AU2017201964A1 - A Gaming System and Method of Gaming - Google Patents

A Gaming System and Method of Gaming Download PDF

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Publication number
AU2017201964A1
AU2017201964A1 AU2017201964A AU2017201964A AU2017201964A1 AU 2017201964 A1 AU2017201964 A1 AU 2017201964A1 AU 2017201964 A AU2017201964 A AU 2017201964A AU 2017201964 A AU2017201964 A AU 2017201964A AU 2017201964 A1 AU2017201964 A1 AU 2017201964A1
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AU
Australia
Prior art keywords
game
player
allocation
outcome
attribute value
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
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AU2017201964A
Inventor
Lauren Chapple
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Aristocrat Technologies Australia Pty Ltd
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Aristocrat Technologies Australia Pty Ltd
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Publication date
Priority claimed from AU2008902349A external-priority patent/AU2008902349A0/en
Priority claimed from AU2009201899A external-priority patent/AU2009201899A1/en
Priority claimed from AU2012202413A external-priority patent/AU2012202413A1/en
Application filed by Aristocrat Technologies Australia Pty Ltd filed Critical Aristocrat Technologies Australia Pty Ltd
Priority to AU2017201964A priority Critical patent/AU2017201964A1/en
Publication of AU2017201964A1 publication Critical patent/AU2017201964A1/en
Priority to AU2019203803A priority patent/AU2019203803A1/en
Abandoned legal-status Critical Current

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/323Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the player is informed, e.g. advertisements, odds, instructions
    • 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
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3237Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
    • G07F17/3239Tracking of individual players
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3262Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Social Psychology (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Slot Machines And Peripheral Devices (AREA)

Abstract

A method of gaming comprises providing a player with allocation units to be utilised in a game to set at least 5 one attribute value affecting an outcome of the game. The at least one attribute value of the game is set based on an allocation of the allocation units and a game outcome determined based on each set attribute value. 8813071_1 (GHMatters) P74398.AU.4

Description

1 2017201964 23 Mar 2017
A GAMING SYSTEM AND METHOD OF GAMING
Related Application 5 This application is a divisional application of Australian application no. 2015202892, which, in turn, is a divisional of Australian application no. 2012202413, which is also a divisional of 2009201899, the disclosure of all of which is incorporated herein by reference. Most of the 10 disclosure of these applications is also included herein, however, reference may be made to the specifications of application nos. 2015202892, 2012202413 and 2009201899 as filed to gain further understanding of the invention claimed herein. 15
Field of the Invention
The present invention relates to a gaming system, game controller and method of gaming. 20
Background of the Invention
It is known to provide a gaming system which comprises a game controller arranged to randomly display several 25 symbols from a predetermined set of symbols and to determine a game outcome such as a game win based on the displayed symbols. Such gaming systems may commonly be implemented as a stepper machine provided with reels with each reel carrying several symbols of the set, or a video 30 machine wherein selected symbols are displayed on virtual reels on a video display. Win outcomes can occur based on symbols appearing in one or more horizontal lines, diagonal lines, or any other predetermined way. 8813071 _1 (GHMalters) P74398.AU.4 2 2017201964 23 Mar 2017
While such gaming systems provide users with enjoyment, the need exists for alternative gaming systems in order to maintain or increase player enjoyment. 5 Summary of the Invention
In accordance with a first aspect, the present invention provides a method of gaming in a gaming system, comprising: 10 allocating, by a processor implemented game controller, a player with allocation units in response to one or more game outcomes occurring in a base game, the allocation units to be utilised in a feature game triggered from the base game to set at least one attribute 15 value affecting an outcome of the feature game; detecting, by the processor implemented game controller a trigger condition for the feature game and, in response to detecting the trigger, initiating processing for the feature game comprising: 20 causing a player interface to invite the player to enter at least one allocation instruction indicating how the allocation units are to be allocated for at least one attribute value; setting, by the processor implemented game 25 controller in response to receiving the allocation instruction via the player interface, the at least one attribute value of the game based on the player specified allocation of the allocation units from the allocation instruction, wherein different attributes have different 30 effects on the outcome(s) of the feature game; 8813071 _1 (GHMatiers) P74398.AU.4 3 2017201964 23 Mar 2017 determining, by the processor implemented game controller, at least one game outcome based on each set attribute value; selecting by the processor implemented game 5 controller from a plurality of animated game sequences stored in memory, at least one animated game sequence for display via the player interface based on the at least one game outcome and each set attribute value; and displaying the at least one selected animated game 10 sequence via the player interface.
In an embodiment the attributes are virtual character attributes which effect an associated character's ability to perform a task, the outcome of which determines the at 15 least one game outcome.
In an embodiment the allocation instruction specifies a proportion of the allocation units to be allocated to one or more of the attributes. 20
In an embodiment different attributes have different effects on the outcome(s) of the game.
In an embodiment increased weightings of certain 25 attributes increase the probability of being awarded one of a maximum prize or bonus prize in the game.
In an embodiment the game is a feature game and the allocation units provided to the player are accumulated 30 during game play of an associated base game.
In an embodiment the number of allocation units provided to the player is calculated responsive to determining that the feature game is to be awarded. 8813071 _1 (GHMatiers) P74398.AU.4 4 2017201964 23 Mar 2017
In accordance with a second aspect there is provided a processor implemented game controller operable to carry out play of a game and in data communication with a player 5 interface configured to receive game play instruction from a player and output game specific data including game outcomes to the player, the game controller comprising: an allocation module operable to: allocate a player with allocation units in 10 response to one or more game outcomes occurring in a base game, the allocation units to be utilised in a feature game triggered from the base game to set at least one attribute value affecting an outcome of the feature game, 15 and in response to triggering of the feature game, invite the player to enter via the player interface at least one allocation instruction indicating how the allocation units are to be 20 allocated for at least one attribute value, and set, in response to receiving the allocation instruction via the player interface, the at least one attribute value of the game based on the player specified allocation of the allocation units from 25 the allocation instruction, wherein different attributes have different effects on the outcome(s) of the feature game; a determination module operable to determine at least one game outcome based on each set attribute value; 30 a sequence determination module operable to select from a plurality of animated game sequences stored in memory, at least one animated game sequence for display 8813071 _1 (GHMatters) P74398.AU.4 5 2017201964 23 Mar 2017 via the player interface based on the at least one game outcome and each set attribute value; and a display module arrange to cause display of the at least one selected animated game sequence via the player 5 interface.
In an embodiment the game controller further comprises an award module arranged to award the player with a prize based on the determined outcome(s). 10
In an embodiment the attributes are virtual character attributes which effect an associated character's ability to perform a task in the game, the outcome of which determines the at least one game outcome. 15
In an embodiment the at least one allocation instruction specifies a proportion of the allocation units to be allocated to one or more of the attributes. 20 In an embodiment different attributes have different effects on the outcome(s) of the game.
In an embodiment increased weightings of certain attributes increase the probability of being awarded one 25 of a maximum prize or bonus prize in the game.
In an embodiment the game is a feature game and the allocation units provided to the player are accumulated during game play of an associated base game. 30 8813071 _1 (GHMatters) P74398.AU.4 6 2017201964 23 Mar 2017
In an embodiment the number of allocation units provided to the player is calculated by the accumulation module responsive to determining that the game is to be awarded. 5 In an embodiment the game controller is constituted by a processor executing program code stored in a memory.
In an embodiment the allocation instruction is provided by the player. 10
In accordance with a third aspect there is provided a gaming system, comprising: a game controller in accordance with the second aspect; and 15 at least one player interface arranged to receive game play instruction from a player and output game specific data including game outcomes to the player including a display for displaying a representation of the game and animated game sequences. 20
In accordance with a fourth aspect, the present invention provides computer program code which when executed by a processor implements the above method. 25 In accordance with a fifth aspect, the present invention provides a computer readable medium providing a computer program in accordance with the fourth aspect.
In accordance with a sixth aspect, the present invention 30 comprises transmitting or receiving a data signal comprising the computer program code in accordance with the fourth aspect. 8813071 _1 (GHMatiers) P74398.AU.4 7 2017201964 23 Mar 2017
Brief Description of the Drawings
Features and advantages of the present invention will 5 become apparent from the following description of embodiments thereof, by way of example only, with reference to the accompanying drawings, in which:
Figure 1 is a schematic block diagram of core components 10 of a gaming system, according to an embodiment of the present invention;
Figure 2 is a perspective view of a gaming machine, according to an embodiment; 15
Figure 3 is a schematic block diagram of operative components of the gaming machine shown in Figure 2;
Figure 4 is a schematic block diagram representing the 20 structure of a memory of the gaming machine shown in Figure 2;
Figure 5 is a schematic diagram of a networked gaming system; 25
Figure 6 is a further schematic block diagram of the gaming system;
Figure 7 is an example screen shot illustrating game play 30 in accordance with an embodiment of the present invention; and 8813071 _1 (GHMallers) P74398.AU.4 8 2017201964 23 Mar 2017
Figure 8 is a flow diagram illustrating operation of a gaming system in accordance with an embodiment of the present invention. 5 Detailed Description of an Embodiment
In an embodiment a game controller of a gaming device comprises an allocation module operable to provide a player with allocation units to be utilised in a game to 10 set at least one attribute value effecting an outcome of the game. The allocation module sets the at least one attribute value based on an allocation of the allocation units. A determination module is also provided to determine at least one game outcome based on each set 15 attribute value.
General construction of a gaming system
The gaming system can take a number of different forms. In 20 a first form, a stand alone gaming machine is provided wherein all or most components required for implementing the game are present in a player operable gaming machine.
In a second form, a distributed architecture is provided 25 wherein some of the components required for implementing the game are present in a player operable gaming machine and some of the components required for implementing the game are located remotely relative to the gaming machine. For example, a "thick client" architecture may be used 30 wherein part of the game is executed on a player operable gaming machine and part of the game is executed remotely, such as by a gaming server; or a "thin client" 8813071 _1 (GHMatters) P74398.AU.4 9 2017201964 23 Mar 2017 architecture may be used wherein most of the game is executed remotely such as by a gaming server and a player operable gaming machine is used only to display audible and/or visible gaming information to the player and 5 receive gaming inputs from the player.
However, it will be understood that other arrangements are envisaged. For example, an architecture may be provided wherein a gaming machine is networked to a gaming server 10 and the respective functions of the gaming machine and the gaming server are selectively modifiable. For example, the gaming system may operate in stand alone gaming machine mode, "thick client" mode or "thin client" mode depending on the game being played, operating conditions, 15 and so on. Other variations will be apparent to persons skilled in the art.
Irrespective of the form, the gaming system comprises several core components. At the broadest level, the core 20 components are a player interface 50 and a game controller 60 as illustrated in Figure 1. The player interface is arranged to enable manual interaction between a player and the gaming system and for this purpose includes the input/output components required for the player to enter 25 instructions and play the game.
Components of the player interface may vary from embodiment to embodiment but will typically include a credit mechanism 52 to enable a player to input credits 30 and receive payouts, one or more displays 54, a game play mechanism 56 that enables a player to input game play 8813071 _1 (GHMatiers) P74398.AU.4 10 2017201964 23 Mar 2017 instructions (e.g. to place bets), and one or more speakers 58.
The game controller 60 is in data communication with the 5 player interface and typically includes a processor 62 that processes the game play instructions in accordance with game play rules and outputs game play outcomes to the display. Typically, the game play instructions are stored as program code in a memory 64 but can also be hardwired. 10 Herein the term "processor" is used to refer generically to any device that can process game play instructions in accordance with game play rules and may include: a microprocessor, microcontroller, programmable logic device or other computational device, a general purpose computer 15 (e.g. a PC) or a server. A gaming system in the form of a stand alone gaming machine 10 is illustrated in Figure 2. The gaming machine 10 includes a console 12 having a display 14 on which are 20 displayed representations of a game 16 that can be played by a player. A mid-trim 20 of the gaming machine 10 houses a bank of buttons 22 for enabling a player to interact with the gaming machine, in particular during game play. The mid-trim 20 also houses a credit input 25 mechanism 24 which in this example includes a coin input chute 24A and a bill collector 24B. Other credit input mechanisms may also be employed, for example, a card reader for reading a smart card, debit card or credit card. A player marketing module (not shown) having a 30 reading device may also be provided for the purpose of reading a player tracking device, for example as part of a loyalty program. The player tracking device may be in the 8813071 _1 (GHMatters) P74398.AU.4 11 2017201964 23 Mar 2017 form of a card, flash drive or any other portable storage medium capable of being read by the reading device. A top box 26 may carry artwork 28, including for example 5 pay tables and details of bonus awards and other information or images relating to the game. Further artwork and/or information may be provided on a front panel 29 of the console 12. A coin tray 30 is mounted beneath the front panel 29 for dispensing cash payouts 10 from the gaming machine 10.
The display 14 shown in Figure 2 is in the form of a video display unit, particularly a cathode ray tube screen device. Alternatively, the display 14 may be a liquid 15 crystal display, plasma screen, any other suitable video display unit, or the visible portion of an electromechanical device. The top box 26 may also include a display, for example a video display unit, which may be of the same type as the display 14, or of a different 20 type.
Figure 3 shows a block diagram of operative components of a typical gaming machine which may be the same as or different to the gaming machine of Figure 2. 25
The gaming machine 100 includes a game controller 101 having a processor 102. Instructions and data to control operation of the processor 102 are stored in a memory 103, which is in data communication with the processor 102. 30 Typically, the gaming machine 100 will include both volatile and non-volatile memory and more than one of each 8813071 _1 (GHMatters) P74398.AU.4 12 2017201964 23 Mar 2017 type of memory, with such memories being collectively represented by the memory 103.
The gaming machine has hardware meters 104 for purposes 5 including ensuring regulatory compliance and monitoring player credit, an input/output (I/O) interface 105 for communicating with peripheral devices of the gaming machine 100. The input/output interface 105 and/or the peripheral devices may be intelligent devices with their 10 own memory for storing associated instructions and data for use with the input/output interface or the peripheral devices. A random number generator module 113 generates random numbers for use by the processor 102. Persons skilled in the art will appreciate that the reference to 15 random numbers includes pseudo-random numbers.
In the example shown in Figure 3, a player interface 120 includes peripheral devices that communicate with the game controller 101 comprise one or more displays 106, a touch 20 screen and/or buttons 107, a card and/or ticket reader 108, a printer 109, a bill acceptor and/or coin input mechanism 110 and a coin output mechanism 111. Additional hardware may be included as part of the gaming machine 100, or hardware may be omitted as reguired for the 25 specific implementation.
In addition, the gaming machine 100 may include a communications interface, for example a network card 112. The network card may, for example, send status 30 information, accounting information or other information to a central controller, server or database and receive 8813071 _1 (GHMatters) P74398.AU.4 13 2017201964 23 Mar 2017 data or commands from the central controller, server or database .
Figure 4 shows a block diagram of the main components of 5 an exemplary memory 103. The memory 103 includes RAM 103A, EPROM 103B and a mass storage device 103C. The RAM 103A typically temporarily holds program files for execution by the processor 102 and related data. The EPROM 103B may be a boot ROM device and/or may contain 10 some system or game related code. The mass storage device 103C is typically used to store game programs, the integrity of which may be verified and/or authenticated by the processor 102 using protected code from the EPROM 103B or elsewhere. 15
It is also possible for the operative components of the gaming machine 100 to be distributed, for example input/output devices 106,107,108,109,110,111 to be provided remotely from the game controller 101. 20
Figure 5 shows a gaming system 200 in accordance with an alternative embodiment. The gaming system 200 includes a network 201, which for example may be an Ethernet network. Gaming machines 202, shown arranged in three banks 203 of 25 two gaming machines 202 in Figure 5, are connected to the network 201. The gaming machines 202 provide a player operable interface and may be the same as the gaming machines 10,100 shown in Figures 2 and 3, or may have simplified functionality depending on the requirements for 30 implementing game play. While banks 203 of two gaming machines are illustrated in Figure 5, banks of one, three or more gaming machines are also envisaged. 8813071 _1 (GHMatters) P74398.AU.4 14 2017201964 23 Mar 2017
One or more displays 204 may also be connected to the network 201. For example, the displays 204 may be associated with one or more banks 203 of gaming machines. 5 The displays 204 may be used to display representations associated with game play on the gaming machines 202, and/or used to display other representations, for example promotional or informational material. 10 In a thick client embodiment, game server 205 implements part of the game played by a player using a gaming machine 202 and the gaming machine 202 implements part of the game. With this embodiment, as both the game server and the gaming device implement part of the game, they 15 collectively provide a game controller. A database management server 206 may manage storage of game programs and associated data for downloading or access by the gaming devices 202 in a database 206A. Typically, if the gaming system enables players to participate in a Jackpot 20 game, a Jackpot server 207 will be provided to perform accounting functions for the Jackpot game. A loyalty program server 212 may also be provided.
In a thin client embodiment, game server 205 implements 25 most or all of the game played by a player using a gaming machine 202 and the gaming machine 202 essentially provides only the player interface. With this embodiment, the game server 205 provides the game controller. The gaming machine will receive player instructions, pass 30 these to the game server which will process them and return game play outcomes to the gaming machine for display. In a thin client embodiment, the gaming machines 8813071 _1 (GHMatters) P74398.AU.4 15 2017201964 23 Mar 2017 could be computer terminals, e.g. PCs running software that provides a player interface operable using standard computer input and output components. 5 Servers are also typically provided to assist in the administration of the gaming network 200, including for example a gaming floor management server 208, and a licensing server 209 to monitor the use of licenses relating to particular games. An administrator terminal 10 210 is provided to allow an administrator to run the network 201 and the devices connected to the network.
The gaming system 200 may communicate with other gaming systems, other local networks, for example a corporate 15 network, and/or a wide area network such as the Internet, for example through a firewall 211.
Persons skilled in the art will appreciate that in accordance with known techniques, functionality at the 20 server side of the network may be distributed over a plurality of different computers. For example, elements may be run as a single "engine" on one server or a separate server may be provided. For example, the game server 205 could run a random generator engine. 25 Alternatively, a separate random number generator server could be provided. Further, persons skilled in the art will appreciate that a plurality of game servers could be provided to run different games or a single game server may run a plurality of different games as required by the 30 terminals. 8813071 _1 (GHMatters) P74398.AU.4 16 2017201964 23 Mar 2017
Persons skilled in the art will also appreciate that the method of the preferred embodiment could be embodied in program code. The program code could be supplied in a number of ways, for example on a computer readable medium, 5 such as a disc or a memory (for example, that could replace part of memory 103) or as a data signal (for example, by downloading it from a server).
Embodiments may be implemented in relation to a spinning 10 reel type game. Gaming systems for implementing games that involve a display of spinning reels as part of the display of the outcome of a game have either a video display or a mechanical display, these later machines most usually being "stepper" machines which have a separate motor for 15 each reel. However, persons skilled in the art will appreciate that the invention can be implemented in respect of other forms of games, including; card games; ball draw games (e.g. bingo or keno); dice games; and pin and ball games. 20
In some implementations the game controllers of such gaming machines select symbols by employing a stop determining function that randomly determines the stop position for each reel. For example, if there are five 25 reels, each having twenty symbols, the stop determining function might determine that the stop positions are positions: 3, 13, 7, 9 and 17. The spinning of the reels is then controlled so that each symbol comes to a stop in the same row, typically a predetermined row in a "window" 30 visible to the player on the display that which corresponds to a player playing a single win line. When a reel stops, the symbols will be in one of a plurality of 8813071 _1 (GHMatters) P74398.AU.4 17 2017201964 23 Mar 2017 possible symbol positions for that reel relative to the stop position.
Spinning reel type games typically allow a player to 5 select how many win lines of a plurality of win lines they will play in each game - i.e. a minimum of one win line up to the maximum number of win lines allowed by the game. Persons, skilled in the art, will appreciate that in other embodiments, the player may select a number of reels to 10 play. Each win line is formed by a set of symbol positions consisting of one symbol position from each reel. That is, a predetermined symbol position of each reel is assigned to a win line. The symbol positions that constitute each of the win lines are usually advertised to 15 the player by markings on the display or diagrams showing the symbol positions that correspond to each win line.
Some of the win lines will be horizontal or diagonal lines. Typically, the win lines will be constituted by symbol positions in the visible window. A game outcome is 20 determined based on the symbols on the win lines and a prize table that specifies awards.
Further detail of the game controller 25 The game controller 60 of an embodiment is shown in more detail in Figure 6. As described in the preceding paragraphs, embodiments of the present invention provide different game outcomes dependent on set attribute values of a game. Specifically, upon commencement of the game, 30 players are provided with allocation units which can be utilised for setting at least one of the attribute values. For simplicity, only those modules needed to carry out 8813071 _1 (GHMatlers) P74398.AU.4 18 2017201964 23 Mar 2017 such embodiments are illustrated in Figure 6. Other standard and/or non-standard modules may also be implemented for carrying out operation of normal and feature game play functionality. 5
Referring to Figure 6, the game controller 60 includes a processor 62 which is arranged to control game play and, based on the attribute values, determine a game outcome.
It will be apparent that the processor 62 implements a 10 number of modules, namely a random number generator module (RNG) 621, sequence determination module 622, award module 624, attribute allocation module 625, and display controller module 626, based on program code stored in memory 64. 15
In the following paragraphs, embodiments are implemented as a feature game associated with a primary, or base game. The feature game may be triggered responsive to detecting a conventional feature trigger in the corresponding base 20 game. For example, the feature game may be triggered responsive to detecting a required number, or combination of bonus symbols in the base game, or according to some other triggering technique known to persons skilled in the art. However, it will be appreciated that the game may 25 alternatively by implemented as primary game, secondary game, linked game, stand-alone game, or otherwise. In other words, the actual implementation of the game is not limited to that which is described herein. 30 With additional reference to the example screen display 700 of Figure 7, the feature game is in the form of an animated task or "trick" sequence to be performed by a 8813071 _1 (GHMatters) P74398.AU.4 19 2017201964 23 Mar 2017 virtual game character 702. The trick sequence is carried out on a half-pipe ice ramp 704. The outcome, in this case the resultant trick, or sequence of tricks, is dependent on attribute values associated with one or more virtual 5 character attributes, namely "height" and "speed". Attribute values are set by way of an allocation instruction provided by the player which specifies how many allocation units (hereafter "ability points") to allocate to each attribute. In the illustrated 10 embodiment, ability points only become available for allocation upon commencement of the feature game.
Players can be provided with ability points in a number of different ways. In one embodiment, upon commencement of 15 the feature game, a set number of ability points are provided to the player. In another embodiment, ability points can be accumulated during game play of the associated base game (e.g. particular symbols, symbol combinations, or the like, will increase the player's 20 ability point count) and provided to the player upon commencement of the feature game. In another embodiment, the number of ability points provided to the player corresponds to the amount wagered in the game which triggered the feature, or alternatively, to the amount 25 wagered over a series of games prior to triggering the feature game. In the illustrated embodiment, the player is provided with six ability points (see box 706) which corresponds to the amount bet per line in the associated base game (i.e. which triggered the feature game). The 30 player issues an allocation instruction to distribute the ability points across one or both of the two adjustable attributes. In this case the player has decided to 8813071 _1 (GHMatters) P74398.AU.4 20 2017201964 23 Mar 2017 allocate the ability points equally, resulting in a strength attribute value of "three" and a height attribute value of "three". 5 The random number generator 621 of the game controller 60 determines whether the outcome of the feature game will be a winning outcome. The sequence determination module 622 references a sequence table 642 stored in memory 64 to determine which trick is to be displayed, based on the 10 allocated ability points and RNG 621 determination.
In an embodiment, for each possible attribute value allocation there are a number of associated trick sequences that can be played to the player. An example of 15 a partially filled sequence table is shown below.
Height Speed Win Sequences Lose Sequences 1 1 low backflip; side flip; slow spin failed low backflip; wall crash 1 2 jump low; 180° spin; medium pace turn failed jump low; trip start ... ... 5 5 360° spin; jump high; quick pace turn failed jump high; failed 180° spin
The actual sequence chosen by the sequence determination module 622 for the set attribute allocation can be 20 selected using either the RNG module 621, or in accordance 8813071 _1 (GHMatlers) P74398.AU.4 21 2017201964 23 Mar 2017 with a pathway selection process, known to persons skilled in the art. Each trick may have an associated score or, alternatively, the score may be independently determined by the RNG 621. 5
In an embodiment different attribute allocations have different associated probabilities of achieving winning, or high scoring outcomes. In the illustrated embodiment, the greater the number of allocated ability points the 10 greater the chance of achieving a high scoring outcome.
For example, if the player is provided a total of ten ability points (which represents the maximum number of ability points that can be allocated) and has allocated all ten ability points equally across the attributes, then 15 the probability of the character 702 carrying out a high scoring trick is 94%. Alternatively, if the player has only two points to allocate (which represents a low attribute score), then the probability of the character 702 carrying out a maximum scoring trick may only be 25%. 20 In yet a further embodiment, the weightings of certain attributes may play more or less of a role in determining game outcomes. For example, a high strength attribute rating may be more likely to result in the character carrying out a high scoring trick, whereas a high height 25 attribute may have little or no influence. The attributes which have more influence on the outcome may be different for each sequence (e.g. randomly determined).
The resultant credit value payable to the player may be 30 the same as the total trick score, or alternatively may be determined from a prize table that specifies awards (e.g. a score of "50" may correspond to a credit value of 8813071 _1 (GHMatters) P74398.AU.4 22 2017201964 23 Mar 2017 "500") . Alternatively, the prize may be the awarding of further feature games. The number of further feature games may, for example, correspond to the total score. It will be understood that the actual form of prize awarded 5 may vary depending on the particular implementation.
Operation of the above-described embodiment will now be described in more detail with additional reference to the flow diagram 800 of Figure 8. 10
At step 802, a player is provided with ability points (i.e. allocation units) to be utilised in the game to set at least one attribute value affecting the outcome of the game. At step 804, attribute values are set based on an 15 allocation of the ability points. An allocation instruction can be provided which specifies how the ability points are to be allocated. According to the illustrated embodiment, the allocation instruction is issued by the player and specifies that the ability points 20 are to be equally distributed across the two selectable attributes. The RNG 621 determines whether the game outcome will be a successful outcome. The determination is based, in part, on the set attribute values. Based on the RNG 621 determination and set attribute values, the 25 sequence determination module 622 determines which animated sequence/trick to play (step 806). The first of the three selected tricks, namely a back-flip having a corresponding score of "10", is illustrated in Figure 7. The other two tricks (not shown) selected by the 30 determination module 622 were a forward flip and side flip having a score of "20" and "15", respectively. At step 808 the award module 624 determines the prize. According 8813071 _1 (GHMalters) P74398.AU.4 23 2017201964 23 Mar 2017 to the illustrated embodiment, the prize corresponds to the accumulated trick score, i.e. 10 + 20 + 15 = 45 credits . 5 In an embodiment, the player can place an additional wager, or ante bet, in the game which entitles them to be eligible for a bonus prize. In accordance with such an embodiment, the additional wager buys the player additional ability points (e.g. each ability point 10 corresponding to a set number of player credits) for increasing the player-selectable attribute values. In the illustrated embodiment, hanging fish 708 represent the bonus prizes available in the game. While the character 702 is performing the trick, the enhanced attribute values 15 may affect the probability of the character reaching the fish and thus being awarded the bonus prize. For example, the player may have a 33% chance of attaining the 100 credit bonus prize (indicated by arrow 710) if the speed attribute value is enhanced. Similarly, there may be a 20 50% chance of achieving the 50 credit bonus prize (indicated by arrow 712) if the height attribute value is enhanced. The player may or may not be aware of which enhanced attribute values increase the probability for achieving the bonus prizes. 25
It will be appreciated by persons skilled in the art that any number of animation sequences, or tricks, could be carried out in a single game. For example, the number may be determined based on the success rate of previous 30 sequences/tricks (e.g. the more successful the character is the more tricks they get to perform in subsequent 8813071 _1 (GHMatters) P74398.AU.4 24 2017201964 23 Mar 2017 feature rounds), on the amount bet, turnover, and the like .
In an alternative embodiment to that described above, the 5 allocation of ability points may be automatically carried out by the allocation module 625 utilising the RNG 621. In other words, the allocation instruction is automatically issued by the game controller 60. The player may then have the ability to re-distribute the points prior to 10 commencement of the game using the buttons 22. If the player fails to change the distribution in a defined period of time, the game controller 60 will assume that no change is required and will commence the game. In another embodiment, the player may have a preset preference as to 15 how the points are to be allocated (e.g. stored on a player loyalty card or the like) and the preference is implemented by the allocation module 625. It will be understood that the number of character attributes is not limited to the number described herein and may be more or 20 less depending on the desired implementation.
Embodiments of the present invention may heighten a player's interest in game by providing different game outcomes through the setting/adjusting of various game 25 attribute values. Furthermore, an opportunity to win additional or bonus prizes may be provided in the game by allowing players to wager additional credits in the game.
It will be appreciated by persons skilled in the art that 30 numerous variations and/or modifications may be made to the invention as shown in the specific embodiments without departing from the spirit or scope of the invention as 8813071 _1 (GHMalters) P74398.AU.4 25 2017201964 23 Mar 2017 broadly described. The present embodiments are, therefore, to be considered in all respects as illustrative and not restrictive. 5 It is to be understood that, if any prior art publication is referred to herein, such reference does not constitute an admission that the publication forms a part of the common general knowledge in the art, in Australia or any other country. 10
In the claims which follow and in the preceding description of the invention, except where the context requires otherwise due to express language or necessary implication, the word "comprise" or variations such as 15 "comprises" or "comprising" is used in an inclusive sense, i.e. to specify the presence of the stated features but not to preclude the presence or addition of further features in various embodiments of the invention. 8813071J (GHMatlers) P74398.AU.4

Claims (17)

  1. CLAIMS :
    1. A method of gaming in a gaming system, comprising: allocating, by a processor implemented game controller, a player with allocation units in response to one or more game outcomes occurring in a base game, the allocation units to be utilised in a feature game triggered from the base game to set at least one attribute value affecting an outcome of the feature game; detecting, by the processor implemented game controller a trigger condition for the feature game and, in response to detecting the trigger, initiating processing for the feature game comprising: causing a player interface to invite the player to enter at least one allocation instruction indicating how the allocation units are to be allocated for at least one attribute value; setting, by the processor implemented game controller in response to receiving the allocation instruction via the player interface, the at least one attribute value of the game based on the player specified allocation of the allocation units from the allocation instruction, wherein different attributes have different effects on the outcome(s) of the feature game; determining, by the processor implemented game controller, at least one game outcome based on each set attribute value; selecting by the processor implemented game controller from a plurality of animated game sequences stored in memory, at least one animated game sequence for display via the player interface based on the at least one game outcome and each set attribute value; and displaying the at least one selected animated game sequence via the player interface.
  2. 2. A method as claimed in claim 1, wherein the allocation instruction specifies a proportion of the allocation units to be allocated to one or more of the attributes .
  3. 3. A method as claimed in any one of the preceding claims, wherein increased weightings of certain attributes increase the probability of being awarded one of a maximum or bonus prize in the game.
  4. 4. A method as claimed in claim 1, wherein the number of allocation units provided to the player is calculated by the processor implemented game controller responsive to determining that the feature game is to be awarded.
  5. 5. A method as claimed in any one of the preceding claims, wherein the attributes are virtual character attributes which effect an associated character' s ability to perform a task, the outcome of which determines the at least one game outcome.
  6. 6. A method as claimed in any one of the preceding claims wherein the plurality of animated game sequences are associated with a sequence table defining each possible attribute value allocation and for each attribute value allocation combination at least one winning and at least one losing animated game sequence.
  7. 7. A processor implemented game controller operable to carry out play of a game and in data communication with a player interface configured to receive game play instruction from a player and output game specific data including game outcomes to the player, the game controller comprising: an allocation module operable to: allocate a player with allocation units in response to one or more game outcomes occurring in a base game, the allocation units to be utilised in a feature game triggered from the base game to set at least one attribute value affecting an outcome of the feature game, and in response to triggering of the feature game, invite the player to enter via the player interface at least one allocation instruction indicating how the allocation units are to be allocated for at least one attribute value, and set, in response to receiving the allocation instruction via the player interface, the at least one attribute value of the game based on the player specified allocation of the allocation units from the allocation instruction, wherein different attributes have different effects on the outcome(s) of the feature game; a determination module operable to determine at least one game outcome based on each set attribute value; a sequence determination module operable to select from a plurality of animated game sequences stored in memory, at least one animated game sequence for display via the player interface based on the at least one game outcome and each set attribute value; and a display module arrange to cause display of the at least one selected animated game sequence via the player interface .
  8. 8. A game controller as claimed in claim 7, further comprising an award module arranged to award the player with a prize based on the determined game outcome(s).
  9. 9. A game controller as claimed in claim 7 or claim 8, wherein the attributes are virtual character attributes which effect an associated character' s ability to perform a task in the game, the outcome of which determines the at least one game outcome.
  10. 10. A game controller as claimed in any one of claims 7 to 9, whereby the at least one allocation instruction specifies a proportion of the allocation units to be allocated to one or more of the attributes.
  11. 11. A game controller as claimed in any one of claims 7 to 10, wherein weightings of different attributes have different affects on the outcome(s) of the feature game.
  12. 12. A game controller as claimed in claim 11, wherein increased weightings of certain attributes increase the probability of being awarded one of a maximum prize or bonus prize in the feature game. -sols. A game controller as claimed in any one of claims 7 to 12, wherein the number of allocation units provided to the player is calculated by the accumulation module responsive to determining that the game is to be awarded.
  13. 14. A game controller as claimed in claimed in any one of claims 7 to 13, wherein the game controller is constituted by a processor executing program code stored in a memory.
  14. 15. A gaming system, comprising: a game controller in accordance with any one of claims 7 to 14; and at least one player interface arranged to receive game play instruction from a player and output game specific data including game outcomes to the player including a display for displaying a representation of the game and animated game sequences.
  15. 16. Computer program code which when executed by a processor implements the method of any one of claims 1 to 6.
  16. 17. A computer readable medium comprising the program code of claim 16.
  17. 18. Transmitting or receiving a data signal comprising the program code of claim 16.
AU2017201964A 2008-05-13 2017-03-23 A Gaming System and Method of Gaming Abandoned AU2017201964A1 (en)

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Applications Claiming Priority (6)

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AU2008902349 2008-05-13
AU2008902349A AU2008902349A0 (en) 2008-05-13 A gaming system and method of gaming
AU2009201899A AU2009201899A1 (en) 2008-05-13 2009-05-13 A Gaming System and Method of Gaming
AU2012202413A AU2012202413A1 (en) 2008-05-13 2012-04-26 A Gaming System and Method of Gaming
AU2015202892A AU2015202892A1 (en) 2008-05-13 2015-05-28 A gaming system and method of gaming
AU2017201964A AU2017201964A1 (en) 2008-05-13 2017-03-23 A Gaming System and Method of Gaming

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