonus awards and other information or images relating to the game. In alternative gaming consoles the display 106 B may be omitted, optionally replaced by a static display.
  • a credit input including a coin input 110 A and/or bill collector 1108 allows a player to provide credit for wagering and a coin output 111 is provided for cash payouts from the gaming console 114 .
  • a card and/or ticket reader 108 and a printer 109 may be provided to provide player tracking, cashless game play or other gaming and non-gaming related functions.
  • FIG. 2 shows a block diagram of a gaming machine, generally referenced by arrow 100 , suitable for implementing the present invention.
  • the gaming machine 100 may include the gaming console 114 shown in FIG. 1 and accordingly like reference numerals have been used to describe like components in FIGS. 1 and 2 .
  • the gaming machine 100 includes a game controller 101 , which in the illustrated example includes a computational device 102 , which may be a microprocessor, microcontroller, programmable logic device or other suitable device. Instructions and data to control operation of the computational device 102 are stored in a memory 103 , which is in data communication with, or forms part of, the computational device 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 instructions to cause the game controller 101 to implement the present invention will be stored in the memory 103 .
  • the instructions and data for controlling operation of the computational device 102 may be stored on a computer readable medium from which they are loaded into the gaming machine memory 103 .
  • the instructions and data may be conveyed to the gaming machine by means of a data signal in a transmission channel. Examples of such transmission channels include network connections, the Internet or an intranet and wireless communication channels.
  • the game controller 101 may include hardware credit meters 104 for the purposes of regulatory compliance and also include an input/output (I/O) interface 105 for communicating with the 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 instructions and data.
  • the peripheral devices that communicate with the controller are the displays 106 , bank of buttons/touch screen 107 , the card and/or ticket reader 108 , the printer 109 , a bill acceptor and/or coin input 110 and a coin output 111 . Additional devices may be included as part of the gaming machine 100 , or devices omitted as required for the specific implementation.
  • the bank of buttons 107 A and/or touch screen 107 B together with one or both of the displays 106 may provide a user interface 115 through which the gaming machine 100 and player communicate. If a card/ticket reader 108 is provided, this may also form part of the user interface 115 .
  • the gaming machine 100 may include a communications interface, for example a network card 112 .
  • the network card 112 may for example, send status information, accounting information or other information to a central controller, server or database and receive data or commands from the central controller, server or database.
  • the network card 112 may also enable communication with a central player account, allowing cashless gaming.
  • One or more of the peripheral devices, for example the card/ticket reader 108 may be able to communicate directly with the network card 112 .
  • the network card 112 and the I/O interface 105 may be suitably implemented as a single machine communications interface.
  • the game controller 101 may also include a random number generator 113 , which generates a series of random numbers that are used by the computational device 102 to determine the outcomes of games played on the gaming machine 100 .
  • the game controller 101 may have distributed hardware and software components that communicate with each other directly or through a network or other communication channel.
  • the game controller 101 may also be located in part or in its entirety remote from the user interface 115 .
  • the computational device 102 may comprise a plurality of devices, which may be local or remote from each other. Instructions and data for controlling the operation of the user interface 115 may be conveyed to the user interface 115 by means of a data signal in a transmission channel.
  • the user interface 115 may be a computational device, for example a personal computer, used by a person to play a game provided from a remote game controller 101 .
  • FIG. 3 shows an exemplary block diagram of the main components of the memory 103 .
  • the RAM 103 A typically temporarily holds instructions and data related to the execution of game programs and communication functions performed by the computational controller 102 .
  • the EPROM 103 B may be a boot ROM device and/or may contain system and game related code.
  • the mass storage device 103 C may be used to store game programs, the integrity of which may be verified and/or authenticated by the computational controller 102 using protected code from the EPROM 103 B or elsewhere.
  • FIG. 4 shows a gaming system 200 in the form of a network of devices.
  • the gaming system 200 includes a network infrastructure 201 , which for example may be in the form of an Ethernet network. Alternatively, a wireless network and/or direct communication channels, or a different type of network may be used to link the gaming machines to a server, each other and/or other devices.
  • Gaming consoles 114 shown arranged in three banks 203 of two gaming consoles 114 in FIG. 4 , are connected to the network infrastructure 201 .
  • the gaming consoles 114 may form part or all of a gaming machine 100 .
  • Single gaming consoles 114 and banks 203 containing three or more gaming consoles 114 may also be connected to the network infrastructure 201 , which may also include bank controllers, hubs, routers, bridges to other networks and other devices (not shown).
  • One or more displays 204 may also be connected to the network 201 .
  • the displays 204 may, for example, be associated with a bank 203 of gaming consoles 114 .
  • the displays 204 may be used to display representations associated with game play on the gaming consoles 114 , and/or used to display other representations, for example promotional or informational material.
  • Servers may also be connected to the network 201 .
  • a game server 205 may generate game outcomes for games played on one or more of the gaming consoles 114
  • a database management server 206 may manage the storage of game programs and associated data in a database 206 A so that they are available for downloading to, or access by, game controllers 101
  • a jackpot server 207 may control one or more jackpots for the gaming system 200 .
  • Further servers may be provided to assist in the administration of the gaming system 200 , including for example a gaming floor management server 208 , and a licensing server 209 to monitor the use of licenses to particular games.
  • An administrator terminal 210 is provided to allow an administrator to manage the network 201 and the devices connected to the network.
  • the different servers depicted can be distinct physical servers or logically distinct server processes running on a single physical server.
  • 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 through a firewall 211 .
  • a gaming machine 100 provides the feature game on an individual basis. In other words, one gaming machine and therefore one player is involved in the play of each feature game.
  • This embodiment may therefore be implemented on a standalone gaming machine 100 , as well as on a gaming machine forming part of a gaming system, such as the gaming system 200 described previously herein. Unless otherwise stated, the remainder of the description of this embodiment assumes an implementation on a stand-alone gaming machine 100 , including a console 114 as described with reference to FIG. 1 and a game controller 101 as described with reference to FIG. 3 . Those skilled in the relevant arts will readily appreciate how this embodiment may be implemented on other gaming machines and in gaming systems.
  • FIG. 5 shows a flow diagram of a process performed in accordance with embodiments of the present invention. Instructions to cause the game controller 101 to implement the process are in the memory 103 .
  • step 1 the game controller 101 sets a plurality of jackpots to their seed values.
  • a plurality of jackpots For example, in one embodiment there may be four jackpots, each with their respective seed values. These jackpots may be:
  • Jackpot 1 with a seed value of $5;
  • Jackpot 2 with a seed value of $5;
  • Jackpot 3 with a seed value of $10.
  • Jackpot 4 with a seed value of $20.
  • Each jackpot also has an associated win criterion or win criteria.
  • the win criterion for each jackpot may be a roll of the dice that have a sum total more than a threshold value.
  • Jackpot 1 may have a win criterion of 6 or more;
  • Jackpot 2 may have a win criterion of 6 or more;
  • Jackpot 3 may have a win criterion of 10 or more.
  • Jackpot 4 may have a win criterion of 12 or more.
  • the game controller 101 displays the jackpot values.
  • the Jackpot values may be displayed on the display 106 B.
  • the Jackpot values may be permanently displayed, or may be intermittently displayed, for example in a cycle with one or more other images.
  • the Jackpot values may be displayed only on request, for example when a button in the bank of buttons 107 A is depressed.
  • the jackpots described in this example are variable, in that they increase over time dependent on an incrementing variable. In alternative embodiments the jackpots may be fixed value prizes or otherwise vary.
  • the gaming machine 100 provides a wagering game, in which in response to the staking of a wager on one or more outcomes of the game, symbols are displayed on one or both of the displays 106 A and 106 B to represent the outcomes, and if a winning combination of symbols is displayed, a prize is awarded.
  • Such games are normally designed to provide, on average, a specified return to player, for example of 90%.
  • the return to player contribution of the feature game described herein may be included in the calculation of the overall return to player of the wagering game on the gaming machine 100 .
  • reference herein will be made to the wagering game including a ‘base game’ and a ‘feature game’.
  • the base game may be any game suitable for play on a gaming machine. Examples of suitable types of games include spinning wheel games, dice games, card games and bingo style games.
  • the feature game may similarly be any game suitable for play on a gaming machine.
  • variables of the game e.g. dice, cards, spinning wheels etc
  • the dice have a plurality of possible values, which when rolled (simulated rolling in an electronic gaming machine where the dice are displayed on a video display), stop to show one of the possible values on the ‘upward face’.
  • the ‘value’ may be a number, a symbol, number or letters, a combination of symbols, numbers or letters or other measurable quantity.
  • the game controller 101 determines if a trigger event has occurred.
  • trigger events are known, including for example the appearance of a particular combination of symbols in the base game (the combination of being either known or unknown to the player), the occurrence of a random event determined in response to the placing of a wager on the base game (but which is independent of the symbols displayed on the base game), the player accumulating a certain value, such as wagering $200, or the elapsing of a time period, which may be unknown to the player and which may be randomly varied between occurrences of the trigger event.
  • the player may be allowed to accumulate wagers over multiple sessions if the player has an identifier and the gaming machine 100 allows past accumulated wagers to be recorded by the gaming machine 100 . In a gaming system implementation this information may be recorded centrally. If a trigger event has not occurred, the process returns to steps 2 and 3 . In addition, there may be a requirement for a player to place an ante-bet or a particular type of bet, like a maximum bet, to be eligible for the feature game so that if the eligibility criterion has not been met, the feature game is not provided even if the trigger event occurs.
  • step 5 a selection of the jackpots that are to be played for in the feature game is made.
  • the player may be notified of occurrence of the trigger event by appropriate means, for example by the generation of a particular sound or visual stimulus. In one embodiment, this selection may be made by the game controller 101 . In another embodiment, the selection may be made by the player through operation of the bank of buttons 107 A, or through other interaction using the user interface 115 .
  • the selection in step 5 may be constrained to select one jackpot from a first group consisting of Jackpots 1 and 2 and one jackpot from a second group consisting of Jackpots 3 and 4 . If the selection is to be performed by the game controller 101 , the selection may be random, or constrained to select the higher value of the two jackpots in each group, with either a random or default selection being made in the event that there are two jackpots in the group that share the highest value. Alternatively, the game controller 101 could cycle through each of the available options in each group.
  • each group may consist of more than two jackpots.
  • Each of these embodiments may operate through player selection or through selection by the game controller, on a random, constrained, cyclic or other basis.
  • step 6 the variables of the feature game are assigned to the jackpots selected in step 5 .
  • this assignment is completed by the player making a selection using the user interface 115 .
  • the game controller 101 may make the assignment and present this to the player, such assignment being random, cyclic, based on maximising the expected return to player or otherwise, depending on the particular implementation.
  • the variables are the aspect of the feature game that is randomly determined and which influences whether or not the win criterion or win criteria for the selected jackpots have been satisfied.
  • the variables are the dice.
  • step 6 involves assigning some of the dice used in the feature game to one of the two selected jackpots and the remainder to the other jackpot.
  • the variables are then determined, which in the case of a dice game involves rolling the dice.
  • step 7 the values of the dice assigned to each Jackpot are compared with the threshold winning value and a decision made for each jackpot based on this comparison as to whether the jackpot has been won (step 8 ). If a threshold is exceeded, the value of the associated jackpot is awarded to the player by the gaming machine 100 (step 10 ) and the value of that jackpot is reset to its seed value (step 11 ). If the threshold of a group is not exceeded, then the Jackpot value for the group is incremented by the seed amount (step 9 ) and the process returns to step 2 , in which the new Jackpot values are displayed. It is these new jackpot values which are current the next time the feature is triggered. In one embodiment, in step 9 , the jackpots that were not selected in step 5 are also incremented by their seed values.
  • an example scenario may be as follows: the previously described jackpots 1 and 4 are selected in step 5 , and each have their respective seed values of $5 and $20 (the other jackpots also having their seed values); the win trigger values are 6 and 12; the feature game is played with four dice, each of which are in the standard form of having six faces, ranging in value from 1 to 6 with an equal probability of each face being the upward facing face; in step 6 , the player (or alternatively the game controller 101 ) assigns three dice to Jackpot 4 and the remaining die to Jackpot 1 .
  • the dice may be rolled with the three dice assigned to Jackpot 4 showing values of 1, 2 and 4 and the die assigned to Jackpot 1 showing a value of 6.
  • Jackpot 4 is incremented by $20 so as to have a value of $40 and Jackpots 2 and 3 are incremented by $5 and $10 respectively to have values of $10 and $20.
  • the value of Jackpot 1 ($5) is awarded to the player, with Jackpot 1 being reset to its seed value of $5.
  • the win thresholds may be variable.
  • each jackpot may have variables of the feature game assigned to it on behalf of the house.
  • the player competes against the house as to who wins the jackpot.
  • the house may have its own dice and make its own assignment in step 6 , with different assignments occurring for different plays of the feature game.
  • the house may always make the same assignment, for example, with a larger number of dice being assigned to higher value jackpots.
  • Jackpot 1 may have one house die associated with it and Jackpot 4 may have three house dice associated with it.
  • steps 1 to 6 and 8 to 11 may be completed as described above.
  • Step 7 involves rolling both the dice assigned to each jackpot in step 6 and also rolling the house dice associated with the jackpot. The player may win the jackpot if the dice assigned to a jackpot in step 6 have a combined value greater than the combined value of the house dice associated with the same jackpot.
  • the number of dice rolled for a jackpot for the player may or may not equal the number of house dice rolled for that same jackpot.
  • step 5 involves selecting 2 jackpots
  • the player could win 0, 1 or 2 jackpots, depending on the totals of the dice allocated to each jackpot.
  • a gaming machine 100 provides the feature game as a tournament in which a plurality of players may participate.
  • the tournament may be either one in which the players play against each other, or one where the players play against the house.
  • the method is to be implemented in the gaming system 200 , there may be more flexibility as to which device implements the method.
  • One example is provided below, but those skilled in the relevant arts will appreciate that many alternatives exist.
  • players each play a base game on one of the gaming machines 100 , using a console 114 to control play of the base game; with wagers being staked, symbols displayed and prizes paid according to the rules of the base game.
  • the process for each gaming machine is as described above for steps 1 to 3 .
  • the jackpot values displayed in step 2 may be displayed on each gaming console 114 and/or on a central display 204 .
  • Either the individual gaming machine 100 , or a central controller such as the jackpot server 207 may determine when a feature game trigger event has occurred. If the determination of the trigger event is made by a gaming machine 100 , it sends a signal to the jackpot server 207 providing notification of the trigger event. The jackpot server 207 then logs this and awaits a competitor in the tournament. For instance, the jackpot server 207 may record an identifier of the gaming machine that sent the notification. It may also record, where it has been provided to the gaming machine and communicated to the jackpot server 207 , an identifier of the player playing the gaming machine 100 when the trigger event occurred.
  • the process proceeds from step 4 to step 5 only when another gaming machine 100 sends notice of a trigger event, so that two players are identified as participating in the feature game.
  • the jackpot server 207 either takes control of a display of the gaming console 114 to display images associated with the feature game, or sends a communication to each gaming machine 100 to indicate that the feature game should be commenced.
  • the jackpot server 207 also selects which of the jackpots are being played for so as to complete step 5 .
  • Each gaming machine 100 then completes step 6 , which may involve the player selecting the assignment of the dice (or other feature variable). If an automatic selection is to be made, then this may be completed either by the gaming machine 100 or the jackpot server 207 .
  • the dice are rolled and the combined values of the dice rolled for each player are compared.
  • the player with the highest value for a jackpot is awarded the jackpot (steps 7 and 8 ).
  • the winning threshold for a player is to exceed the combined score of the other player.
  • the feature may be replayed or another tie-breaker game played, a random selection made as to which player wins, or the jackpot may be deemed not won and instead incremented (step 9 ).
  • all jackpots selected in step 5 may be awarded, so that a player with the highest combined value for that jackpot is awarded the value of the jackpot, which is then reset to its seed value (step 11 ). In this embodiment, there may be no need for step 9 and the jackpot remains permanently at its seed value. Alternatively, as described above, step 9 may be implemented when the players tie.
  • a jackpot is only awarded if the score of the winning player exceeds a win threshold value. Accordingly, in this embodiment, there are two criteria to winning a jackpot, namely obtaining a higher value than the other player and also exceeding the win threshold value. If the player with the highest value for the jackpot does not exceed the win threshold value for that jackpot, then the jackpot is incremented by its seed value (step 9 ).
  • the gaming system 200 may provide the option for a player to either await a competitor or to play against the house. This option may be provided when the trigger event has occurred, so that if the player selects to play against the house, then the process proceeds from step 4 to step 5 immediately, or alternatively when the player indicates he or she is ready to play the feature. If the player selects to play against another player, the option may be provided to change the selection to a play of the feature game against the house, for instance if the player tires of waiting for another player, or wishes to leave a gaming machine. In these embodiments, the game played against the house may be one in which a fixed winning threshold is set for each jackpot, or in another embodiment, one in which a variable winning threshold is used.
  • a team of players may be formed, to either play against a team of house players or a team of other players.
  • the jackpot server 207 may set two teams of five players—a red team and a blue team. As each player achieves a feature trigger (step 4 ), they are allowed to select between the red and blue teams. Once one team is full of players, then the next players to achieve the trigger event may be provided only the choice of the other team. Once ten players have achieved the trigger condition, then the feature game commences and steps 5 to 11 are completed. In this embodiment, the combined score of all players in a team for a jackpot is determined and compared to the combined score of the other team. The jackpot is then distributed between the team members of the winning team.
  • a single selection of the jackpots in step 5 may be completed, so that all players in both teams play for the same jackpots.
  • the jackpot server 207 may select jackpots 2 and 3 . Following this all players make their assignment of dice between these two jackpots.
  • the selection may be made for individual players, which increases the number of possible scenarios. For example, two players in a team may assign dice to jackpots 2 and 3 , one player may assign dice to jackpots 1 and 4 and the other two players may assign dice to jackpots 2 and 4 . In the other team, three players may assign dice to jackpots 2 and 3 , one player may assign dice to jackpots 1 and 4 and one player may assign dice to jackpots 2 and 4 .
  • the members of a team may be able to view what assignment has been made by other members of the team and/or the assignment made by the competing team and may be able to change their assignments in response. This may be achieved by the jackpot server 207 receiving assignments, and displaying the assignments on a display 106 and/or display 204 . If this functionality is provided, then some limits may be imposed, for example a time limit to make and change all assignments, following which the assignments become fixed or if dice remain to be assigned an automatic random assignment takes place.
  • a group of players may similarly play against the house.
  • the house may assign and roll dice as if it were a competing player as described above, with the assignment being random. If the number of players in a team are variable, then the number of dice assigned and rolled on behalf of the house will increase with the number of players in the team so as to match the number of dice played by the team.
  • the house may set a fixed win threshold value for the team to exceed for each jackpot. If the number of players in a team is variable, the win threshold value for each jackpot may be multiplied by the number of players in the team playing against the house.
  • Variable sized teams may be provided as an option between steps 4 and 5 .
  • a player may select between playing individually against the house, playing as a member of one of a two, three or five person team against the house, or playing as a member of a two, three or five person team against another team of the same size.
  • a subset of these options and/or other like options may be provided depending on the particular design requirements for the game.
  • a combined value is formed as a sum of one or more dice allocated to a jackpot, so that for example if three dice are allocated to a jackpot with values of 2, 5 and 6, then the combined value for evaluating the outcome of the jackpot game is 13.
  • the combined value could be a different measure from the dice.
  • the combined value may be a count of the number of 6's rolled.
  • the win threshold may then be a roll of a certain number of 6's, for example more than a fixed number set by the house, more than the other player(s) or house when competing for the tournament prize.
  • Other combined values could be constructed, such as the sum of the lowest and highest value dice, the average value of the dice.
  • the game variables may or may not all be alike, so that for instance a combined value could be made from a combination of drawing cards from a deck and rolling dice.
  • a strategy game may be formed.
  • each player may make a first assignment, which is revealed simultaneously to the other player before they make the next assignment.
  • the assignments are all completed before the variables are determined (e.g. dice are rolled).
  • both players make an assignment of dice and the dice are rolled to reveal their values before the next die is assigned to a group.
  • the strategy game may be implemented against the house. Whether the house either makes random assignments, assignments to maximise the chance of the house winning or otherwise determines the assignments is a matter for design choice.
  • the house may also make suggestions to the player as the choice or choices that may maximise the chances of the player winning and may also make such suggestions when players are competing against each other.
  • the feature game may be provided as an independent game with its own entry fee or wager to be staked in order to play.
  • the player may compete against the house for a jackpot or compete against other players for a prize without having to also play a base game.
  • the game rules may be skewed in favour of the house to provide a return to player of less than 100%. For instance all ties may be deemed to be wins by the house, or alternatively, the variables may be such that house has a higher probability of achieving a high score.
  • the competition is between players, the house may take an entry fee from the players.

Abstract

A method implemented on a gaming machine to provide game play of a game is provided. The method includes: defining a plurality of variables for the game, each variable having a plurality of possible values; assigning the variables into a plurality of groups, wherein the number of variables assigned to each group is variable between plays of the game; for each variable assigned to each of the groups, determining a value from within its plurality of possible values and determining there from, a combined value for each group; and, dependent on the combined value for a said group, awarding a prize associated with that group.

Description

    RELATED APPLICATIONS
  • This application claims priority to Australian Provisional Application No. 2009905841, having a filing date of Nov. 30, 2009, which is incorporated herein by reference in its entirety.
  • FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
  • [Not Applicable]
  • MICROFICHE/COPYRIGHT REFERENCE
  • [Not Applicable]
  • BACKGROUND OF THE INVENTION
  • The present invention generally relates to gaming machines and methods of gaming. A particular embodiment of the present invention relates to the provision of tournament games.
  • With the increase of gambling at gaming venues has come increased competition between gaming venues to obtain a larger share of the total gambling spend. Gaming venue operators have therefore continuously looked for new variations and types of games in order to attract both new and return customers to their venues.
  • One type of game that has had some success in recent times is a tournament game in which players compete against each other for a prize. Another type of game is a tournament game in which players cooperate to potentially win a prize from the house. A further type of gaming machine is one where a player plays a game individually. Gaming machines may include a game provided in two parts, a base game and a feature game. Sometimes the feature game has an average return to player of greater than 100%, but the return to player of the game as a whole is less than 100% due to the relative contribution of the feature game in comparison to the base game.
  • Reference to any prior art in the specification is not, and should not be taken as, an acknowledgment or any form of suggestion that this prior art forms part of the common general knowledge in Australia or any other jurisdiction or that this prior art could reasonably be expected to be ascertained, understood and regarded as relevant by a person skilled in the art.
  • BRIEF SUMMARY OF THE INVENTION
  • According to one aspect, the invention broadly resides in a method implemented on a gaming machine to provide game play of a game, the method including:
  • defining a plurality of variables for the game, each variable having a plurality of possible values;
  • assigning the variables into a plurality of groups, wherein the number of variables assigned to each group is variable between plays of the game;
  • for each variable assigned to each of the groups, determining a value from within its plurality of possible values and determining there from, a combined value for each group;
  • dependent on the combined value for a said group, awarding a prize associated with that group.
  • In one embodiment, the game is provided as a feature game to a base game provided on the gaming machine. The feature game may be provided on the gaming machine when the accumulated wagers of a player of the gaming machine reaches a predetermined amount. Alternatively, the feature game may be provided randomly, either dependent on symbols occurring in the base game or independent of symbols occurring in the base game.
  • In one embodiment, the variables are dice, whereby each face of each die shows one of said plurality of possible values and whereby the assignment of the dice includes grouping the dice into groups, each group associated with a said prize and whereby the step of determining a combined value for a said group includes rolling the dice assigned to that group and combining the rolled values of the dice in the group.
  • In one embodiment, the number of variables in said plurality of variables exceeds the number of said plurality of groups. There may be twice as many variables in the plurality of variables as there are groups in the plurality of groups. Alternatively, there may be more than twice as many variables in the plurality of variables as there are groups in the plurality of groups.
  • In one embodiment, the step of assigning the variables into a plurality of groups is made by a player of the gaming machine by operating a user interface of the gaming machine.
  • In one embodiment, the step of assigning the variables into a plurality of groups is made by a controller of the gaming machine, whereby a player of the gaming machine has no control over the distribution of the variables into the plurality of groups.
  • In one embodiment, the method further includes selecting the plurality of groups into which the variables are assigned from a larger set of groups, whereby a different plurality of groups can be selected in different game plays of the game.
  • In one embodiment, a prize associated with a group is awarded if the combined value for that group exceeds a prize threshold value, which is fixed and constant for each play of the game. If the prize threshold value is not exceeded, the prize not awarded may be added to the prize associated with the same group in a subsequent play of the game.
  • In one embodiment, a prize associated with a group is awarded if the combined value for the group exceeds a prize threshold value, which is variable and determined based on the combined value of one or more second variables also assigned to the same group. In one implementation of this embodiment, the one or more second variables may be automatically assigned by a controller of the gaming machine. In another implementation in which the gaming machine is linked to another gaming machine, the one or more second variables are assigned by a player playing the other gaming machine.
  • According to another aspect, the invention broadly resides in a method implemented on a gaming system including a plurality of linked gaming machines, the method including providing a tournament game on two or more of the linked gaming machines by:
  • for each gaming machine assigning tournament game variables into a plurality of groups, wherein:
  • each group on one gaming machine is associated with one of the plurality of groups on each of the other gaming machines in the tournament;
  • the number of variables assigned to each group is variable between plays of the tournament game;
  • the number of variables assigned to associated groups on different gaming machines may be different for the same play of the tournament game;
  • for each gaming machine, determining values for the tournament game variables and a combined value for the tournament game variables assigned to each group;
  • awarding a prize associated with a said group, dependent on the combined values for that group for each of the gaming machines in the tournament game.
  • In one embodiment, the step of awarding a prize associated with a group includes awarding the prize to one of the gaming machines in the tournament to the exclusion of another of the gaming machines in the tournament so as to implement a tournament game in which gaming machines compete for the prize associated with the group.
  • In a different embodiment, the step of awarding a prize associated with a group includes awarding the prize to each of the gaming machines in the tournament if the combined values across the gaming machines satisfy win a criterion or win criteria so as to implement a tournament game in which gaming machines cooperate to win the prize.
  • In one embodiment, the tournament game is provided as a feature game. The feature game may be provided on a said gaming machine when a trigger condition has been achieved on that gaming machine, wherein the trigger condition is determined independently for each said gaming machine and wherein the method includes matching gaming machines that achieve the trigger condition. The feature game may be provided on a plurality of said gaming machines simultaneously when a single trigger condition occurs. The trigger condition may be the accumulated wagers of a player of the gaming machine reaching a predetermined amount. The trigger condition may be the elapsing of a time period. The trigger condition may be dependent on other variables. The trigger condition may be dependent on a combination of variables.
  • In one embodiment, the variables for the game are dice, which are rolled to determine their values.
  • In one embodiment, the number of variables in said plurality of variables exceeds the number of said plurality of groups.
  • In one embodiment, the step of assigning the variables into a plurality of groups is made by a player of the gaming machine by operating a user interface of the gaming machine.
  • In one embodiment, the step of assigning the variables into a plurality of groups is made by a controller of the gaming machine, whereby a player of the gaming machine has no control over the distribution of the variables into the plurality of groups.
  • In one embodiment, a prize associated with a group is only awarded if the combined value for that group exceeds a prize threshold value, which is fixed and constant for each play of the game. If the prize threshold value is not exceeded, the prize not awarded may be added to the prize associated with the same group in a subsequent play of the tournament game.
  • In one embodiment, the method further includes, for each gaming machine, selecting the plurality of groups into which the variables are assigned from a larger set of groups, whereby a different plurality of groups can be selected in different game plays of the game. For the same game play of the tournament game, there may be at least a chance that different groups will be selected for different gaming machines.
  • According to another aspect, the invention broadly resides in a gaming machine including game controller and a user interface including a display and selectors, the game controller configured to provide a game by receiving inputs at the selectors, displaying symbols on the display and cause the awarding of a prize on the occurrence of winning events, wherein providing the game further includes:
  • assigning a plurality of variables into a plurality of groups, wherein the number of variables assigned to each group is variable between plays of the game;
  • for each variable assigned to each of the groups, determining a value from within the plurality of possible values of that variable and determining a combined value for each group;
  • dependent on the determined combined value for a said group, awarding a prize associated with that group. The game controller may be further configured to implement the method described in the preceding paragraphs.
  • According to another aspect, the invention broadly resides in a gaming system including plurality of linked gaming machines, the gaming system including a game controller to control play of a tournament game on each of the gaming machines, the gaming machines each including a user interface including a display and selectors, wherein the gaming system provides a tournament game on two or more of the linked gaming machines by:
  • for each gaming machine assigning tournament game variables into a plurality of groups, wherein:
  • each group on one gaming machine is associated with one of the plurality of groups on each of the other gaming machines in the tournament;
  • the number of variables assigned to each group is variable between plays of the tournament game;
  • the number of variables assigned to associated groups on different gaming machines may be different for the same play of the tournament game;
  • for each gaming machine, determining values for the tournament game variables and a combined value for the tournament game variables assigned to each group;
  • awarding a prize associated with a said group, dependent on the combined values for that group for each of the gaming machines in the tournament game. The gaming system may further performing the method as described in the preceding paragraphs.
  • The invention also extends to a game controller or instructions stored so as to be readable by a game controller, configured to perform the method of the present invention.
  • Further aspects of the present invention and further embodiments of the aspects described in the preceding paragraphs will become apparent from the following description, given by way of example and with reference to the accompanying drawings.
  • BRIEF DESCRIPTION OF SEVERAL VIEWS OF THE DRAWINGS
  • FIG. 1: shows diagrammatically, a view of a gaming console suitable for implementing the present invention.
  • FIG. 2: shows a block diagram of gaming machine suitable for implementing the present invention.
  • FIG. 3: shows a block diagram of components of the memory of the gaming machine represented in FIG. 2.
  • FIG. 4: shows diagrammatically, a network gaming system suitable for implementing the present invention.
  • FIG. 5: shows a flow diagram of a process performed in accordance with an embodiment of the present invention.
  • DETAILED DESCRIPTION OF THE INVENTION
  • In FIG. 1 of the accompanying drawings, one example of a gaming console that is suitable to implement the present invention is generally referenced by arrow 114.
  • The gaming console 114 includes two displays 106A, 106B on one or both of which is displayed representations of a game that can be played by a player and a bank of buttons 107A and/or a touch screen 1078 to enable a player to play the game. The displays 106 may be video display units, such as a cathode ray tube screen device, a liquid crystal display, plasma screen, any other suitable video display unit, or the visible portion of an electromechanical device. The display 106B may display artwork, including for example, pay tables and details of bonus awards and other information or images relating to the game. In alternative gaming consoles the display 106B may be omitted, optionally replaced by a static display.
  • A credit input including a coin input 110A and/or bill collector 1108 allows a player to provide credit for wagering and a coin output 111 is provided for cash payouts from the gaming console 114. A card and/or ticket reader 108 and a printer 109 may be provided to provide player tracking, cashless game play or other gaming and non-gaming related functions.
  • FIG. 2 shows a block diagram of a gaming machine, generally referenced by arrow 100, suitable for implementing the present invention. The gaming machine 100 may include the gaming console 114 shown in FIG. 1 and accordingly like reference numerals have been used to describe like components in FIGS. 1 and 2.
  • The gaming machine 100 includes a game controller 101, which in the illustrated example includes a computational device 102, which may be a microprocessor, microcontroller, programmable logic device or other suitable device. Instructions and data to control operation of the computational device 102 are stored in a memory 103, which is in data communication with, or forms part of, the computational device 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 instructions to cause the game controller 101 to implement the present invention will be stored in the memory 103. The instructions and data for controlling operation of the computational device 102 may be stored on a computer readable medium from which they are loaded into the gaming machine memory 103. The instructions and data may be conveyed to the gaming machine by means of a data signal in a transmission channel. Examples of such transmission channels include network connections, the Internet or an intranet and wireless communication channels.
  • The game controller 101 may include hardware credit meters 104 for the purposes of regulatory compliance and also include an input/output (I/O) interface 105 for communicating with the 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 instructions and data.
  • In the example shown in FIG. 2, the peripheral devices that communicate with the controller are the displays 106, bank of buttons/touch screen 107, the card and/or ticket reader 108, the printer 109, a bill acceptor and/or coin input 110 and a coin output 111. Additional devices may be included as part of the gaming machine 100, or devices omitted as required for the specific implementation.
  • The bank of buttons 107A and/or touch screen 107B together with one or both of the displays 106 may provide a user interface 115 through which the gaming machine 100 and player communicate. If a card/ticket reader 108 is provided, this may also form part of the user interface 115.
  • In addition, the gaming machine 100 may include a communications interface, for example a network card 112. The network card 112, may for example, send status information, accounting information or other information to a central controller, server or database and receive data or commands from the central controller, server or database. The network card 112 may also enable communication with a central player account, allowing cashless gaming. One or more of the peripheral devices, for example the card/ticket reader 108 may be able to communicate directly with the network card 112. The network card 112 and the I/O interface 105 may be suitably implemented as a single machine communications interface.
  • The game controller 101 may also include a random number generator 113, which generates a series of random numbers that are used by the computational device 102 to determine the outcomes of games played on the gaming machine 100.
  • The game controller 101 may have distributed hardware and software components that communicate with each other directly or through a network or other communication channel. The game controller 101 may also be located in part or in its entirety remote from the user interface 115. Also, the computational device 102 may comprise a plurality of devices, which may be local or remote from each other. Instructions and data for controlling the operation of the user interface 115 may be conveyed to the user interface 115 by means of a data signal in a transmission channel. The user interface 115 may be a computational device, for example a personal computer, used by a person to play a game provided from a remote game controller 101.
  • FIG. 3 shows an exemplary block diagram of the main components of the memory 103. The RAM 103A typically temporarily holds instructions and data related to the execution of game programs and communication functions performed by the computational controller 102. The EPROM 103B may be a boot ROM device and/or may contain system and game related code. The mass storage device 103C may be used to store game programs, the integrity of which may be verified and/or authenticated by the computational controller 102 using protected code from the EPROM 103B or elsewhere.
  • FIG. 4 shows a gaming system 200 in the form of a network of devices. The gaming system 200 includes a network infrastructure 201, which for example may be in the form of an Ethernet network. Alternatively, a wireless network and/or direct communication channels, or a different type of network may be used to link the gaming machines to a server, each other and/or other devices. Gaming consoles 114, shown arranged in three banks 203 of two gaming consoles 114 in FIG. 4, are connected to the network infrastructure 201. The gaming consoles 114 may form part or all of a gaming machine 100. Single gaming consoles 114 and banks 203 containing three or more gaming consoles 114 may also be connected to the network infrastructure 201, which may also include bank controllers, hubs, routers, bridges to other networks and other devices (not shown).
  • One or more displays 204 may also be connected to the network 201. The displays 204 may, for example, be associated with a bank 203 of gaming consoles 114. The displays 204 may be used to display representations associated with game play on the gaming consoles 114, and/or used to display other representations, for example promotional or informational material.
  • Servers may also be connected to the network 201. For example, a game server 205 may generate game outcomes for games played on one or more of the gaming consoles 114, a database management server 206 may manage the storage of game programs and associated data in a database 206A so that they are available for downloading to, or access by, game controllers 101, and a jackpot server 207 may control one or more jackpots for the gaming system 200.
  • Further servers may be provided to assist in the administration of the gaming system 200, including for example a gaming floor management server 208, and a licensing server 209 to monitor the use of licenses to particular games. An administrator terminal 210 is provided to allow an administrator to manage the network 201 and the devices connected to the network. The different servers depicted can be distinct physical servers or logically distinct server processes running on a single physical server.
  • 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 through a firewall 211.
  • Individual Player Embodiment
  • In one embodiment a gaming machine 100 provides the feature game on an individual basis. In other words, one gaming machine and therefore one player is involved in the play of each feature game.
  • This embodiment may therefore be implemented on a standalone gaming machine 100, as well as on a gaming machine forming part of a gaming system, such as the gaming system 200 described previously herein. Unless otherwise stated, the remainder of the description of this embodiment assumes an implementation on a stand-alone gaming machine 100, including a console 114 as described with reference to FIG. 1 and a game controller 101 as described with reference to FIG. 3. Those skilled in the relevant arts will readily appreciate how this embodiment may be implemented on other gaming machines and in gaming systems.
  • FIG. 5 shows a flow diagram of a process performed in accordance with embodiments of the present invention. Instructions to cause the game controller 101 to implement the process are in the memory 103.
  • In step 1, the game controller 101 sets a plurality of jackpots to their seed values. For example, in one embodiment there may be four jackpots, each with their respective seed values. These jackpots may be:
  • Jackpot 1, with a seed value of $5;
  • Jackpot 2, with a seed value of $5;
  • Jackpot 3, with a seed value of $10; and
  • Jackpot 4, with a seed value of $20.
  • Each jackpot also has an associated win criterion or win criteria. For instance, in the context of a feature game in the form of a dice game, the win criterion for each jackpot may be a roll of the dice that have a sum total more than a threshold value. By way of example:
  • Jackpot 1 may have a win criterion of 6 or more;
  • Jackpot 2 may have a win criterion of 6 or more;
  • Jackpot 3 may have a win criterion of 10 or more; and
  • Jackpot 4 may have a win criterion of 12 or more.
  • In step 2, the game controller 101 displays the jackpot values. For example, the Jackpot values may be displayed on the display 106B. The Jackpot values may be permanently displayed, or may be intermittently displayed, for example in a cycle with one or more other images. Alternatively, the Jackpot values may be displayed only on request, for example when a button in the bank of buttons 107A is depressed. The jackpots described in this example are variable, in that they increase over time dependent on an incrementing variable. In alternative embodiments the jackpots may be fixed value prizes or otherwise vary.
  • The gaming machine 100 provides a wagering game, in which in response to the staking of a wager on one or more outcomes of the game, symbols are displayed on one or both of the displays 106A and 106B to represent the outcomes, and if a winning combination of symbols is displayed, a prize is awarded. Such games are normally designed to provide, on average, a specified return to player, for example of 90%. The return to player contribution of the feature game described herein may be included in the calculation of the overall return to player of the wagering game on the gaming machine 100. However, despite this, for the purposes of explanation, reference herein will be made to the wagering game including a ‘base game’ and a ‘feature game’.
  • The base game may be any game suitable for play on a gaming machine. Examples of suitable types of games include spinning wheel games, dice games, card games and bingo style games. The feature game may similarly be any game suitable for play on a gaming machine. Throughout the remainder of this description reference will be made to variables of the game (e.g. dice, cards, spinning wheels etc) having values. In the examples below, the dice have a plurality of possible values, which when rolled (simulated rolling in an electronic gaming machine where the dice are displayed on a video display), stop to show one of the possible values on the ‘upward face’. The ‘value’ may be a number, a symbol, number or letters, a combination of symbols, numbers or letters or other measurable quantity.
  • During play of the base game, the game controller 101 determines if a trigger event has occurred. Various trigger events are known, including for example the appearance of a particular combination of symbols in the base game (the combination of being either known or unknown to the player), the occurrence of a random event determined in response to the placing of a wager on the base game (but which is independent of the symbols displayed on the base game), the player accumulating a certain value, such as wagering $200, or the elapsing of a time period, which may be unknown to the player and which may be randomly varied between occurrences of the trigger event. When the option of accumulating a certain value is used, the player may be allowed to accumulate wagers over multiple sessions if the player has an identifier and the gaming machine 100 allows past accumulated wagers to be recorded by the gaming machine 100. In a gaming system implementation this information may be recorded centrally. If a trigger event has not occurred, the process returns to steps 2 and 3. In addition, there may be a requirement for a player to place an ante-bet or a particular type of bet, like a maximum bet, to be eligible for the feature game so that if the eligibility criterion has not been met, the feature game is not provided even if the trigger event occurs.
  • After a trigger event has occurred, the process proceeds to step 5, in which a selection of the jackpots that are to be played for in the feature game is made. The player may be notified of occurrence of the trigger event by appropriate means, for example by the generation of a particular sound or visual stimulus. In one embodiment, this selection may be made by the game controller 101. In another embodiment, the selection may be made by the player through operation of the bank of buttons 107A, or through other interaction using the user interface 115.
  • Using the example of the four jackpots described herein above, the selection in step 5 may be constrained to select one jackpot from a first group consisting of Jackpots 1 and 2 and one jackpot from a second group consisting of Jackpots 3 and 4. If the selection is to be performed by the game controller 101, the selection may be random, or constrained to select the higher value of the two jackpots in each group, with either a random or default selection being made in the event that there are two jackpots in the group that share the highest value. Alternatively, the game controller 101 could cycle through each of the available options in each group.
  • In some embodiments, there may be more than two groups of jackpots and/or each group may consist of more than two jackpots. In still other embodiments, there may be only a single Jackpot and each group, in which case step 5 involves selecting all available jackpots. In still further embodiments, there may be a single group containing at least n jackpots, n≧3, from which n−1 or less jackpots are selected. Each of these embodiments may operate through player selection or through selection by the game controller, on a random, constrained, cyclic or other basis.
  • In step 6, the variables of the feature game are assigned to the jackpots selected in step 5. In one embodiment this assignment is completed by the player making a selection using the user interface 115. In other embodiments, the game controller 101 may make the assignment and present this to the player, such assignment being random, cyclic, based on maximising the expected return to player or otherwise, depending on the particular implementation.
  • The variables are the aspect of the feature game that is randomly determined and which influences whether or not the win criterion or win criteria for the selected jackpots have been satisfied. Using the previously described example of a feature game in the form of a dice game, the variables are the dice. Continuing with this example, and assuming that the feature game involves selecting two jackpots from a group of four, step 6 involves assigning some of the dice used in the feature game to one of the two selected jackpots and the remainder to the other jackpot. The variables are then determined, which in the case of a dice game involves rolling the dice.
  • In step 7, the values of the dice assigned to each Jackpot are compared with the threshold winning value and a decision made for each jackpot based on this comparison as to whether the jackpot has been won (step 8). If a threshold is exceeded, the value of the associated jackpot is awarded to the player by the gaming machine 100 (step 10) and the value of that jackpot is reset to its seed value (step 11). If the threshold of a group is not exceeded, then the Jackpot value for the group is incremented by the seed amount (step 9) and the process returns to step 2, in which the new Jackpot values are displayed. It is these new jackpot values which are current the next time the feature is triggered. In one embodiment, in step 9, the jackpots that were not selected in step 5 are also incremented by their seed values.
  • To continue with more particularity the example of a dice game, an example scenario may be as follows: the previously described jackpots 1 and 4 are selected in step 5, and each have their respective seed values of $5 and $20 (the other jackpots also having their seed values); the win trigger values are 6 and 12; the feature game is played with four dice, each of which are in the standard form of having six faces, ranging in value from 1 to 6 with an equal probability of each face being the upward facing face; in step 6, the player (or alternatively the game controller 101) assigns three dice to Jackpot 4 and the remaining die to Jackpot 1. In this scenario, the dice may be rolled with the three dice assigned to Jackpot 4 showing values of 1, 2 and 4 and the die assigned to Jackpot 1 showing a value of 6. The total for Jackpot 4 is therefore 7, less than the win threshold of 12 and the value for Jackpot 1 equals to the win threshold. Accordingly, following step 9, Jackpot 4 is incremented by $20 so as to have a value of $40 and Jackpots 2 and 3 are incremented by $5 and $10 respectively to have values of $10 and $20. Following step 10 the value of Jackpot 1 ($5) is awarded to the player, with Jackpot 1 being reset to its seed value of $5.
  • In an alternative embodiment, the win thresholds may be variable. For example, instead of each jackpot having a fixed win value as described herein above, each jackpot may have variables of the feature game assigned to it on behalf of the house. In one view of this embodiment, the player competes against the house as to who wins the jackpot. The house may have its own dice and make its own assignment in step 6, with different assignments occurring for different plays of the feature game. Alternatively, the house may always make the same assignment, for example, with a larger number of dice being assigned to higher value jackpots.
  • Continuing with a dice game example, Jackpot 1 may have one house die associated with it and Jackpot 4 may have three house dice associated with it. In this embodiment, steps 1 to 6 and 8 to 11 may be completed as described above. Step 7 involves rolling both the dice assigned to each jackpot in step 6 and also rolling the house dice associated with the jackpot. The player may win the jackpot if the dice assigned to a jackpot in step 6 have a combined value greater than the combined value of the house dice associated with the same jackpot. Depending on the allocation made in step 6, the number of dice rolled for a jackpot for the player may or may not equal the number of house dice rolled for that same jackpot.
  • From the foregoing, it will be appreciated that where step 5 involves selecting 2 jackpots, the player could win 0, 1 or 2 jackpots, depending on the totals of the dice allocated to each jackpot.
  • Multi-Player Tournament Embodiment
  • In another embodiment a gaming machine 100 provides the feature game as a tournament in which a plurality of players may participate. The tournament may be either one in which the players play against each other, or one where the players play against the house. These embodiments will be implemented on a gaming system including a plurality of linked gaming machines, such as the gaming system 200.
  • In each of the multi-player tournament examples, the general process previously described herein in relation to FIG. 5 may also be followed and references to particular numbered steps below are also references to FIG. 5. The following description focuses on how the process may accommodate multiple players and other aspects of the process as described above apply to the extent they are consistent with a multi-player implementation.
  • Because the method is to be implemented in the gaming system 200, there may be more flexibility as to which device implements the method. One example is provided below, but those skilled in the relevant arts will appreciate that many alternatives exist.
  • One-To-One Player Tournament
  • In this embodiment, players each play a base game on one of the gaming machines 100, using a console 114 to control play of the base game; with wagers being staked, symbols displayed and prizes paid according to the rules of the base game. Thus, the process for each gaming machine is as described above for steps 1 to 3. The jackpot values displayed in step 2 may be displayed on each gaming console 114 and/or on a central display 204.
  • Either the individual gaming machine 100, or a central controller such as the jackpot server 207 may determine when a feature game trigger event has occurred. If the determination of the trigger event is made by a gaming machine 100, it sends a signal to the jackpot server 207 providing notification of the trigger event. The jackpot server 207 then logs this and awaits a competitor in the tournament. For instance, the jackpot server 207 may record an identifier of the gaming machine that sent the notification. It may also record, where it has been provided to the gaming machine and communicated to the jackpot server 207, an identifier of the player playing the gaming machine 100 when the trigger event occurred.
  • In one embodiment, the process proceeds from step 4 to step 5 only when another gaming machine 100 sends notice of a trigger event, so that two players are identified as participating in the feature game. When this is received, the jackpot server 207 either takes control of a display of the gaming console 114 to display images associated with the feature game, or sends a communication to each gaming machine 100 to indicate that the feature game should be commenced. The jackpot server 207 also selects which of the jackpots are being played for so as to complete step 5. Each gaming machine 100 then completes step 6, which may involve the player selecting the assignment of the dice (or other feature variable). If an automatic selection is to be made, then this may be completed either by the gaming machine 100 or the jackpot server 207.
  • Once the assignment has been completed, the dice are rolled and the combined values of the dice rolled for each player are compared. The player with the highest value for a jackpot is awarded the jackpot (steps 7 and 8). In a sense, the winning threshold for a player is to exceed the combined score of the other player. Where there is a draw, the feature may be replayed or another tie-breaker game played, a random selection made as to which player wins, or the jackpot may be deemed not won and instead incremented (step 9).
  • It will be appreciated that between two players, say Player 1 and Player 2, there are several scenarios: Player 1 winning all of the jackpots; the jackpots being split between Player 1 and Player 2 in any one of the available different combinations; and Player 2 winning all of the jackpots. The chance of a player winning a particular jackpot will depend on the relative number of dice assigned to that jackpot in step 6.
  • In one embodiment, all jackpots selected in step 5 may be awarded, so that a player with the highest combined value for that jackpot is awarded the value of the jackpot, which is then reset to its seed value (step 11). In this embodiment, there may be no need for step 9 and the jackpot remains permanently at its seed value. Alternatively, as described above, step 9 may be implemented when the players tie.
  • In another embodiment, a jackpot is only awarded if the score of the winning player exceeds a win threshold value. Accordingly, in this embodiment, there are two criteria to winning a jackpot, namely obtaining a higher value than the other player and also exceeding the win threshold value. If the player with the highest value for the jackpot does not exceed the win threshold value for that jackpot, then the jackpot is incremented by its seed value (step 9).
  • The gaming system 200 may provide the option for a player to either await a competitor or to play against the house. This option may be provided when the trigger event has occurred, so that if the player selects to play against the house, then the process proceeds from step 4 to step 5 immediately, or alternatively when the player indicates he or she is ready to play the feature. If the player selects to play against another player, the option may be provided to change the selection to a play of the feature game against the house, for instance if the player tires of waiting for another player, or wishes to leave a gaming machine. In these embodiments, the game played against the house may be one in which a fixed winning threshold is set for each jackpot, or in another embodiment, one in which a variable winning threshold is used.
  • Multiple Player Tournaments
  • In other embodiments, a team of players may be formed, to either play against a team of house players or a team of other players.
  • For example, the jackpot server 207 may set two teams of five players—a red team and a blue team. As each player achieves a feature trigger (step 4), they are allowed to select between the red and blue teams. Once one team is full of players, then the next players to achieve the trigger event may be provided only the choice of the other team. Once ten players have achieved the trigger condition, then the feature game commences and steps 5 to 11 are completed. In this embodiment, the combined score of all players in a team for a jackpot is determined and compared to the combined score of the other team. The jackpot is then distributed between the team members of the winning team.
  • In the multiple player tournaments, a single selection of the jackpots in step 5 may be completed, so that all players in both teams play for the same jackpots. For example, taking the example of four jackpots previously described, the jackpot server 207 may select jackpots 2 and 3. Following this all players make their assignment of dice between these two jackpots.
  • Alternatively, the selection may be made for individual players, which increases the number of possible scenarios. For example, two players in a team may assign dice to jackpots 2 and 3, one player may assign dice to jackpots 1 and 4 and the other two players may assign dice to jackpots 2 and 4. In the other team, three players may assign dice to jackpots 2 and 3, one player may assign dice to jackpots 1 and 4 and one player may assign dice to jackpots 2 and 4.
  • The members of a team may be able to view what assignment has been made by other members of the team and/or the assignment made by the competing team and may be able to change their assignments in response. This may be achieved by the jackpot server 207 receiving assignments, and displaying the assignments on a display 106 and/or display 204. If this functionality is provided, then some limits may be imposed, for example a time limit to make and change all assignments, following which the assignments become fixed or if dice remain to be assigned an automatic random assignment takes place.
  • A group of players may similarly play against the house. The house may assign and roll dice as if it were a competing player as described above, with the assignment being random. If the number of players in a team are variable, then the number of dice assigned and rolled on behalf of the house will increase with the number of players in the team so as to match the number of dice played by the team.
  • Alternatively, the house may set a fixed win threshold value for the team to exceed for each jackpot. If the number of players in a team is variable, the win threshold value for each jackpot may be multiplied by the number of players in the team playing against the house.
  • Variable sized teams may be provided as an option between steps 4 and 5. For example, when a player achieves a feature trigger event, they may select between playing individually against the house, playing as a member of one of a two, three or five person team against the house, or playing as a member of a two, three or five person team against another team of the same size. A subset of these options and/or other like options may be provided depending on the particular design requirements for the game.
  • Alternative Combined Values
  • The foregoing description has focused on a dice game, where a combined value is formed as a sum of one or more dice allocated to a jackpot, so that for example if three dice are allocated to a jackpot with values of 2, 5 and 6, then the combined value for evaluating the outcome of the jackpot game is 13.
  • In alternative embodiments, the combined value could be a different measure from the dice. For example, the combined value may be a count of the number of 6's rolled. The win threshold may then be a roll of a certain number of 6's, for example more than a fixed number set by the house, more than the other player(s) or house when competing for the tournament prize. Other combined values could be constructed, such as the sum of the lowest and highest value dice, the average value of the dice. Many possibilities exist for determining a combined value of a set of game variables. The game variables may or may not all be alike, so that for instance a combined value could be made from a combination of drawing cards from a deck and rolling dice.
  • Strategy Game Embodiment
  • In both the single and multi-player embodiments described above in which the player can select the assignment made in step 6, a strategy game may be formed.
  • For example if two players are competing in a tournament against each other, each player may make a first assignment, which is revealed simultaneously to the other player before they make the next assignment. In one version of this embodiment the assignments are all completed before the variables are determined (e.g. dice are rolled). In another embodiment, both players make an assignment of dice and the dice are rolled to reveal their values before the next die is assigned to a group.
  • The strategy game may be implemented against the house. Whether the house either makes random assignments, assignments to maximise the chance of the house winning or otherwise determines the assignments is a matter for design choice. The house may also make suggestions to the player as the choice or choices that may maximise the chances of the player winning and may also make such suggestions when players are competing against each other.
  • The foregoing description has been provided with reference to embodiments where the feature game is provided in addition to a base game. In alternative embodiments, the feature game may be provided as an independent game with its own entry fee or wager to be staked in order to play. In these embodiments, for example, the player may compete against the house for a jackpot or compete against other players for a prize without having to also play a base game. Where the competition is against the house, the game rules may be skewed in favour of the house to provide a return to player of less than 100%. For instance all ties may be deemed to be wins by the house, or alternatively, the variables may be such that house has a higher probability of achieving a high score. Where the competition is between players, the house may take an entry fee from the players.
  • While the foregoing description has been provided by way of example of the preferred embodiments of the present invention as presently contemplated, which utilise gaming machines of the type found in casinos, those skilled in the relevant arts will appreciate that the present invention also may have application to internet gaming and/or have application to gaming over a telecommunications network, where handsets are used to display game outcomes and receive player inputs.
  • Where in the foregoing description reference has been made to integers having known equivalents, then those equivalents are hereby incorporated herein as if individually set forth.
  • Those skilled in the relevant arts will appreciate that modifications and additions to the embodiments of the present invention may be made without departing from the scope of the present invention.
  • It will be understood that the invention disclosed and defined in this specification extends to all alternative combinations of two or more of the individual features mentioned or evident from the text or drawings. All of these different combinations constitute various alternative aspects of the invention.
  • It will be understood that the invention disclosed and defined in this specification extends to all alternative combinations of two or more of the individual features mentioned or evident from the text or drawings. All of these different combinations constitute various alternative aspects of the invention.

Claims (37)

1. A method implemented on a gaming machine to provide game play of a game, the method including:
defining a plurality of variables for the game, each variable having a plurality of possible values;
assigning the variables into a plurality of groups, wherein the number of variables assigned to each group is variable between plays of the game;
for each variable assigned to each of the groups, determining a value from within its plurality of possible values and determining there from, a combined value for each group; and
dependent on the combined value for a said group, awarding a prize associated with that group.
2. The method of claim 1, wherein the game is provided as a feature game to a base game provided on the gaming machine.
3. The method of claim 2, wherein the feature game is provided on the gaming machine when the accumulated wagers of a player of the gaming machine reaches a predetermined amount.
4. The method of claim 2, wherein the feature game is provided randomly, either dependent on symbols occurring in the base game or independent of symbols occurring in the base game.
5. The method of claim 1, wherein the variables are dice, whereby each face of each die shows one of said plurality of possible values and whereby the assignment of the dice includes grouping the dice into groups, each group associated with a said prize and whereby the step of determining a combined value for a said group includes rolling the dice assigned to that group and combining the rolled values of the dice in the group.
6. The method of claim 1, wherein the number of variables in said plurality of variables exceeds the number of said plurality of groups.
7. The method of claim 6, wherein there are twice as many variables in the plurality of variables as there are groups in the plurality of groups.
8. The method of claim 6, wherein there are more than twice as many variables in the plurality of variables as there are groups in the plurality of groups.
9. The method of claim 1, wherein the step of assigning the variables into a plurality of groups is made by a player of the gaming machine by operating a user interface of the gaming machine.
10. The method of claim 1, wherein the step of assigning the variables into a plurality of groups is made by a controller of the gaming machine, whereby a player of the gaming machine has no control over the distribution of the variables into the plurality of groups.
11. The method of claim 1, further including selecting the plurality of groups into which the variables are assigned from a larger set of groups, whereby a different plurality of groups can be selected in different game plays of the game.
12. The method of claim 1, wherein a said prize associated with a group is awarded if the combined value for that group exceeds a prize threshold value, which is fixed and constant for each play of the game.
13. The method of claim 12, wherein if the prize threshold value is not exceeded, the prize not awarded is added to the prize associated with the same group in a subsequent play of the game.
14. The method of claim 1, wherein a said prize associated with a group is awarded if the combined value for the group exceeds a prize threshold value, which is variable and determined based on the combined value of one or more second variables also assigned to the same group.
15. The method of claim 14, wherein the one or more second variables are automatically assigned by a controller of the gaming machine.
16. The method of claim 14, wherein the gaming machine is linked to another gaming machine and the one or more second variables are assigned by a player playing the other gaming machine.
17. The method of claim 1, wherein the steps of assigning a variable to group and determining a value for that variable are both completed for a first said variable before being completed for the next said variable.
18. A method implemented on a gaming system including a plurality of linked gaming machines, the method including providing a tournament game on two or more of the linked gaming machines by:
for each gaming machine assigning tournament game variables into a plurality of groups, wherein:
each group on one gaming machine is associated with one of the plurality of groups on each of the other gaming machines in the tournament;
the number of variables assigned to each group is variable between plays of the tournament game;
the number of variables assigned to associated groups on different gaming machines may be different for the same play of the tournament game;
for each gaming machine, determining values for the tournament game variables and a combined value for the tournament game variables assigned to each group;
awarding a prize associated with a said group, dependent on the combined values for that group for each of the gaming machines in the tournament game.
19. The method of claim 18, wherein the step of awarding a prize associated with a group includes awarding the prize to one of the gaming machines in the tournament to the exclusion of another of the gaming machines in the tournament so as to implement a tournament game in which gaming machines compete for the prize associated with the group.
20. The method of claim 18, wherein the step of awarding a prize associated with a group includes awarding the prize to each of the gaming machines in the tournament if the combined values across the gaming machines satisfy win a criterion or win criteria so as to implement a tournament game in which gaming machines cooperate to win the prize.
21. The method of claim 18, wherein the tournament game is provided as a feature game.
22. The method of claim 21, wherein the feature game is provided on a said gaming machine when a trigger condition has been achieved on that gaming machine, wherein the trigger condition is determined independently for each said gaming machine and wherein the method includes matching gaming machines that achieve the trigger condition.
23. The method of claim 21, wherein the feature game is provided on a plurality of said gaming machines simultaneously when a single trigger condition occurs.
24. The method of claim 22, when the trigger condition is the accumulated wagers of a player of the gaming machine reaching a predetermined amount.
25. The method of claim 18, wherein the variables for the game are dice, which are rolled to determine their values.
26. The method of claim 18, wherein the number of variables in said plurality of variables exceeds the number of said plurality of groups.
27. The method of claim 18, wherein the step of assigning the variables into a plurality of groups is made by a player of the gaming machine by operating a user interface of the gaming machine.
28. The method of claim 18, wherein the step of assigning the variables into a plurality of groups is made by a controller of the gaming machine, whereby a player of the gaming machine has no control over the distribution of the variables into the plurality of groups.
29. The method of claim 18, wherein a said prize associated with a group is only awarded if the combined value for that group exceeds a prize threshold value, which is fixed and constant for each play of the game.
30. The method of claim 29, wherein if the prize threshold value is not exceeded, the prize not awarded is added to the prize associated with the same group in a subsequent play of the tournament game.
31. The method of claim 18, further including, for each gaming machine, selecting the plurality of groups into which the variables are assigned from a larger set of groups, whereby a different plurality of groups can be selected in different game plays of the game.
32. The method of claim 31, wherein for the same game play of the tournament game, there is at least a chance that different groups will be selected for different gaming machines.
33. The method of claim 18, wherein the steps of assigning a variable to group and determining a value for that variable are both completed for a first said variable before being completed for the next said variable.
34. A gaming machine including game controller and a user interface including a display and selectors, the game controller configured to provide a game by receiving inputs at the selectors, displaying symbols on the display and cause the awarding of a prize on the occurrence of winning events, wherein providing the game further includes:
assigning a plurality of variables into a plurality of groups, wherein the number of variables assigned to each group is variable between plays of the game;
for each variable assigned to each of the groups, determining a value from within the plurality of possible values of that variable and determining a combined value for each group;
dependent on the determined combined value for a said group, awarding a prize associated with that group.
35. The method of claim 2, further comprising a game controller.
36. A gaming system including plurality of linked gaming machines, the gaming system including a game controller to control play of a tournament game on each of the gaming machines, the gaming machines each including a user interface including a display and selectors, wherein the gaming system provides a tournament game on two or more of the linked gaming machines by:
for each gaming machine assigning tournament game variables into a plurality of groups, wherein:
each group on one gaming machine is associated with one of the plurality of groups on each of the other gaming machines in the tournament;
the number of variables assigned to each group is variable between plays of the tournament game;
the number of variables assigned to associated groups on different gaming machines may be different for the same play of the tournament game;
for each gaming machine, determining values for the tournament game variables and a combined value for the tournament game variables assigned to each group;
awarding a prize associated with a said group, dependent on the combined values for that group for each of the gaming machines in the tournament game.
37. A game controller comprising instructions readable by the game controller to:
define a plurality of variables for the game, each variable having a plurality of possible values;
assign the variables into a plurality of groups, wherein the number of variables assigned to each group is variable between plays of the game;
for each variable assigned to each of the groups, determine a value from within its plurality of possible values and determine there from, a combined value for each group; and
dependent on the combined value for a said group, award a prize associated with that group.
US12/956,631 2009-11-30 2010-11-30 Tournament game Abandoned US20110130186A1 (en)

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