US20070060289A1 - Game device and method - Google Patents

Game device and method Download PDF

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Publication number
US20070060289A1
US20070060289A1 US11/482,478 US48247806A US2007060289A1 US 20070060289 A1 US20070060289 A1 US 20070060289A1 US 48247806 A US48247806 A US 48247806A US 2007060289 A1 US2007060289 A1 US 2007060289A1
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gaming symbol
gaming
array
tables
symbol
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US11/482,478
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Jeffrey Hood
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Individual
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Individual
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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
    • 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
    • G07F17/34Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines

Definitions

  • the present invention may relate to electronic gaming devices. More specifically, the present invention may relate to electronic gaming devices, which may generally use an array substantially comprised of gaming symbol positions that are used to present gaming symbols during a game of chance.
  • Gaming devices may provide diversion from the stresses of everyday life though the presentation of visual and audio stimulation as well as the excitement of the possibility of winning at a game of chance.
  • gaming devices such as electronic or video slot machines and the like
  • a display could generally incorporate one or more movable gaming indicators (e.g., a mechanical reel, such as those used in a slot machine) displaying a set of gaming symbols, which were generally used to denote the action and outcome of the game of chance.
  • a display could generally present at least one demarcation (e.g., a payline) that displays (e.g., contiguously arranged) a set of gaming symbols that is selected from a larger group of gaming symbols presented on the display.
  • the payline could be a line or other means of designation, which could generally be superimposed laterally across a plurality (e.g., three) of movable indicators (e.g., mechanical reels). If the selection of gaming symbols, as denoted by the payline, matched a winning combination of gaming symbols denoted on the gaming device's payout table (e.g. a database of payouts [e.g., winnings or rewards] associated with respective winning combinations of gaming symbols), the game could then pay out to the player its associated reward or winnings.
  • the gaming device's payout table e.g. a database of payouts [e.g., winnings or rewards] associated with respective winning combinations of gaming symbols
  • the gaming device If a selection of gaming symbols, as denoted by the payline, did not match a winning combination of gaming symbols as denoted on the gaming device's payout table, then the gaming device generally did not give or pay out winning(s) or other reward(s) to the player.
  • a winning gaming symbol combination for a payline could include the presence of two or more matching gaming symbols.
  • Other instances of winning payline gaming symbol combinations could include the payline appearance of a ‘wild’ gaming symbol, which may provide a winning match for any other gaming symbol found in, the payline.
  • another possible winning payline combination might occur if the gaming device employs one or more ‘scatter pays’ symbols whose presence in a payline automatically creates a winning payout.
  • the mechanical gaming devices could be seen as having physical and statistical limitations, which could substantially restrict the number of different gaming symbols that could be used and hence limit the number of different winning gaming symbol combinations that could occur. These limitations could possibly impose restrictions on the development of mechanical gaming devices (e.g., mechanical slot machines) into new and exciting forms of gaming.
  • the electronic gaming device could be comprised of one or more central processing devices (e.g., CPU, such as a computer and the like) that substantially randomly or pseudo-randomly select one or more combinations of gaming symbols from one or more gaming symbols tables and generally displays the selected result(s).
  • CPU central processing devices
  • the CPU could also be connected to and control a display(s) that is electronic (e.g., a video screen or the like), mechanical (having one or more movable mechanical indicators), or a combination of both mechanical and electronic features. Whatever the means of display, electronic, mechanical or both, the display could still be used to show the action and results of the play.
  • a display(s) that is electronic (e.g., a video screen or the like), mechanical (having one or more movable mechanical indicators), or a combination of both mechanical and electronic features.
  • the display could still be used to show the action and results of the play.
  • this selection could be accomplished by presenting an array (e.g., a grid that could be both symmetrical and orthogonal) that is substantially composed of several gaming symbol positions.
  • Each of the gaming symbol positions could be used to display a selected gaming symbol.
  • the displayed gaming symbol could be selected from a gaming symbol table that is assigned to a respective gaming symbol position.
  • a gaming symbol table could be comprised of several gaming symbols, wherein each gaming symbol could be substantially associated with at least one index number (e.g., a whole number). A gaming symbol generally would not share its index number(s) with another gaming symbol of that gaming symbol table.
  • the CPU (or its associated machinery) could randomly (or pseudo-randomly) generate a number to be matched against the index numbers of a gaming symbol table to correspondingly randomly or pseudo-randomly select a gaming symbol from a gaming symbol table to appear in its assigned or respective gaming symbol position.
  • each gaming symbol table could be assigned to only one respective gaming symbol position or it could be assigned to multiple gaming symbol positions in the array
  • the array of gaming symbol positions may be further organized into a plurality of columns (e.g., video reels).
  • the electronic gaming device could be so configured that these columns or video reels could be presented on the display to mimic the look and action of a mechanical reel's setup of a mechanical slot machine.
  • a player could place a wager(s) and select one or more paylines to be potentially winning paylines.
  • the player could then trigger the electronic gaming device to generally cause the CPU to substantially select randomly (or pseudo-randomly) gaming symbols from the gaming symbol table(s). Once selected, the chosen gaming symbols could then generally be displayed at their respective gaming symbol positions.
  • the CPU could generally have a comparative device or similar capability thereof to compare selected payline results (e.g., a set of CPU-selected gaming symbols for a selected payline) against a paytable (e.g., a database of the various payouts for various winning symbol combinations).
  • the CPU could cause the electronic gaming device to issue the appropriate payout to the player (e.g., dispense cash, give out rewards, credit winnings to the player's account, and the like). If no match existed between a selected payline's displayed gaming symbols to any of the winning symbol combinations of the paytable's database, then the electronic gaming device generally would not issue a payout.
  • the CPU could then generally cause the display(s) to visually present the array wherein the columns (e.g., video reels) appear to begin to move like mechanical reels.
  • the CPU could generally cause the display to present an appearance wherein the columns appear to spin, slow down, and come to a stop (e.g., mimicking the action of mechanical reels.)
  • the CPU could cause each of the gaming symbol positions comprising the columns to host or otherwise show their respective CPU-selected gaming symbols.
  • the electronic gaming device After presenting the appropriate winning stimuli, could issue the payout(s) (e.g., won reward) to the player. In either a winning or a non-winning result of play, the electronic gaming device could then generally proceed to reset itself for another play.
  • a winning gaming symbol combination e.g., a payout
  • the electronic gaming device could issue the payout(s) (e.g., won reward) to the player. In either a winning or a non-winning result of play, the electronic gaming device could then generally proceed to reset itself for another play.
  • the CPU could generally use a random or pseudo-random number generator (e.g. a number generator).
  • a random number generator generally uses a random physical process such as thermal noise, radioactive decay, the photoelectric effect or other quantum phenomena to randomly select whole numbers (e.g., positive integers).
  • a pseudo-random number generator substantially uses an algorithm or mathematical formula to select the whole numbers, which for all practical purposes will generally simulate or mimic the effect of whole numbers being randomly selected.
  • the number generator e.g., pseudo-random or random number generator
  • the CPU could be constantly randomly selecting a stream of whole numbers automatically at a very high rate of speed. From this continuous stream, the CPU could select at least one whole number for each gaming symbol position. The CPU could then process each picked whole number through a predetermined formula (e.g., divide the picked whole number by a fixed whole number and get a smaller whole number remainder). The resulting random whole number remainder could then be used to select a gaming symbol from a gaming symbol table to be applied to respective gaming symbol position.
  • a predetermined formula e.g., divide the picked whole number by a fixed whole number and get a smaller whole number remainder.
  • the resulting random whole number remainder could then be used to select a gaming symbol from a gaming symbol table to be applied to respective gaming symbol position.
  • all the gaming symbol tables for the array could hold or contain an identical set of gaming symbols.
  • each gaming symbol could be matched up with one or more index whole numbers (e.g., 1-99) in a gaming symbol table.
  • a gaming symbol could be repeated more than once in the gaming symbol table and at each such repeated position, the gaming symbol could have a different index whole number associated with it.
  • each gaming symbol of a gaming symbol table could have one or more index numbers and generally none of those index numbers would be the same as those associated with any of the other gaming symbols of that gaming symbol table.
  • the amount or number of the index whole numbers associated with or matched to a gaming symbol in a gaming symbol table could determine that particular gaming symbol's frequency (e.g., the likelihood that CPU will select the particular gaming symbol from its respective gaming symbol table during a play).
  • the more index whole numbers that are associated with a particular gaming symbol from a gaming symbol table the more likely the CPU will select that gaming symbol from its gaming symbol table during a play.
  • the fewer index whole numbers that are associated with a particular gaming symbol from a particular gaming symbol table the less likely that CPU will select the gaming symbol from its respective gaming symbol table during a play.
  • the operator of the electronic gaming device could generally influence the frequency occurrence of winning gaming symbol combinations occurring at respective paylines (e.g. winning payout frequency for a payline). Such actions could also allow the operator to possibly adjust payout factors of the hit frequency, hold percentage, and volatility, which can be used to influence the gaming device's payout performance over the lifetime of the device.
  • the CPU when the CPU has issued all the remainder whole numbers for a particular play (e.g., substantially randomly or pseudo-randomly selected gaming symbols for placement in their respective gaming symbol positions in the array), the CPU could cause the display to present an image of the columns (e.g., video reels) starting to move like mechanical reels then transition the image of the array away from those of moving columns to those of moving columns slowing down and coming to a stop. At this point, the CPU could cause the display to present an image of the array with the CPU selected gaming symbols at their respective gaming symbol positions. For electronic gaming devices using mechanical displays, the CPU could generally cause the movable indicators such mechanical reels (moved by precise movement-based step motors) to slow down and then stop the reel to display the CPU selected gaming symbol at a payline.
  • the movable indicators such mechanical reels (moved by precise movement-based step motors) to slow down and then stop the reel to display the CPU selected gaming symbol at a payline.
  • Another possible restriction could be the amount of influence an operator (e.g., game designer, gaming operator) could exert over the various payout frequencies for each payout as well as very limited control over payout factors of the hit frequency, hold percentage, and volatility.
  • This influence or control within limits allowed by the applicable jurisdiction, when exercised could be generally used to ensure at least three goals: 1) to generally meet jurisdictional requirements that the gaming device over its lifetime payout, to the players, a majority of the gaming device's intake (e.g., pay back out to the players 90% of the monies paid in for playing the gaming device); 2) generally provide profitability for the operator (e.g., retaining about 10% of monies paid in to play the gaming device); and 3) generally provide a sustainable long term period of gaming enjoyment for the player so that the player will want to return to play the gaming device repeatedly.
  • a jurisdictional authority's revenue body which could generally get a percentage of the game's intake based on statistical analysis of various payout frequencies submitted earlier to get the device approved by the jurisdiction, may become suspicious of the gaming entity using the gaming device and commence proceedings against the gaming entity to recover monies the jurisdictional authority believes it is owed to it by the gaming entity.
  • the gaming entity loses a second time in this instance by losing money on the gaming device that does not retain enough monies for its operating costs and profits in the first place.
  • the players may be happy (e.g., loose slots).
  • the game fails to perform as expected and retains too much money, it could violate the gaming jurisdiction's operational standards and the gaming entity could again face proceedings by the jurisdictional authority.
  • the players could also become unhappy with limited or very infrequent payouts and stop playing the game altogether (e.g., the gaming device, despite having attractive packaging and theme could have short operational life).
  • An operator may therefore generally desire that the gaming device have a balance of features wherein the gaming device meets jurisdictional standards, is enjoyable for a player to play for long periods, and makes money for the operator.
  • One possible desired gaming device operational pattern could be that during a period of play, a gaming device will retain the player's interest by distribute smaller payouts to foster a sense of gaming excitement and promoting long playing interest (e.g., the possibility of winning a big payout is right around the corner.)
  • These consistent, small payouts, if accumulated in one sum are generally not larger than the amounts originally paid into the gaming device by the player in that period of play.
  • These small payouts individually are generally large enough during this period of play to provide the player with a satisfying amount of playing or entertainment time on the gaming device.
  • a gaming device could be popular during its first introduction, relying on its new, attention-grabbing packaging and the like, to draw in an initial pool of players. If gaming device then substantially gives a player a significant amount of playing time on the gaming device through generally constant receipt of small payouts combined with a sense of the hope or belief he or she might win a larger payout, this action could develop a long-term player loyalty to the gaming device that could last well over the initial attraction of its introduction. This long-term player loyalty could substantially ensure the gaming device's long-term playability and profitability. If the gaming device is generally incapable of providing this kind of play, then the players overall may not enjoy playing it long term and will soon abandon the gaming device for others after the novelty wears off.
  • one gaming device setup could assign just one gaming symbol table (e.g., one set of gaming symbol frequencies) for all the respective gaming symbol positions of the array.
  • the set of gaming symbol frequencies could be seen as being repeated relative to each of the gaming symbol positions of a payline (e.g., the likelihood of a specific gaming symbol appearing at any gaming symbol position [e.g., likelihood of being selected from the assigned gaming symbol table] could be the same).
  • Another gaming device setup could have each gaming symbol position of an array be assigned to a respective gaming symbol table wherein the set of gaming symbol frequencies of each gaming symbol table is substantially different from other gaming symbol tables (e.g., set of gaming symbol frequencies for a gaming symbol table are not repeated for any other gaming symbol table and that the gaming symbol tables could be different frequency gaming symbol tables relative to one another).
  • this setup could possibly provide an operator with greater influence over the winning gaming symbol frequencies (e.g., payout frequencies) for a payline. The operator could then independently adjust the set of gaming symbol frequencies (for assigned gaming symbol table) associated with each gaming symbol position of a payline.
  • a gaming symbol table (assigned to the first gaming symbol position of that payline) could have the symbol for three cherries be adjusted to one percent (1%) frequency; a second gaming symbol table (assigned to the second gaming symbol position of that payline) could have same symbol for three cherries be adjusted to ten percent (10%) frequency, and a third gaming symbol table (assigned to the third gaming symbol of that payline) could have the same symbol for three cherries adjusted to twenty percent (20%) frequency.
  • What is generally needed therefore is a gaming device and methodology that uses a Latin Square format to setup and assign gaming symbol tables to respective gaming symbol positions of an array.
  • This gaming device and methodology could allow the operator to simultaneously and uniformly modify payout frequencies for multiple paylines having various orientations upon the array and further allow use of the same payout frequency statistical analysis for said paylines.
  • This gaming device and methodology could further possibly allow an operator independently adjust each set of gaming symbol frequencies relative to each gaming symbol position of a payline to provide greater influence over the payout frequencies for multitude of paylines.
  • One embodiment could be an electronic gaming device comprising an array having a plurality of gaming symbol positions, the gaming symbol positions being organized in rows and columns; a plurality of gaming symbol tables, the plurality of gaming symbol tables is a number of different frequency gaming symbol tables; the number of different frequency gaming symbol tables is equal to the number of gaming symbol positions in either a row or column; wherein each column has each of its gaming symbol positions assigned to a respective gaming symbol table of the plurality, wherein each row has each of its gaming symbol positions assigned to a respective gaming symbol table of the plurality.
  • One version of this embodiment could be an electronic gaming device comprising at least one array being presented on a display connected to a CPU capable of processing a game of chance, the array having gaming symbol positions organized in rows and columns; a plurality of gaming symbol tables, each gaming symbol table being assigned to several gaming symbol positions of the array; wherein the gaming symbol tables of the plurality could be considered to be different frequency gaming symbol tables from one another; the number of gaming symbol tables in the plurality is equal to the number of gaming symbol positions found in either a row or column; wherein the assignment of the gaming symbol tables to gaming symbol positions is done on the basis of a Latin Square format.
  • One version of this embodiment could be an electronic gaming device comprising an array being presented by a display connected to a CPU capable of processing a game of chance, the array comprising a number of gaming symbol positions, a number of gaming symbol positions also forming one or more paylines; a plurality of gaming symbol tables, each gaming symbol table being assigned to a respective gaming symbol position of the array, wherein two or more gaming symbol tables of the plurality of the gaming symbol tables could be considered identical frequency gaming symbol tables to one another; wherein the plurality could be further organized into different sets of identical frequency gaming symbol tables.
  • FIG. 1 is substantially one possible embodiment of the invention.
  • FIG. 1A is substantially showing a 3 ⁇ 3 array with one possible arrangement of the assignment of gaming symbol tables to gaming positions.
  • FIG. 2 is substantially showing a 4 ⁇ 4 array with one possible arrangement of the assignment of gaming symbol tables to gaming positions.
  • FIG. 3 is substantially showing a 5 ⁇ 5 array with one possible arrangement of the assignment of gaming symbol tables to gaming positions.
  • FIG. 4 is substantially showing a set of different frequency gaming symbol tables for a 5 ⁇ 5 array.
  • FIG. 4A is substantially showing the A set of identical frequency gaming symbol tables for a 5 ⁇ 5 array.
  • FIG. 5 is substantially showing a 3 ⁇ 3 array with one possible arrangement of the assignment of gaming symbol tables from different sets of identical frequency gaming symbol tables to respective gaming symbol positions.
  • FIG. 6 is substantially showing a 4 ⁇ 4 array with one possible arrangement of the assignment of gaming symbol tables from different sets of identical frequency gaming symbol tables to respective gaming symbol positions.
  • FIG. 7 is substantially showing a 5 ⁇ 5 array with one possible arrangement of the assignment of gaming symbol tables from different sets of identical frequency gaming symbol tables to respective gaming symbol positions.
  • FIGS. 8 a - 8 i is substantially showing various possible paylines for a 3 ⁇ 3 array in a standard formation.
  • FIGS. 9 a - 9 i is substantially showing various possible paylines for a 3 ⁇ 3 array in a diamond formation.
  • FIGS. 10 a - 10 r is substantially showing various possible paylines for a 4 ⁇ 4 array in a standard formation.
  • FIGS. 11 a - 10 r is substantially showing various possible paylines for a 4 ⁇ 4 array in a diamond formation.
  • FIGS. 12 a - 12 j is substantially showing various possible paylines for a 5 ⁇ 5 array in a standard formation.
  • FIGS. 13 a - 13 j is substantially showing various possible paylines for a 5 ⁇ 5 array in a diamond formation.
  • FIG. 14 is substantially showing a flowchart for a possible process of operating the invention.
  • one embodiment of the invention could be an electronic gaming device 20 that could be comprised of a central processing unit (CPU) 30 connected at least to a video display 22 and to a player interface 24 .
  • the central processing unit (CPU) 30 could have the capacity for storing and playing the software and data associated with playing a game of chance.
  • the CPU may have a memory 32 for storing the program for the game being played on the device as well as for data such as gaming symbol tables 58 .
  • the CPU 30 may further comprise (or at least have the capacity or capability of) a processing facility 34 for running the game program; a number generator 36 (e.g., random or pseudo-random number generator) for substantially randomly generating whole numbers used to select gaming symbol(s) 60 from a gaming symbol table 58 ; a comparative device or capability 38 for comparing gaming symbol 60 combinations of selected payline(s) 62 against a payout table 40 for determination and payout of winning wagers; and a payout table 40 generally containing a database regarding the payout amount being associated with winning combinations.
  • a processing facility 34 for running the game program
  • a number generator 36 e.g., random or pseudo-random number generator
  • a comparative device or capability 38 for comparing gaming symbol 60 combinations of selected payline(s) 62 against a payout table 40 for determination and payout of winning wagers
  • a payout table 40 generally containing a database regarding the payout amount being associated with winning combinations.
  • the CPU 30 during the processing of a game of chance could cause the display 22 to show a visual representation indicating the playing of a game and the results of such play.
  • This representation could generally be comprised of a plurality of gaming symbol positions 56 generally prearranged in an array 50 (e.g., symmetrical and orthogonal).
  • the gaming symbol positions 56 of the array 50 could be contiguous.
  • the array 50 could have its gaming symbol positions 56 arranged in rows 54 and columns 52 and have a N 1 ⁇ N 2 configuration wherein N 1 could represent the number of rows 54 and N 2 could represent the number of columns 52 .
  • N P could represent the number of gaming symbols positions 56 found in either a row 54 or a column 52 .
  • the array 50 could be in a standard format (e.g., substantially square) or oriented to have a diamond or other type of configuration and still be considered within the breath of the invention.
  • Each gaming symbol position 56 of the array 50 could have assigned to it a gaming symbol table 58 from which the CPU could substantially randomly select a gaming symbol 60 to be displayed or otherwise presented at the gaming symbol position 56 during play.
  • the plurality of gaming symbol tables 58 could be different frequency gaming symbol tables 230 as compared to one another.
  • a different frequency gaming symbol table 230 could be a gaming symbol table 58 whose set of gaming symbol frequencies is generally not repeated for the respective gaming symbols 60 for other gaming symbol tables 58 .
  • an identical frequency gaming symbol table 220 could be substantially a gaming symbol table 58 whose set of symbol frequencies for its gaming symbols 60 is generally repeated for the respective symbols 60 of another gaming symbol table 58 .
  • the number of different frequency gaming symbol tables 230 comprising the plurality could equal the number of rows 54 in the array 50 (N 1 ), the number of columns 52 in the array 50 (N 2 ), the number of gaming symbol positions 56 in a row 54 (N P ), the number of gaming symbol positions 56 in a column 52 , and the number of gaming symbol positions 56 in a payline 62 .
  • gaming symbol positions 56 could be assigned to each of the different frequency gaming symbol tables 230 .
  • the CPU after randomly issuing and processing its string of whole numbers, could go to fill the first gaming symbol position 56 in the top row of the array 50 ; take a whole number from the string; apply the whole number to the A different frequency gaming symbol table 58 that is assigned to the first gaming symbol position 56 to select the gaming symbol 60 to be applied to the first gaming symbol position.
  • the CPU 30 could proceed to the second gaming symbol position and use the B different frequency gaming table 58 that is assigned to it in the same manner.
  • the CPU 30 could then proceed to the third gaming symbol position and use the C different frequency gaming table 58 as assigned to the third gaming symbol position 56 in the same manner.
  • the CPU 30 could then proceed to the fourth gaming symbol position 56 in the second row 54 of the array 50 and again use the C different frequency gaming table 58 as assigned to the fourth gaming symbol position 56 in the same manner. In this manner, the invention could continue to select the gaming symbols 60 that would be used to populate the remaining gaming symbol positions 56 .
  • the plurality of gaming symbol tables 58 could be constituted whereby each gaming symbol table 58 is assigned to one respective gaming symbol position 56 .
  • the number of gaming symbol tables 58 in a plurality of gaming symbol tables 58 could equal the total number of gaming symbol positions 56 in the array 50 .
  • the plurality of gaming symbol tables 58 could be organized into different sets of identical frequency gaming symbol tables 220 . Within such a set, the respective gaming symbol frequencies of respective gaming symbols 60 of one gaming symbol table 58 could generally be repeated for the respective gaming symbols of other gaming symbol tables 58 .
  • the A set of identical frequency gaming symbol tables 220 could comprise of gaming symbol tables A 1 , A 2 , A 3 , A 4 , A 5 (as used with a 5 ⁇ 5 array) and have the symbol frequencies for respective gaming symbols 60 being repeated for all the gaming symbol tables 58 in that set.
  • a B set of identical frequency gaming symbol tables 220 similarly could comprise of gaming symbol tables B 1 , B 2 , B 3 , B 4 , B 5 (as used with a 5 ⁇ 5 array) and have the symbol frequencies for respective gaming symbols 60 being repeated for all the gaming symbol tables 58 in that set.
  • the gaming symbol tables 58 for the A set are compared to the gaming symbol tables 58 of the B set (or for that matter the remaining sets of frequency identical gaming symbol tables 220 ), the gaming symbol tables of the A set are generally considered to be frequency different gaming symbol tables 230 to the gaming symbol tables 58 of the B set (e.g., gaming symbol table B 1 is a frequency different gaming symbol table 230 as compared to gaming symbol table A 1. )
  • the plurality of gaming symbol tables 58 could generally be organized into different sets of frequency identical gaming symbol tables 220 (e.g. an A set of A 1 , A 2 , A 3 , A 4 , A 5 vs. an B set of B 1 , B 2 , B 3 , B 4 , B 5 ).
  • the number of different sets of identical frequency gaming symbol tables could generally be the same whole number as a N P , N 1 , and N 2 .
  • the CPU in selecting the gaming symbol 60 for a respective gaming symbol position 56 could generally go to that specific gaming symbol table 56 assigned to the respective gaming symbol position 56 to select the gaming symbol 60 .
  • the invention generally would not go to the same gaming symbol table 58 more than once to pick a gaming symbol 60 for a gaming symbol position 56 .
  • the invention could further have a multitude of gaming symbol positions 56 of the array 50 organized into one or more paylines 62 .
  • many of paylines 62 could have the same the number of gaming symbols positions 56 (N PL ).
  • N PL the number of gaming position symbols 56 for each payline 62 could be the same as N P , the number of gaming symbols positions 56 found in either a row 54 or a column 56 .
  • N PL the number of gaming positions 56 of a payline could also be the same as N 1 the number of rows or N 2 the number of columns found in the array 50 .
  • no two gaming symbol positions 56 in one payline 62 could be assigned to gaming symbol tables 58 that could considered to be frequency identical gaming symbol tables 220 relative to one another.
  • FIGS. 1A, 2 and 3 wherein a gaming symbol table could be assigned to several gaming symbol positions 56
  • FIG. 1A could substantially show a 3 ⁇ 3 array payline 62 as a column 52 comprised of gaming symbol positions 56 that have been assigned to A, B, C, gaming symbol tables.
  • FIG. 2 could substantially show a 4 ⁇ 4 array payline 62 as a row 54 comprised of gaming symbol positions 56 that have been assigned to A, B, C, and D gaming symbol tables 58 .
  • FIG. 1A could substantially show a 3 ⁇ 3 array payline 62 as a column 52 comprised of gaming symbol positions 56 that have been assigned to A, B, C, gaming symbol tables.
  • FIG. 2 could substantially show a 4 ⁇ 4 array payline 62 as a row 54 comprised of gaming symbol positions 56 that have been assigned to A, B, C, and D gaming symbol tables 58 .
  • FIG. 1A could substantially show a 3 ⁇ 3 array payline 62 as a column 52 comprised of gaming symbol positions 56 that have been assigned to A
  • 3 could substantially show a 5 ⁇ 5 array payline 62 as a diagonal comprised of gaming symbol positions 56 assigned to A, E, B, C, D frequency different gaming symbol tables 230 .
  • Other versions of this embodiment could employ other paylines 62 having other orientations upon the array 50 .
  • FIG. 5 could substantially show payline 62 could be vertically orientated to comprise a column 52 whose gaming symbol positions 56 have been respectively assigned to the A 1 , C 1 , and B 1 gaming symbol tables 58 .
  • a payline 62 could be horizontally orientated to comprise a row 54 whose gaming symbol positions 56 have been respectively assigned to the B 1 , A 2 , D 3 , and C 4 gaming symbol tables 58 .
  • a payline 62 could be orientated to comprise a diagonal whose gaming symbol positions 56 have been respectively assigned to the A 1 , E 2 , B 3 , C 4 , and D 5 gaming symbol tables 58 .
  • Other versions of this embodiment could employ other paylines 62 having other orientations upon the array 50 .
  • a Latin Square format could be used to assign gaming symbol tables 58 to gaming symbol positions 56 of the array 50 .
  • a Latin Square may be an orthogonal table or array generally comprised of an equal number of generally contiguous rows and columns. This N 1 ⁇ N 2 table wherein N 1 could be the number of rows and N 2 the number of columns with each column and each row being filled with N different symbols in such a way that each symbol occurs exactly once in each row and exactly once in each column (or to state in the inverse, no symbol is repeated in each row and no symbol is repeated in each column).
  • the Latin Square could be arranged in a 3 (rows) ⁇ 3 (columns) format which would use only 3 different symbols (e.g., the numbers 1 , 2 , & 3 or the letters A, B, & C) so that the several examples of a 3 ⁇ 3 Latin Square could include: As shown in the figure seen here, depending on the size of the array 50 , the number of different combinations of Latin Square formats could be quite numerous.
  • the plurality of gaming symbol tables 58 is a set of different frequency gaming symbol tables, the number of tables in the plurality being equal to the number of rows 54 , number of columns 52 of the array 50 , the Latin Square format (examples of which are substantially demonstrated in FIGS. 1A, 2 , and 3 ) could be used to assign gaming symbol 5 positions 56 to the gaming symbol tables 58 of the plurality. Additionally, each gaming symbol position 56 of a row 54 could be assigned to a respective different frequency gaming symbol table 230 of the plurality of gaming symbol tables 58 (e.g., no gaming symbol table 58 would be considered to be an identical frequency gaming table in relation to any of the other gaming symbol tables associated with a row 54 ).
  • each gaming symbol position 56 of a column 52 could be assigned to a respective different frequency gaming symbol table 230 of the plurality of gaming symbol tables 58 (e.g., no gaming symbol table 58 would be considered to be an identical frequency gaming table in relation to any of the other gaming symbol tables associated with a column 52 ).
  • multiple paylines for the invention could similarly have each gaming symbol position 56 of the payline 62 be assigned to a respective different frequency gaming symbol table 230 of the plurality of gaming symbol tables 58 .
  • the invention could therefore provide an operator with paylines 62 that each have the same overall payout frequencies (e.g., F a % ⁇ F b % ⁇ F c % for a 3 ⁇ 3 array) wherein F a % could be the gaming symbol frequency for a particular gaming symbol 60 randomly selected from the A different frequency gaming symbol table 230 ; F b % could be the gaming symbol frequency for a particular gaming symbol 60 randomly selected from the B different frequency gaming symbol table 230 , and F c % could be the gaming symbol frequency for a particular gaming symbol 60 for the C different frequency gaming symbol table 230 .
  • the invention could therefore allow the operator to calculate and use the same statistical analysis for payout frequencies for multiple paylines.
  • the operator by adjusting the set of gaming symbol frequencies in one frequency different gaming symbol table 230 of the plurality of gaming symbol tables 58 can simultaneously and uniformly change the payout frequency for multiple paylines 62 on the array 50 at least some of these paylines 62 could have different orientations upon the array 50 .
  • the operator, by adjusting each set of gaming symbol frequencies associated with the gaming symbol positions 56 of a payline 62 can exercise greater control over payout frequency of a payline 62 .
  • the Latin Square format could be applied as well to assign each gaming symbol position 56 of the array 50 to a respective gaming symbol table 58 .
  • the application of the Latin Square format in such a matter could be used to generally ensure that no two or more gaming symbol positions 56 of a column 52 may been assigned identical frequency gaming symbol tables 220 (e.g., gaming symbol tables A 1 and A 2 ).
  • the Latin Square format could also generally ensure that no two or more gaming symbol positions 56 of a row 54 have been assigned identical frequency gaming symbol tables 220 .
  • a payline 62 should generally not have two or more of its gaming symbol positions 56 assigned identical frequency gaming symbol tables 220 (e.g., gaming symbol tables B 1 and B 2 being assigned to the gaming symbol positions 56 of a specific payline 60 .)
  • FIGS. 5, 6 , and 7 for example, where the letter A appears in an array of FIG. 3 , it could indicate that one gaming symbol table (e.g., A 1 , A 2 , A 3 , A 4 A 5 ) selected from the A set of identical frequency gaming symbol tables 58 has been assigned to that respective gaming symbol position 56 in the array 50 .
  • the letter B appears in an array of FIG. 5, 6 , 7 , it could indicate that one gaming symbol table (e.g., B 1 , B 2 , B 3 , B 4 B 5 ) selected from the B set of identical frequency gaming symbol tables 58 (not shown) has been assigned to that respective gaming symbol position 56 in the array 50 .
  • This method of assignment is repeated for the remaining sets C, D, and E (e.g., for the 5 ⁇ 5 array) (not shown).
  • the invention could therefore provide an operator with paylines 62 that each have the same overall payout frequencies (e.g., F a % ⁇ F b % ⁇ F c % for a 3 ⁇ 3 array) wherein F a % could be the gaming symbol frequency for a particular gaming symbol 60 randomly selected from a gaming symbol table 58 assigned from set A of identical frequency gaming symbol tables 220 ; F b % could be the gaming symbol frequency for a particular gaming symbol 60 randomly selected from a gaming symbol table assigned from set B, and F c % could be the gaming symbol frequency for a particular gaming symbol 60 randomly selected from gaming symbol table assigned from set C.
  • the invention could therefore allow the operator to calculate and use the same statistical analysis for payout frequencies for multiple paylines 62 .
  • an operator can modify a multitude of paylines 62 identically and simultaneously.
  • the operator now has several different means of control (e.g., the plurality being organized into several different sets of identical frequency gaming symbol tables 220 with each said set capable of being independently modified via adjustment of one or more gaming symbol frequencies within a set) to influence simultaneously and identically the payout frequencies of a multitude of paylines 62 .
  • This control is greater than that provided in the instance where, as is generally done currently, the entire plurality of gaming symbol tables 58 is comprised of identical frequency gaming symbol tables 220 (the plurality lacking different frequency gaming symbol tables 230 ).
  • a payline 62 could be placed in a multitude of orientations upon the array 50 , including but not limited to vertical, horizontal, diagonal, outside corners, inside corners, and the like and still use the identical set of different frequency gaming symbol tables 230 .
  • the payline 62 could also be comprised of contiguously associate gaming symbols positions 56 (e.g., vertical, horizontal, diagonal, inside corners and the like) or of non-contiguous gaming symbols positions 56 (e.g. outside corners).
  • FIGS. 8 a through 13 j are various array 50 embodiments demonstrating both possible array 50 orientations and various payline 62 orientations that could be utilized through the use of the invention.
  • the various paylines 62 are denoted with lettered squares (A, B, C, etc) indicating the potential assignment of the gaming symbol tables 58 .
  • a 4 ⁇ 4 array 50 could be comprised of sixteen total gaming symbol positions. It could therefore be possible to have approximately eighteen (18) paylines 62 of four gaming symbol positions 56 each.
  • FIGS. 12 a - 12 j , 13 a - 13 j another possible embodiment could be a 5 ⁇ 5 array 50 composed of twenty-five (25) gaming symbol positions 56 , having five gaming symbol positions 56 within each row 54 and each column 52 .
  • the other sized arrays could be used and be formatted using the Latin Square format with regards to the assignment of their gaming symbol positions 56 to gaming symbol tables 58 and still be considered within the purvey of the invention.
  • the invention could use other non-conforming Latin Square format paylines 62 whose respective gaming symbols positions 56 have been assigned to the gaming symbol tables 58 which may be considered to be identical frequency gaming symbol tables 220 to each other. These non-conforming paylines 62 could b employed within the invention and substantially be given a different statistical analysis for their respective payout frequencies.
  • the selection of a gaming symbol(s) 60 from a respective gaming symbol table 58 could involve a number generator 36 (e.g., random or pseudo random number generator.)
  • the number generator 36 could randomly and continuously issue whole numbers.
  • the CPU 30 could select from this generally continuous stream of random whole numbers, those random whole numbers, which could be processed by the CPU 30 to produce a remainder whole number for each gaming symbol position 56 .
  • the whole number remainder could then be matched against the indexing whole number(s) 200 of all gaming symbols 60 for the gaming symbol table 58 assigned to the respective gaming symbol position(s) 56 .
  • the gaming symbol 60 assigned to the index whole number 200 is then selected to be displayed at the respective gaming symbol position 56 on the array 50 assigned to that respective gaming symbol table 58 .
  • At least one embodiment of the invention could have the gaming symbol tables 58 having at least a set of gaming symbols 60 that are common to all gaming symbol tables 58 (e.g., common gaming symbols 80 ) constituting the plurality. At least one embodiment of the invention could also have gaming symbols 60 that are unique to a respective gaming symbol table (e.g., unique gaming symbols 82 .)
  • a winning unique symbol 82 combination for a payline 62 could be the appearance in all gaming symbol positions 56 of the payline 62 of a unique gaming symbol 82 from each of the gaming symbol tables 58 assigned to the gaming symbol positions 56 comprising the payline 62 .
  • One possible game of chance that could use unique symbols 82 could be various card games such as poker, which uses 52 non-repeating unique cards, wherein a gaming symbol (e.g., card face) combination appearing in a payline 62 that could not have any repeating gaming symbols (e.g. no payline 62 may have a multitude of the kings of clubs).
  • Other unique symbol using games of chance that could be employed with the invention could be Mahjong and the like.
  • step 1 the methodology or process 100 by which the invention will display its gaming symbols 60 could start with step 1 , initiating start up.
  • step one the gaming device 20 is energized, and central processing unit 30 (e.g., CPU) is booted up and gaming program is brought out of memory.
  • step two the process 100 could proceed onto step two, wagering.
  • the player selects the number and amount of wager(s) and which paylines 62 that are to be played through the player interface 24 . This data could then be transmitted to and processed by the CPU 30 .
  • the selected paylines 62 could have different array orientations (e.g., column 52 , row 54 , diagonal, corners, etc.).
  • the paylines 62 could be comprised of groups of gaming symbol positions 56 .
  • the set of gaming symbol positions 56 for many of these paylines 62 could be assigned to the same set of different frequency gaming symbol tables 230 constituting the plurality of gaming symbol tables 58 .
  • a payline in such an embodiment could generally not be associated with two or more gaming symbol tables 58 that could be considered to an identical frequency gaming symbol table 220 to one another.
  • the plurality of gaming symbol tables 58 for an array 50 could be organized into several different sets of identical frequency gaming symbol tables 220 with each gaming symbol position could have its own respective gaming symbol table.
  • There could be multiple paylines 60 wherein such a payline could generally not be associated with two or more gaming symbol tables 58 that could be considered to an identical frequency gaming symbol table 220 to one another.
  • step 2 After the substantial completion of step 2 , the process 100 could move onto step 3 , initiating play.
  • step 3 initiating play, the player (not shown) through the player interface 24 could cause the CPU 30 to initiate or otherwise trigger the play of the game.
  • the CPU 30 could then cause the display 22 to show the array 50 as if its rows 54 , columns 52 or both were moving (e.g., like mechanical indicators such as slot machine reels).
  • step 4 selection of gaming symbols 60 .
  • the CPU 30 could begin selecting whole numbers as they are being randomly issued by the number generator 36 (e.g., pseudorandom or random). A selected whole number is then processed into a remainder whole number. The CPU 30 could then decide which gaming symbol position 56 should have a selected gaming symbol 60 . The remainder whole number is then compared against the index whole numbers 200 of the gaming symbols 60 of the gaming symbol table 58 assigned to that gaming symbol position 56 . The invention then selects the gaming symbol 60 (e.g., common gaming symbols 80 , unique gaming symbols 82 , or both) based upon the match up of the selected remainder whole number with the index whole numbers 200 . The invention repeats this portion of the process 100 for each gaming symbol position 56 of the array 50 .
  • the number generator 36 e.g., pseudorandom or random
  • step 4 the process 100 could proceed to step 5 , the determination of payout.
  • the CPU 30 could activate the comparator 38 to compare the combinations of gaming symbols 60 of the various selected paylines 62 against the database of the payout table 40 to see if any played gaming symbol combinations are winning combinations. If it is determined that a payline 62 has a winning combination of gaming symbols 60 , the CPU 30 could, through an appropriate means known by those skilled in the art, possibly transfer the appropriate winning credit or payout to the player. After the payout is made, or if it is determined that no payout is made (no winning combination of gaming symbols 60 exists at a payline 62 ), the process then could substantially proceed to step 2 reset for another play.
  • the invention could provide multiple paylines with various different array orientations and still use the same statistical analysis regarding the winning payline combinations for many of the paylines. This capability could significantly reduce the amount of time, cost, and labor that may be incurred in getting a gaming device approved within a gaming jurisdiction. Further, the use of the same set of different frequency gaming symbol tables for a variety of paylines having a variety of orientations, may give the operator an ability to generally increase the amount of control over the hit frequency, volatility, and hold percentage for a gaming device.

Abstract

One possible embodiment for the invention could be a gaming device wherein the invention has an orthogonal array comprised of gaming symbol positions organized in rows and columns, each of the gaming symbol positions can display a gaming symbol chosen from a gaming symbol table assigned to that gaming symbol position. The array could further have multiple paylines comprised of gaming symbol positions, wherein the gaming symbol positions of a respective payline could be assigned to gaming symbol tables that are considered to be different frequency gaming symbol tables to one another. In this manner, no one row has gaming symbol tables assigned to its respective gaming symbol positions that could be considered to be identical frequency tables to one another. In this manner, no one row has gaming symbol tables assigned to its respective gaming symbol positions that could be considered to be identical frequency tables to one another.

Description

    CROSS-REFERENCES TO RELATED APPLICATIONS
  • This application claims the benefit of U.S. Provisional Patent Application No. 60/712,063 filed on Aug. 29, 2005, contents of which are relied upon and incorporated by reference.
  • STATEMENT REGARDING FEDERALLY SPONSORED Research or Development
  • Not Applicable.
  • REFERENCE TO A “MICROFICHE APPENDIX”
  • Not Applicable.
  • 1. Field of the Invention
  • The present invention may relate to electronic gaming devices. More specifically, the present invention may relate to electronic gaming devices, which may generally use an array substantially comprised of gaming symbol positions that are used to present gaming symbols during a game of chance.
  • 2. Background
  • Gaming devices may provide diversion from the stresses of everyday life though the presentation of visual and audio stimulation as well as the excitement of the possibility of winning at a game of chance. To provide such diversions, gaming devices (such as electronic or video slot machines and the like) may utilize one or more visual displays that could assist the player (and others) to see and participate in the gaming action of the device. These displays could also be used to ultimately indicate whether a player wins at a game of chance as provided by the gaming device.
  • As originally developed in the nineteenth century, many of the gaming devices and their displays were substantially mechanical in nature. These displays could generally incorporate one or more movable gaming indicators (e.g., a mechanical reel, such as those used in a slot machine) displaying a set of gaming symbols, which were generally used to denote the action and outcome of the game of chance. In determining the occurrence of a winning wager during a play, a display could generally present at least one demarcation (e.g., a payline) that displays (e.g., contiguously arranged) a set of gaming symbols that is selected from a larger group of gaming symbols presented on the display. For slot machines and the like, the payline could be a line or other means of designation, which could generally be superimposed laterally across a plurality (e.g., three) of movable indicators (e.g., mechanical reels). If the selection of gaming symbols, as denoted by the payline, matched a winning combination of gaming symbols denoted on the gaming device's payout table (e.g. a database of payouts [e.g., winnings or rewards] associated with respective winning combinations of gaming symbols), the game could then pay out to the player its associated reward or winnings. If a selection of gaming symbols, as denoted by the payline, did not match a winning combination of gaming symbols as denoted on the gaming device's payout table, then the gaming device generally did not give or pay out winning(s) or other reward(s) to the player.
  • For many gaming devices, a winning gaming symbol combination for a payline could include the presence of two or more matching gaming symbols. Other instances of winning payline gaming symbol combinations could include the payline appearance of a ‘wild’ gaming symbol, which may provide a winning match for any other gaming symbol found in, the payline. In addition, another possible winning payline combination might occur if the gaming device employs one or more ‘scatter pays’ symbols whose presence in a payline automatically creates a winning payout.
  • The mechanical gaming devices could be seen as having physical and statistical limitations, which could substantially restrict the number of different gaming symbols that could be used and hence limit the number of different winning gaming symbol combinations that could occur. These limitations could possibly impose restrictions on the development of mechanical gaming devices (e.g., mechanical slot machines) into new and exciting forms of gaming.
  • The introduction of the computer and its subsequent incorporation into gaming devices dramatically increased the amount of information that could be processed and displayed by gaming devices. This introduction substantially expanded both the scope and speed at which older gaming devices could generally be improved and that new gaming devices could be developed. Electronic gaming devices could now store and process greater amounts of data at higher speeds to substantially allow these gaming devices to play greater varieties of games of chance; to generally process and display greater amounts of visual information and stimulation; to substantially handle and process more varieties of wagering; to generally handle increased numbers of the winning symbol combinations; to substantially provide linkage to numbers of other gaming devices for progressive pot wagering; to generally provide for playing of more bonus games; and the like.
  • Many of the newer electronic gaming devices, such as the video slot machines, have been substantially constructed and programmed to generally present at least a semblance of the operation and appearance of the older mechanical gaming devices (e.g., such as the mechanical slot machine) down to providing a visual image substantially representing multiple mechanical reels and their movement. To accomplish this, the electronic gaming device could be comprised of one or more central processing devices (e.g., CPU, such as a computer and the like) that substantially randomly or pseudo-randomly select one or more combinations of gaming symbols from one or more gaming symbols tables and generally displays the selected result(s). The CPU could also be connected to and control a display(s) that is electronic (e.g., a video screen or the like), mechanical (having one or more movable mechanical indicators), or a combination of both mechanical and electronic features. Whatever the means of display, electronic, mechanical or both, the display could still be used to show the action and results of the play.
  • For a video display, this selection could be accomplished by presenting an array (e.g., a grid that could be both symmetrical and orthogonal) that is substantially composed of several gaming symbol positions. Each of the gaming symbol positions could be used to display a selected gaming symbol. The displayed gaming symbol could be selected from a gaming symbol table that is assigned to a respective gaming symbol position. A gaming symbol table could be comprised of several gaming symbols, wherein each gaming symbol could be substantially associated with at least one index number (e.g., a whole number). A gaming symbol generally would not share its index number(s) with another gaming symbol of that gaming symbol table. The CPU (or its associated machinery) could randomly (or pseudo-randomly) generate a number to be matched against the index numbers of a gaming symbol table to correspondingly randomly or pseudo-randomly select a gaming symbol from a gaming symbol table to appear in its assigned or respective gaming symbol position. Generally speaking, depending the gaming device's setup, each gaming symbol table could be assigned to only one respective gaming symbol position or it could be assigned to multiple gaming symbol positions in the array
  • In some electronic gaming devices (e.g., video slots), the array of gaming symbol positions may be further organized into a plurality of columns (e.g., video reels). As stated above, the electronic gaming device could be so configured that these columns or video reels could be presented on the display to mimic the look and action of a mechanical reel's setup of a mechanical slot machine.
  • In the operation of such an electronic gaming device, a player could place a wager(s) and select one or more paylines to be potentially winning paylines. The player could then trigger the electronic gaming device to generally cause the CPU to substantially select randomly (or pseudo-randomly) gaming symbols from the gaming symbol table(s). Once selected, the chosen gaming symbols could then generally be displayed at their respective gaming symbol positions. The CPU could generally have a comparative device or similar capability thereof to compare selected payline results (e.g., a set of CPU-selected gaming symbols for a selected payline) against a paytable (e.g., a database of the various payouts for various winning symbol combinations). If the payline's set of CPU-selected gaming symbols contains a winning combination of gaming symbols as denoted by the paytable, then the CPU, at the appropriate time, could cause the electronic gaming device to issue the appropriate payout to the player (e.g., dispense cash, give out rewards, credit winnings to the player's account, and the like). If no match existed between a selected payline's displayed gaming symbols to any of the winning symbol combinations of the paytable's database, then the electronic gaming device generally would not issue a payout.
  • After the selection of the gaming symbols, the CPU could then generally cause the display(s) to visually present the array wherein the columns (e.g., video reels) appear to begin to move like mechanical reels. The CPU could generally cause the display to present an appearance wherein the columns appear to spin, slow down, and come to a stop (e.g., mimicking the action of mechanical reels.) As the display provides an image of an array as moving columns coming to a stop, the CPU could cause each of the gaming symbol positions comprising the columns to host or otherwise show their respective CPU-selected gaming symbols. At this time, if the CPU previously determined that a winning gaming symbol combination (e.g., a payout) occurred for this play, the electronic gaming device, after presenting the appropriate winning stimuli, could issue the payout(s) (e.g., won reward) to the player. In either a winning or a non-winning result of play, the electronic gaming device could then generally proceed to reset itself for another play.
  • To randomly select gaming symbols from their respective gaming symbol table(s), the CPU could generally use a random or pseudo-random number generator (e.g. a number generator). A random number generator generally uses a random physical process such as thermal noise, radioactive decay, the photoelectric effect or other quantum phenomena to randomly select whole numbers (e.g., positive integers). A pseudo-random number generator substantially uses an algorithm or mathematical formula to select the whole numbers, which for all practical purposes will generally simulate or mimic the effect of whole numbers being randomly selected.
  • During the operation of the electronic gaming device, the number generator (e.g., pseudo-random or random number generator) could be constantly randomly selecting a stream of whole numbers automatically at a very high rate of speed. From this continuous stream, the CPU could select at least one whole number for each gaming symbol position. The CPU could then process each picked whole number through a predetermined formula (e.g., divide the picked whole number by a fixed whole number and get a smaller whole number remainder). The resulting random whole number remainder could then be used to select a gaming symbol from a gaming symbol table to be applied to respective gaming symbol position.
  • In at least one electronic gaming device setup, all the gaming symbol tables for the array could hold or contain an identical set of gaming symbols. In one such setup, each gaming symbol could be matched up with one or more index whole numbers (e.g., 1-99) in a gaming symbol table. In another setup, a gaming symbol could be repeated more than once in the gaming symbol table and at each such repeated position, the gaming symbol could have a different index whole number associated with it. In either setup, each gaming symbol of a gaming symbol table could have one or more index numbers and generally none of those index numbers would be the same as those associated with any of the other gaming symbols of that gaming symbol table.
  • The amount or number of the index whole numbers associated with or matched to a gaming symbol in a gaming symbol table could determine that particular gaming symbol's frequency (e.g., the likelihood that CPU will select the particular gaming symbol from its respective gaming symbol table during a play). The more index whole numbers that are associated with a particular gaming symbol from a gaming symbol table, the more likely the CPU will select that gaming symbol from its gaming symbol table during a play. Conversely, the fewer index whole numbers that are associated with a particular gaming symbol from a particular gaming symbol table, the less likely that CPU will select the gaming symbol from its respective gaming symbol table during a play. By changing the frequency(ies) of gaming symbol(s) of the gaming symbol tables, the operator of the electronic gaming device could generally influence the frequency occurrence of winning gaming symbol combinations occurring at respective paylines (e.g. winning payout frequency for a payline). Such actions could also allow the operator to possibly adjust payout factors of the hit frequency, hold percentage, and volatility, which can be used to influence the gaming device's payout performance over the lifetime of the device.
  • As stated above, when the CPU has issued all the remainder whole numbers for a particular play (e.g., substantially randomly or pseudo-randomly selected gaming symbols for placement in their respective gaming symbol positions in the array), the CPU could cause the display to present an image of the columns (e.g., video reels) starting to move like mechanical reels then transition the image of the array away from those of moving columns to those of moving columns slowing down and coming to a stop. At this point, the CPU could cause the display to present an image of the array with the CPU selected gaming symbols at their respective gaming symbol positions. For electronic gaming devices using mechanical displays, the CPU could generally cause the movable indicators such mechanical reels (moved by precise movement-based step motors) to slow down and then stop the reel to display the CPU selected gaming symbol at a payline.
  • Despite this increased gaming capacity (e.g., increased playing, wagering, winning, etc) afforded by electronic innovations in gaming device technology, there still may be some restrictions as to the versatility of the electronic gaming device. One such restriction could be a difficulty in calculating the statistical analysis of various payout frequencies (e.g. frequency of occurrence for respective winning gaming symbol combinations or payouts). Such statistical analysis could be used to possibly predict how a gaming device could perform over the duration of its operational life.
  • Another possible restriction could be the amount of influence an operator (e.g., game designer, gaming operator) could exert over the various payout frequencies for each payout as well as very limited control over payout factors of the hit frequency, hold percentage, and volatility. This influence or control, within limits allowed by the applicable jurisdiction, when exercised could be generally used to ensure at least three goals: 1) to generally meet jurisdictional requirements that the gaming device over its lifetime payout, to the players, a majority of the gaming device's intake (e.g., pay back out to the players 90% of the monies paid in for playing the gaming device); 2) generally provide profitability for the operator (e.g., retaining about 10% of monies paid in to play the gaming device); and 3) generally provide a sustainable long term period of gaming enjoyment for the player so that the player will want to return to play the gaming device repeatedly.
  • If the game fails to perform as expected and retains an insufficient amount of its intake, a jurisdictional authority's revenue body, which could generally get a percentage of the game's intake based on statistical analysis of various payout frequencies submitted earlier to get the device approved by the jurisdiction, may become suspicious of the gaming entity using the gaming device and commence proceedings against the gaming entity to recover monies the jurisdictional authority believes it is owed to it by the gaming entity. The gaming entity loses a second time in this instance by losing money on the gaming device that does not retain enough monies for its operating costs and profits in the first place. On the other hand, depending on the circumstances, the players may be happy (e.g., loose slots).
  • If the game fails to perform as expected and retains too much money, it could violate the gaming jurisdiction's operational standards and the gaming entity could again face proceedings by the jurisdictional authority. The players could also become unhappy with limited or very infrequent payouts and stop playing the game altogether (e.g., the gaming device, despite having attractive packaging and theme could have short operational life).
  • An operator (gaming entity, game designer, etc.) may therefore generally desire that the gaming device have a balance of features wherein the gaming device meets jurisdictional standards, is enjoyable for a player to play for long periods, and makes money for the operator. One possible desired gaming device operational pattern could be that during a period of play, a gaming device will retain the player's interest by distribute smaller payouts to foster a sense of gaming excitement and promoting long playing interest (e.g., the possibility of winning a big payout is right around the corner.) These consistent, small payouts, if accumulated in one sum, are generally not larger than the amounts originally paid into the gaming device by the player in that period of play. These small payouts individually are generally large enough during this period of play to provide the player with a satisfying amount of playing or entertainment time on the gaming device.
  • It has been generally noticed in the gaming industry, that a gaming device could be popular during its first introduction, relying on its new, attention-grabbing packaging and the like, to draw in an initial pool of players. If gaming device then substantially gives a player a significant amount of playing time on the gaming device through generally constant receipt of small payouts combined with a sense of the hope or belief he or she might win a larger payout, this action could develop a long-term player loyalty to the gaming device that could last well over the initial attraction of its introduction. This long-term player loyalty could substantially ensure the gaming device's long-term playability and profitability. If the gaming device is generally incapable of providing this kind of play, then the players overall may not enjoy playing it long term and will soon abandon the gaming device for others after the novelty wears off.
  • To allow an operator to influence various payout frequencies for electronic gaming devices using arrays (e.g., video slot machines and the like), one gaming device setup could assign just one gaming symbol table (e.g., one set of gaming symbol frequencies) for all the respective gaming symbol positions of the array. The set of gaming symbol frequencies could be seen as being repeated relative to each of the gaming symbol positions of a payline (e.g., the likelihood of a specific gaming symbol appearing at any gaming symbol position [e.g., likelihood of being selected from the assigned gaming symbol table] could be the same). For example, for any gaming symbol position of the array, one cherry symbol could have twenty (20)% frequency; two cherries symbol could be at a two (2)% frequency, the three cherries symbol could be one (1)% frequency; and the like.) In such setup, any payline, despite its orientation upon the array, could have the same statistical analysis for its payout frequencies (e.g., the payline's payout frequency or likelihood for a winning combination of a set of three symbols of three cherries occurring could be 1%×1%×1%=0.0001% [i.e., 0.000001] per play).
  • Although the math for doing the statistical analysis for payout frequencies of each payout line is the same (e.g., greatly simplified) at this point, the ability to influence the various payout frequencies for each payline is limited. Any adjustment to the set of gaming symbol frequencies relative to one gaming symbol position of a payline is automatically repeated for sets of gaming symbol frequencies relative to the remaining gaming symbol positions in a payline. The operator cannot independently adjust the set of gaming symbol frequencies relative to each gaming symbol position within a payline. The operator is therefore limited to the amount of possible control it could possible impart on the payout frequency of a payline.
  • Another gaming device setup could have each gaming symbol position of an array be assigned to a respective gaming symbol table wherein the set of gaming symbol frequencies of each gaming symbol table is substantially different from other gaming symbol tables (e.g., set of gaming symbol frequencies for a gaming symbol table are not repeated for any other gaming symbol table and that the gaming symbol tables could be different frequency gaming symbol tables relative to one another). In theory, this setup could possibly provide an operator with greater influence over the winning gaming symbol frequencies (e.g., payout frequencies) for a payline. The operator could then independently adjust the set of gaming symbol frequencies (for assigned gaming symbol table) associated with each gaming symbol position of a payline.
  • For example, within a specific payline, a gaming symbol table (assigned to the first gaming symbol position of that payline) could have the symbol for three cherries be adjusted to one percent (1%) frequency; a second gaming symbol table (assigned to the second gaming symbol position of that payline) could have same symbol for three cherries be adjusted to ten percent (10%) frequency, and a third gaming symbol table (assigned to the third gaming symbol of that payline) could have the same symbol for three cherries adjusted to twenty percent (20%) frequency. That payline could then have an overall payout frequency for a winning combination of a three symbol set of three cherries be adjusted to 1%×10%×20%=0.0002% (i.e., 0.00002) per play. Wherein the earlier set up could only have identical frequencies be used, e.g., 1%×1%×1%=0.0001%).
  • In this second setup, the operator could now have the means to independently influence the set of gaming symbol frequencies associated with each gaming symbol position of a payline. However, because each payline could be assigned have gaming symbol table with non-repeated sets of gaming symbol frequencies, the statistical analysis of possible payout frequencies for each payline would be different. The working up the overall statistical analysis for lifetime performance of such a gaming device having a multitude paylines could be very daunting, in that it would be extremely difficult, time consuming, labor intensive, and expensive to complete such an analysis. Generally, such a setup is limited to a gaming device that will only have a few paylines.
  • What is generally needed therefore is a gaming device and methodology that uses a Latin Square format to setup and assign gaming symbol tables to respective gaming symbol positions of an array. This gaming device and methodology could allow the operator to simultaneously and uniformly modify payout frequencies for multiple paylines having various orientations upon the array and further allow use of the same payout frequency statistical analysis for said paylines. This gaming device and methodology could further possibly allow an operator independently adjust each set of gaming symbol frequencies relative to each gaming symbol position of a payline to provide greater influence over the payout frequencies for multitude of paylines.
  • SUMMARY OF ONE EMBODIMENT OF THE INVENTION
  • Advantages of One or More Embodiments of the Present Invention
  • The various embodiments of the present invention may, but do not necessarily, achieve one or more of the following advantages:
  • provide multiple paylines with multiple array orientations, which may have the same statistical analysis regarding the winning combinations;
  • the ability to have payouts which utilize both the matching of identical symbols and the grouping of complementary but unique symbols, all the while maintaining a consistent, repeatable paytable and utilize the same statistical analysis;
  • provide multiple paylines which utilize the same set of assigned gaming symbol tables;
  • the ability to use a Latin Square format to assign gaming symbol tables to gaming symbol positions of a payline;
  • the ability to exercise generally greater control over the hit frequency, volatility, and hold percentage for a gaming device;
  • the ability to use a Latin Square format to assign gaming symbol tables to gaming symbol positions of an array; and
  • the ability to reduce the amount of time, cost and labor required to produce statistical analysis of the frequency of the occurrence of winning gaming symbol combinations for the paylines of an electronic gaming device.
  • These and other advantages may be realized by reference to the remaining portions of the specification, claims, and abstract.
  • BRIEF DESCRIPTION OF THE EMBODIMENT OF THE PRESENT INVENTION
  • One embodiment could be an electronic gaming device comprising an array having a plurality of gaming symbol positions, the gaming symbol positions being organized in rows and columns; a plurality of gaming symbol tables, the plurality of gaming symbol tables is a number of different frequency gaming symbol tables; the number of different frequency gaming symbol tables is equal to the number of gaming symbol positions in either a row or column; wherein each column has each of its gaming symbol positions assigned to a respective gaming symbol table of the plurality, wherein each row has each of its gaming symbol positions assigned to a respective gaming symbol table of the plurality.
  • One version of this embodiment could be an electronic gaming device comprising at least one array being presented on a display connected to a CPU capable of processing a game of chance, the array having gaming symbol positions organized in rows and columns; a plurality of gaming symbol tables, each gaming symbol table being assigned to several gaming symbol positions of the array; wherein the gaming symbol tables of the plurality could be considered to be different frequency gaming symbol tables from one another; the number of gaming symbol tables in the plurality is equal to the number of gaming symbol positions found in either a row or column; wherein the assignment of the gaming symbol tables to gaming symbol positions is done on the basis of a Latin Square format.
  • One version of this embodiment could be an electronic gaming device comprising an array being presented by a display connected to a CPU capable of processing a game of chance, the array comprising a number of gaming symbol positions, a number of gaming symbol positions also forming one or more paylines; a plurality of gaming symbol tables, each gaming symbol table being assigned to a respective gaming symbol position of the array, wherein two or more gaming symbol tables of the plurality of the gaming symbol tables could be considered identical frequency gaming symbol tables to one another; wherein the plurality could be further organized into different sets of identical frequency gaming symbol tables.
  • The above-description sets forth, rather broadly, a summary of one embodiment of the present invention so that the detailed description that follows may be better understood and contributions of the present invention to the art may be better appreciated. Some of the embodiments of the present invention may not include all of the features or characteristics listed in the above summary. There are, of course, additional features of the invention that will be described below and will form the subject matter of claims. In this respect, before explaining at least one preferred embodiment of the invention in detail, it is to be understood that the invention is not limited in its application to the details of the construction and to the arrangement of the components set forth in the following description or as illustrated in the drawings. The invention is capable of other embodiments and of being practiced and carried out in various ways. Also, it is to be understood that the phraseology and terminology employed herein are for the purpose of description and should not be regarded as limiting.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is substantially one possible embodiment of the invention.
  • FIG. 1A is substantially showing a 3×3 array with one possible arrangement of the assignment of gaming symbol tables to gaming positions.
  • FIG. 2 is substantially showing a 4×4 array with one possible arrangement of the assignment of gaming symbol tables to gaming positions.
  • FIG. 3 is substantially showing a 5×5 array with one possible arrangement of the assignment of gaming symbol tables to gaming positions.
  • FIG. 4 is substantially showing a set of different frequency gaming symbol tables for a 5×5 array.
  • FIG. 4A is substantially showing the A set of identical frequency gaming symbol tables for a 5×5 array.
  • FIG. 5 is substantially showing a 3×3 array with one possible arrangement of the assignment of gaming symbol tables from different sets of identical frequency gaming symbol tables to respective gaming symbol positions.
  • FIG. 6 is substantially showing a 4×4 array with one possible arrangement of the assignment of gaming symbol tables from different sets of identical frequency gaming symbol tables to respective gaming symbol positions.
  • FIG. 7 is substantially showing a 5×5 array with one possible arrangement of the assignment of gaming symbol tables from different sets of identical frequency gaming symbol tables to respective gaming symbol positions.
  • FIGS. 8 a-8 i is substantially showing various possible paylines for a 3×3 array in a standard formation.
  • FIGS. 9 a-9 i is substantially showing various possible paylines for a 3×3 array in a diamond formation.
  • FIGS. 10 a-10 r is substantially showing various possible paylines for a 4×4 array in a standard formation.
  • FIGS. 11 a-10 r is substantially showing various possible paylines for a 4×4 array in a diamond formation.
  • FIGS. 12 a-12 j is substantially showing various possible paylines for a 5×5 array in a standard formation.
  • FIGS. 13 a-13 j is substantially showing various possible paylines for a 5×5 array in a diamond formation.
  • FIG. 14 is substantially showing a flowchart for a possible process of operating the invention.
  • DESCRIPTION OF CERTAIN EMBODIMENTS OF THE PRESENT INVENTION
  • In the following detailed description of the preferred embodiments, reference is made to the accompanying drawings, which form a part of this application. The drawings show, by way of illustration, specific embodiments in which the invention may be practiced. It is to be understood that other embodiments may be utilized and structural changes may be made without departing from the scope of the present invention.
  • As substantially shown in FIGS. 1-7, one embodiment of the invention could be an electronic gaming device 20 that could be comprised of a central processing unit (CPU) 30 connected at least to a video display 22 and to a player interface 24. The central processing unit (CPU) 30 could have the capacity for storing and playing the software and data associated with playing a game of chance. The CPU may have a memory 32 for storing the program for the game being played on the device as well as for data such as gaming symbol tables 58. The CPU 30 may further comprise (or at least have the capacity or capability of) a processing facility 34 for running the game program; a number generator 36 (e.g., random or pseudo-random number generator) for substantially randomly generating whole numbers used to select gaming symbol(s) 60 from a gaming symbol table 58; a comparative device or capability 38 for comparing gaming symbol 60 combinations of selected payline(s) 62 against a payout table 40 for determination and payout of winning wagers; and a payout table 40 generally containing a database regarding the payout amount being associated with winning combinations.
  • The CPU 30 during the processing of a game of chance could cause the display 22 to show a visual representation indicating the playing of a game and the results of such play. This representation could generally be comprised of a plurality of gaming symbol positions 56 generally prearranged in an array 50 (e.g., symmetrical and orthogonal). In at least one embodiment, the gaming symbol positions 56 of the array 50 could be contiguous. In at least one embodiment, the array 50 could have its gaming symbol positions 56 arranged in rows 54 and columns 52 and have a N1×N2 configuration wherein N1 could represent the number of rows 54 and N2 could represent the number of columns 52. NP could represent the number of gaming symbols positions 56 found in either a row 54 or a column 52. In at least one embodiment, N1=N2=NP. It should be noted that the array 50 could be in a standard format (e.g., substantially square) or oriented to have a diamond or other type of configuration and still be considered within the breath of the invention. Each gaming symbol position 56 of the array 50 could have assigned to it a gaming symbol table 58 from which the CPU could substantially randomly select a gaming symbol 60 to be displayed or otherwise presented at the gaming symbol position 56 during play.
  • Gaming Symbol Tables
  • Shown in FIG. 4, the plurality of gaming symbol tables 58 could be different frequency gaming symbol tables 230 as compared to one another. A different frequency gaming symbol table 230 could be a gaming symbol table 58 whose set of gaming symbol frequencies is generally not repeated for the respective gaming symbols 60 for other gaming symbol tables 58. Conversely, an identical frequency gaming symbol table 220 could be substantially a gaming symbol table 58 whose set of symbol frequencies for its gaming symbols 60 is generally repeated for the respective symbols 60 of another gaming symbol table 58. In this embodiment, the number of different frequency gaming symbol tables 230 comprising the plurality could equal the number of rows 54 in the array 50 (N1), the number of columns 52 in the array 50 (N2), the number of gaming symbol positions 56 in a row 54 (NP), the number of gaming symbol positions 56 in a column 52, and the number of gaming symbol positions 56 in a payline 62.
  • Several gaming symbol positions 56 could be assigned to each of the different frequency gaming symbol tables 230. For example, in the operation of game having a 3×3 array 50 of FIG. 1A, the CPU, after randomly issuing and processing its string of whole numbers, could go to fill the first gaming symbol position 56 in the top row of the array 50; take a whole number from the string; apply the whole number to the A different frequency gaming symbol table 58 that is assigned to the first gaming symbol position 56 to select the gaming symbol 60 to be applied to the first gaming symbol position. The CPU 30 could proceed to the second gaming symbol position and use the B different frequency gaming table 58 that is assigned to it in the same manner. The CPU 30 could then proceed to the third gaming symbol position and use the C different frequency gaming table 58 as assigned to the third gaming symbol position 56 in the same manner. The CPU 30 could then proceed to the fourth gaming symbol position 56 in the second row 54 of the array 50 and again use the C different frequency gaming table 58 as assigned to the fourth gaming symbol position 56 in the same manner. In this manner, the invention could continue to select the gaming symbols 60 that would be used to populate the remaining gaming symbol positions 56.
  • In at least one embodiment as substantially shown in FIG. 4A, the plurality of gaming symbol tables 58 could be constituted whereby each gaming symbol table 58 is assigned to one respective gaming symbol position 56. In this embodiment, the number of gaming symbol tables 58 in a plurality of gaming symbol tables 58 could equal the total number of gaming symbol positions 56 in the array 50. In this manner, the plurality of gaming symbol tables 58 could be organized into different sets of identical frequency gaming symbol tables 220. Within such a set, the respective gaming symbol frequencies of respective gaming symbols 60 of one gaming symbol table 58 could generally be repeated for the respective gaming symbols of other gaming symbol tables 58. For example, the A set of identical frequency gaming symbol tables 220 could comprise of gaming symbol tables A1, A2, A3, A4, A5 (as used with a 5×5 array) and have the symbol frequencies for respective gaming symbols 60 being repeated for all the gaming symbol tables 58 in that set. Also a B set of identical frequency gaming symbol tables 220 (not shown) similarly could comprise of gaming symbol tables B1, B2, B3, B4, B5 (as used with a 5×5 array) and have the symbol frequencies for respective gaming symbols 60 being repeated for all the gaming symbol tables 58 in that set. However, as the gaming symbol tables 58 for the A set are compared to the gaming symbol tables 58 of the B set (or for that matter the remaining sets of frequency identical gaming symbol tables 220), the gaming symbol tables of the A set are generally considered to be frequency different gaming symbol tables 230 to the gaming symbol tables 58 of the B set (e.g., gaming symbol table B1 is a frequency different gaming symbol table 230 as compared to gaming symbol table A1.) In this manner, the plurality of gaming symbol tables 58 could generally be organized into different sets of frequency identical gaming symbol tables 220 (e.g. an A set of A1, A2, A3, A4, A5 vs. an B set of B1, B2, B3, B4, B5). The number of different sets of identical frequency gaming symbol tables could generally be the same whole number as a NP, N1, and N2.
  • In operation for this embodiment, the CPU in selecting the gaming symbol 60 for a respective gaming symbol position 56 could generally go to that specific gaming symbol table 56 assigned to the respective gaming symbol position 56 to select the gaming symbol 60. The invention generally would not go to the same gaming symbol table 58 more than once to pick a gaming symbol 60 for a gaming symbol position 56.
  • Paylines
  • As substantially shown in FIGS. 5, 6, and 7, the invention could further have a multitude of gaming symbol positions 56 of the array 50 organized into one or more paylines 62. In at least one embodiment, many of paylines 62 could have the same the number of gaming symbols positions 56 (NPL). In at least one embodiment, NPL, the number of gaming position symbols 56 for each payline 62 could be the same as NP, the number of gaming symbols positions 56 found in either a row 54 or a column 56. In at least one embodiment, NPL the number of gaming positions 56 of a payline could also be the same as N1 the number of rows or N2 the number of columns found in the array 50. In at least one embodiment, no two gaming symbol positions 56 in one payline 62 could be assigned to gaming symbol tables 58 that could considered to be frequency identical gaming symbol tables 220 relative to one another.
  • The invention could provide for paylines 62 to have different orientations upon the array as well. For example, as substantially shown in FIGS. 1A, 2 and 3, wherein a gaming symbol table could be assigned to several gaming symbol positions 56, FIG. 1A could substantially show a 3×3 array payline 62 as a column 52 comprised of gaming symbol positions 56 that have been assigned to A, B, C, gaming symbol tables. FIG. 2 could substantially show a 4×4 array payline 62 as a row 54 comprised of gaming symbol positions 56 that have been assigned to A, B, C, and D gaming symbol tables 58. FIG. 3 could substantially show a 5×5 array payline 62 as a diagonal comprised of gaming symbol positions 56 assigned to A, E, B, C, D frequency different gaming symbol tables 230. Other versions of this embodiment could employ other paylines 62 having other orientations upon the array 50.
  • For the other embodiment having each gaming symbol table assigned to just one respective gaming symbol position, FIG. 5 could substantially show payline 62 could be vertically orientated to comprise a column 52 whose gaming symbol positions 56 have been respectively assigned to the A1, C1, and B1 gaming symbol tables 58. In FIG. 6, a payline 62 could be horizontally orientated to comprise a row 54 whose gaming symbol positions 56 have been respectively assigned to the B1, A2, D3, and C4 gaming symbol tables 58. In FIG. 7, a payline 62 could be orientated to comprise a diagonal whose gaming symbol positions 56 have been respectively assigned to the A1, E2, B3, C4, and D5 gaming symbol tables 58. Other versions of this embodiment could employ other paylines 62 having other orientations upon the array 50.
  • Latin Square
  • In at least one embodiment of the invention, a Latin Square format could be used to assign gaming symbol tables 58 to gaming symbol positions 56 of the array 50. A Latin Square may be an orthogonal table or array generally comprised of an equal number of generally contiguous rows and columns. This N1×N2 table wherein N1 could be the number of rows and N2 the number of columns with each column and each row being filled with N different symbols in such a way that each symbol occurs exactly once in each row and exactly once in each column (or to state in the inverse, no symbol is repeated in each row and no symbol is repeated in each column).
  • For example, the Latin Square could be arranged in a 3 (rows)×3 (columns) format which would use only 3 different symbols (e.g., the numbers 1, 2, & 3 or the letters A, B, & C) so that the several examples of a 3×3 Latin Square could include:
    Figure US20070060289A1-20070315-C00001

    As shown in the figure seen here, depending on the size of the array 50, the number of different combinations of Latin Square formats could be quite numerous.
  • In one embodiment, wherein the plurality of gaming symbol tables 58 is a set of different frequency gaming symbol tables, the number of tables in the plurality being equal to the number of rows 54, number of columns 52 of the array 50, the Latin Square format (examples of which are substantially demonstrated in FIGS. 1A, 2, and 3) could be used to assign gaming symbol 5 positions 56 to the gaming symbol tables 58 of the plurality. Additionally, each gaming symbol position 56 of a row 54 could be assigned to a respective different frequency gaming symbol table 230 of the plurality of gaming symbol tables 58 (e.g., no gaming symbol table 58 would be considered to be an identical frequency gaming table in relation to any of the other gaming symbol tables associated with a row 54). Similarly, each gaming symbol position 56 of a column 52 could be assigned to a respective different frequency gaming symbol table 230 of the plurality of gaming symbol tables 58 (e.g., no gaming symbol table 58 would be considered to be an identical frequency gaming table in relation to any of the other gaming symbol tables associated with a column 52). Further, multiple paylines for the invention could similarly have each gaming symbol position 56 of the payline 62 be assigned to a respective different frequency gaming symbol table 230 of the plurality of gaming symbol tables 58.
  • In this embodiment, the invention could therefore provide an operator with paylines 62 that each have the same overall payout frequencies (e.g., Fa%×Fb%×Fc% for a 3×3 array) wherein Fa% could be the gaming symbol frequency for a particular gaming symbol 60 randomly selected from the A different frequency gaming symbol table 230; Fb% could be the gaming symbol frequency for a particular gaming symbol 60 randomly selected from the B different frequency gaming symbol table 230, and Fc% could be the gaming symbol frequency for a particular gaming symbol 60 for the C different frequency gaming symbol table 230. The invention could therefore allow the operator to calculate and use the same statistical analysis for payout frequencies for multiple paylines.
  • The operator, by adjusting the set of gaming symbol frequencies in one frequency different gaming symbol table 230 of the plurality of gaming symbol tables 58 can simultaneously and uniformly change the payout frequency for multiple paylines 62 on the array 50 at least some of these paylines 62 could have different orientations upon the array 50. The operator, by adjusting each set of gaming symbol frequencies associated with the gaming symbol positions 56 of a payline 62 can exercise greater control over payout frequency of a payline 62.
  • In another embodiment utilizing different sets of identical frequency gaming symbol tables 220, (the total number of gaming symbol tables 58 equaling the total number of gaming symbol positions 56 of the array 50), the Latin Square format could be applied as well to assign each gaming symbol position 56 of the array 50 to a respective gaming symbol table 58. The application of the Latin Square format in such a matter could be used to generally ensure that no two or more gaming symbol positions 56 of a column 52 may been assigned identical frequency gaming symbol tables 220 (e.g., gaming symbol tables A1 and A2). Similarly, the Latin Square format could also generally ensure that no two or more gaming symbol positions 56 of a row 54 have been assigned identical frequency gaming symbol tables 220. The use of Latin Squares format in this embodiment could be further applied to paylines 62, so a payline 62 should generally not have two or more of its gaming symbol positions 56 assigned identical frequency gaming symbol tables 220 (e.g., gaming symbol tables B1 and B2 being assigned to the gaming symbol positions 56 of a specific payline 60.)
  • As shown in FIGS. 5, 6, and 7, for example, where the letter A appears in an array of FIG. 3, it could indicate that one gaming symbol table (e.g., A1, A2, A3, A4 A5) selected from the A set of identical frequency gaming symbol tables 58 has been assigned to that respective gaming symbol position 56 in the array 50. Where the letter B appears in an array of FIG. 5, 6, 7, it could indicate that one gaming symbol table (e.g., B1, B2, B3, B4 B5) selected from the B set of identical frequency gaming symbol tables 58 (not shown) has been assigned to that respective gaming symbol position 56 in the array 50. This method of assignment is repeated for the remaining sets C, D, and E (e.g., for the 5×5 array) (not shown).
  • In this embodiment, the invention could therefore provide an operator with paylines 62 that each have the same overall payout frequencies (e.g., Fa%×Fb%×Fc% for a 3×3 array) wherein Fa% could be the gaming symbol frequency for a particular gaming symbol 60 randomly selected from a gaming symbol table 58 assigned from set A of identical frequency gaming symbol tables 220; Fb% could be the gaming symbol frequency for a particular gaming symbol 60 randomly selected from a gaming symbol table assigned from set B, and Fc% could be the gaming symbol frequency for a particular gaming symbol 60 randomly selected from gaming symbol table assigned from set C. The invention could therefore allow the operator to calculate and use the same statistical analysis for payout frequencies for multiple paylines 62.
  • Similarly, by adjusting in the same manner the gaming symbol frequencies for all of the identical frequency gaming symbol tables 220 of a set (e.g., selecting a gaming symbol 60 from all the A gaming symbol tables 58 and changing its gaming symbol frequency simultaneously for the frequency identical gaming symbol tables 220 in that A set), an operator can modify a multitude of paylines 62 identically and simultaneously. In having the ability to alter the gaming symbol frequencies of the various gaming symbol tables 58, the operator now has several different means of control (e.g., the plurality being organized into several different sets of identical frequency gaming symbol tables 220 with each said set capable of being independently modified via adjustment of one or more gaming symbol frequencies within a set) to influence simultaneously and identically the payout frequencies of a multitude of paylines 62. This control is greater than that provided in the instance where, as is generally done currently, the entire plurality of gaming symbol tables 58 is comprised of identical frequency gaming symbol tables 220 (the plurality lacking different frequency gaming symbol tables 230).
  • This greater control over the payout frequencies could be exercised even when various paylines 62 had different orientations upon the array 50. Depending on size of the array 50, a payline 62 could be placed in a multitude of orientations upon the array 50, including but not limited to vertical, horizontal, diagonal, outside corners, inside corners, and the like and still use the identical set of different frequency gaming symbol tables 230. Depending on the Latin Square format used, the payline 62 could also be comprised of contiguously associate gaming symbols positions 56 (e.g., vertical, horizontal, diagonal, inside corners and the like) or of non-contiguous gaming symbols positions 56 (e.g. outside corners).
  • As substantially shown in FIGS. 8 a through 13 j are various array 50 embodiments demonstrating both possible array 50 orientations and various payline 62 orientations that could be utilized through the use of the invention. The various paylines 62 are denoted with lettered squares (A, B, C, etc) indicating the potential assignment of the gaming symbol tables 58.
  • In figures 10 a-10 r, 11 a-11 r, a 4×4 array 50 could be comprised of sixteen total gaming symbol positions. It could therefore be possible to have approximately eighteen (18) paylines 62 of four gaming symbol positions 56 each.
  • As shown in FIGS. 12 a-12 j, 13 a-13 j, another possible embodiment could be a 5×5 array 50 composed of twenty-five (25) gaming symbol positions 56, having five gaming symbol positions 56 within each row 54 and each column 52.
  • It should be noted that the other sized arrays could be used and be formatted using the Latin Square format with regards to the assignment of their gaming symbol positions 56 to gaming symbol tables 58 and still be considered within the purvey of the invention. Further, the invention could use other non-conforming Latin Square format paylines 62 whose respective gaming symbols positions 56 have been assigned to the gaming symbol tables 58 which may be considered to be identical frequency gaming symbol tables 220 to each other. These non-conforming paylines 62 could b employed within the invention and substantially be given a different statistical analysis for their respective payout frequencies.
  • Gaming Symbol Selection
  • As generally described-above, the selection of a gaming symbol(s) 60 from a respective gaming symbol table 58 could involve a number generator 36 (e.g., random or pseudo random number generator.) During operation of the invention, the number generator 36 could randomly and continuously issue whole numbers. As needed, the CPU 30 could select from this generally continuous stream of random whole numbers, those random whole numbers, which could be processed by the CPU 30 to produce a remainder whole number for each gaming symbol position 56. The whole number remainder could then be matched against the indexing whole number(s) 200 of all gaming symbols 60 for the gaming symbol table 58 assigned to the respective gaming symbol position(s) 56. When the remainder whole number matches an index whole number 200, the gaming symbol 60 assigned to the index whole number 200 is then selected to be displayed at the respective gaming symbol position 56 on the array 50 assigned to that respective gaming symbol table 58.
  • Gaming Symbols
  • At least one embodiment of the invention could have the gaming symbol tables 58 having at least a set of gaming symbols 60 that are common to all gaming symbol tables 58 (e.g., common gaming symbols 80) constituting the plurality. At least one embodiment of the invention could also have gaming symbols 60 that are unique to a respective gaming symbol table (e.g., unique gaming symbols 82.)
  • A winning unique symbol 82 combination for a payline 62 could be the appearance in all gaming symbol positions 56 of the payline 62 of a unique gaming symbol 82 from each of the gaming symbol tables 58 assigned to the gaming symbol positions 56 comprising the payline 62. One possible game of chance that could use unique symbols 82 could be various card games such as poker, which uses 52 non-repeating unique cards, wherein a gaming symbol (e.g., card face) combination appearing in a payline 62 that could not have any repeating gaming symbols (e.g. no payline 62 may have a multitude of the kings of clubs). Other unique symbol using games of chance that could be employed with the invention could be Mahjong and the like.
  • Methodology
  • As shown in FIG. 14, the methodology or process 100 by which the invention will display its gaming symbols 60 could start with step 1, initiating start up. In step one, the gaming device 20 is energized, and central processing unit 30 (e.g., CPU) is booted up and gaming program is brought out of memory. At the substantial completion of step one, the process 100 could proceed onto step two, wagering.
  • At step 2, wagering, the player (not shown) selects the number and amount of wager(s) and which paylines 62 that are to be played through the player interface 24. This data could then be transmitted to and processed by the CPU 30. The selected paylines 62 could have different array orientations (e.g., column 52, row 54, diagonal, corners, etc.).
  • As stated above, the paylines 62 could be comprised of groups of gaming symbol positions 56. In one embodiment, the set of gaming symbol positions 56 for many of these paylines 62 could be assigned to the same set of different frequency gaming symbol tables 230 constituting the plurality of gaming symbol tables 58. A payline in such an embodiment could generally not be associated with two or more gaming symbol tables 58 that could be considered to an identical frequency gaming symbol table 220 to one another.
  • In at least one other embodiment of the invention, the plurality of gaming symbol tables 58 for an array 50 could be organized into several different sets of identical frequency gaming symbol tables 220 with each gaming symbol position could have its own respective gaming symbol table. There could be multiple paylines 60, wherein such a payline could generally not be associated with two or more gaming symbol tables 58 that could be considered to an identical frequency gaming symbol table 220 to one another.
  • After the substantial completion of step 2, the process 100 could move onto step 3, initiating play.
  • At step 3, initiating play, the player (not shown) through the player interface 24 could cause the CPU 30 to initiate or otherwise trigger the play of the game. The CPU 30 could then cause the display 22 to show the array 50 as if its rows 54, columns 52 or both were moving (e.g., like mechanical indicators such as slot machine reels). At the substantial conclusion of step 3, the process 100 could generally proceed to step 4, selection of gaming symbols 60.
  • At step 4, selection of gaming symbols 60, the CPU 30 could begin selecting whole numbers as they are being randomly issued by the number generator 36 (e.g., pseudorandom or random). A selected whole number is then processed into a remainder whole number. The CPU 30 could then decide which gaming symbol position 56 should have a selected gaming symbol 60. The remainder whole number is then compared against the index whole numbers 200 of the gaming symbols 60 of the gaming symbol table 58 assigned to that gaming symbol position 56. The invention then selects the gaming symbol 60 (e.g., common gaming symbols 80, unique gaming symbols 82, or both) based upon the match up of the selected remainder whole number with the index whole numbers 200. The invention repeats this portion of the process 100 for each gaming symbol position 56 of the array 50.
  • Once all the gaming symbols 60 for the respective gaming symbol positions 56 have been selected, the CPU 30 could then cause the display 22 to show the “in motion” array 50 slowing and coming to a stop. At that time, the CPU 30 could cause the display 22 to show the selected gaming symbols 60 at their respective gaming symbol positions 56. At the substantial completion of step 4, the process 100 could proceed to step 5, the determination of payout.
  • At step 5, determination of payout, the CPU 30 could activate the comparator 38 to compare the combinations of gaming symbols 60 of the various selected paylines 62 against the database of the payout table 40 to see if any played gaming symbol combinations are winning combinations. If it is determined that a payline 62 has a winning combination of gaming symbols 60, the CPU 30 could, through an appropriate means known by those skilled in the art, possibly transfer the appropriate winning credit or payout to the player. After the payout is made, or if it is determined that no payout is made (no winning combination of gaming symbols 60 exists at a payline 62), the process then could substantially proceed to step 2 reset for another play.
  • Conclusion
  • As demonstrated above, the invention could provide multiple paylines with various different array orientations and still use the same statistical analysis regarding the winning payline combinations for many of the paylines. This capability could significantly reduce the amount of time, cost, and labor that may be incurred in getting a gaming device approved within a gaming jurisdiction. Further, the use of the same set of different frequency gaming symbol tables for a variety of paylines having a variety of orientations, may give the operator an ability to generally increase the amount of control over the hit frequency, volatility, and hold percentage for a gaming device.
  • Although the description above contains many specifications (e.g., a 3×3, 4×4 and 5×5 arrays) these specifications are merely illuminative, and should not be construed as limiting the scope of the invention but as merely providing illustrations of some of the presently preferred embodiments of this invention. Thus, the scope of the invention should be determined by the appended claims and their legal equivalents rather than by the examples given.

Claims (20)

1. An electronic gaming device comprising,
a. an array having a plurality of gaming symbol positions, the gaming symbol positions being organized in rows and columns, the array further being presented by a display connected to a CPU, the CPU being capable of processing a game of chance;
b. a plurality of gaming symbol tables, the plurality of gaming symbol tables is a number of different frequency gaming symbol tables; the number of different frequency gaming symbol tables is equal to the number of gaming symbol positions in either a row or column;
c. wherein each column has each of its gaming symbol positions assigned to a respective gaming symbol table of the plurality,
d. wherein each row has each of its gaming symbol positions assigned to a respective gaming symbol table of the plurality.
2. An electronic gaming device of claim 1 wherein the assignment of each gaming symbol table to a respective gaming symbol position is based on a Latin Square format.
3. An electronic gaming device of claim 1 wherein the number of gaming symbol tables could be a number selected from a group of numbers consisting of: number of gaming symbol positions in a payline; the number of rows in an array; and the number of columns in an array.
4. An electronic gaming device of claim 1 further having two or more of gaming symbol positions being further organized into one or more paylines located upon the array, wherein at least one payline has each of its gaming symbol positions assigned to a respective gaming symbol table of the plurality.
5. An electronic gaming device of claim 1 wherein the adjustment of a respective gaming symbol frequency for a respective gaming symbol within one of the gaming symbol tables of the plurality simultaneously and identically adjusts the payout frequencies for multiple paylines of the array.
6. An electronic gaming device of claim 1 wherein a statistical analysis of payout frequencies for two or more paylines having different orientations on the array is the same.
7. An electronic gaming device of claim 1 wherein each gaming symbol table further comprises one or more unique gaming symbols with each unique gaming symbol having a respective gaming symbol frequency.
8. An electronic gaming device of claim 7 further comprising a winning payline whose gaming symbol positions each respectively displays a non-repeating unique gaming symbol.
9. An electronic gaming device comprising,
a. at least one array being presented on a display connected to a CPU capable of processing a game of chance, the array having gaming symbol positions organized in rows and columns;
b. a plurality of gaming symbol tables, each gaming symbol table being assigned to several gaming symbol positions of the array;
wherein the gaming symbol tables of the plurality could be considered different frequency gaming symbol tables to one another; the number of gaming symbol tables in the plurality is equal to the number of gaming symbol positions found in either a row or column;
wherein the assignment of the gaming symbol tables to gaming symbol positions of the array is done based on a Latin Square format.
10. An electronic gaming device of claim 9 wherein each respective gaming symbol position of the column is assigned to a respective gaming symbol table of the plurality.
11. An electronic gaming device of claim 9 wherein each respective gaming symbol position of the row is assigned to a respective gaming symbol table of the plurality.
12. An electronic gaming device of claim 9 further comprising the gaming symbol positions being organized in multiple paylines, wherein at least one payline has each of its gaming symbol positions assigned to a respective gaming symbol table of the plurality.
13. An electronic gaming device of claim 9 wherein changing the symbol frequency of a different frequency gaming symbol table of the plurality changes one or more payout frequencies of multiple paylines simultaneously.
14. An electronic gaming device of claim 9 wherein one or more of the multiple paylines have different orientations upon the array.
15. An electronic gaming device of claim 9 wherein a statistical analysis of payout frequencies for two or more paylines having different orientations on the array is the same.
16. An electronic gaming device comprising,
a. an array being presented by a display connected to a CPU capable of processing a game of chance, the array comprising a number of gaming symbol positions further organized into rows and columns, a number of gaming symbol positions also forming one or more paylines;
b. a plurality of gaming symbol tables, each gaming symbol table being assigned to a respective gaming symbol position of the array, wherein two or more gaming symbol tables of the plurality of the gaming symbol tables could be considered identical frequency gaming symbol tables to one another;
wherein gaming symbol tables could be further organized into different sets of identical frequency gaming symbol tables.
17. An electronic gaming device of claim 16 wherein the assignment of each gaming symbol table to a respective gaming symbol position is based on a Latin Square format.
18. An electronic gaming device of claim 16 wherein the respective gaming symbol positions of either a column or row in the array would be assigned to gaming symbol tables, those gaming symbol table would not be considered to be identical frequency gaming symbol tables to one another.
19. An electronic gaming device of claim 16 wherein the adjustment of a respective gaming symbol frequency for a respective gaming symbol within all of the gaming symbol tables from a set of identical frequency gaming symbol tables simultaneously and identically adjusts the payout frequencies for multiple paylines of the array.
20. An electronic gaming device of claim 16 wherein a statistical analysis of payout frequencies for two or more paylines having different orientations on the array is the same.
US11/482,478 2005-08-29 2006-07-08 Game device and method Abandoned US20070060289A1 (en)

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US8100751B2 (en) 2003-08-25 2012-01-24 Igt Horseshoe payline system and games using that system
US7393277B2 (en) * 2003-08-25 2008-07-01 Igt Horseshoe payline system and games using that system
US20080161096A1 (en) * 2003-08-25 2008-07-03 Igt Horseshoe payline system and games using that system
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US20070155470A1 (en) * 2007-02-21 2007-07-05 Kenneth Brunelle Keno game with bonus
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US8608544B2 (en) * 2010-11-12 2013-12-17 Wms Gaming Inc. Wagering game including multiple arrays of reel symbols
US9251670B2 (en) 2010-11-12 2016-02-02 Bally Gaming, Inc. Wagering game including multiple arrays of reel symbols
USD771193S1 (en) 2011-11-11 2016-11-08 Bally Gaming, Inc. Game display screen with multiple arrays of reels
USD783096S1 (en) 2011-11-11 2017-04-04 Bally Gaming, Inc. Game display screen with multiple arrays of reels
US10410476B2 (en) 2014-10-29 2019-09-10 King Show Games, Inc. Gaming device utilizing multiple symbol replacement
US11232682B2 (en) 2014-10-29 2022-01-25 King Show Games, Inc. Gaming device utilizing multiple symbol replacement

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