Note: Descriptions are shown in the official language in which they were submitted.
CA 02863957 2014-09-16
3D ENHANCED GAMING MACHINE WITH SELECTABLE 3D INTENSITY
LEVEL
TECHNICAL FIELD
[0001] This disclosure relates to electronic gaming systems, such as on-
line
gaming systems and gaming systems in casinos. More particularly, this
disclosure
relates to electronic gaming machines enhanced to provide three-dimensional
game components.
INTRODUCTION
[0002] Various video gaming systems or machines are known. These may
consist of slot machines, online gaming systems (that enable users to play
games
using computer devices, whether desktop computers, laptops, tablet computers
or
smart phones), computer programs for use on a computer device (including
desktop computer, laptops, tablet computers of smart phones), or gaming
consoles
that are connectable to a display such as a television or computer screen.
[0003] Video gaming machines may be configured to enable users to play a
variety of different types of games. One type of game displays a plurality of
moving
arrangements of gaming elements (such as reels, and symbols on reels), and one
or more winning combinations are displayed using a pattern of gaming elements
in
an arrangement of cells (or an "array"), where each cell may include a gaming
element, and where gaming elements may define winning combinations (or a
"winning pattern").
[0004] Games that are based on winning patterns may be referred to as
"pattern games" in this disclosure.
[0005] One example of a pattern game is a game that includes spinning
reels, where a user wagers on one or more lines, activates the game, and the
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spinning reels are stopped to show one or more patterns in an array. The game
rules
may define one or more winning patterns of gaming elements, and these winning
patterns may be associated with credits, points or the equivalent.
[0006] Gaming systems or machines of this type are popular, however,
there
is a need to compete for the attention of users, and therefore it is necessary
to
innovate by launching new, engaging game features.
SUMMARY
[0007] In one aspect of the invention, there is described an electronic
gaming
machine for stereoscopic display of game components, the machine comprising:
at
least one processor; memory storing processor-executable instructions in
communication with the at least one processor; and a stereoscopic display;
wherein executing the processor-executable instructions by the at least one
processor causes the at least one processor to: identify, for display, at
least one
game component in accordance with a set of game rules for a given game; select
a
three-dimensional intensity level for displaying the at least one game
component;
render left and right eye images based on the selected three-dimensional
intensity
level; and provide the rendered left and right eye images to the stereoscopic
display, for presentation to the left and right eyes, respectively, of a
player; wherein
the machine is configured to transition between at least a monoscopic
rendering
mode and a stereoscopic rendering mode.
[0008] In another aspect, the rendering may include: determining, based
on
the selected three-dimensional intensity level, an interaxial distance between
a left
virtual camera and a right virtual camera; disposing left and right virtual
cameras
such that they are separated by the determined interaxial distance; and
rendering the
left and right eye image from the respective perspectives of the left and
right virtual
cameras.
[0009] In yet another aspect, the rendering may include: constructing a
three-dimensional scene comprising at least one three-dimensional object
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representative of the at least one game component; and rendering the left and
right eye images each as a perspective projection of the constructed three-
dimensional scene.
[0010]
In still another aspect, the stereoscopic display may be at least one of
a polarized display, an anaglyphic display, an autostereoscopic display, and a
virtual
reality head-mounted display.
[0011]
In one aspect, the selecting may include receiving a user input
indicating the selected three-dimensional intensity level.
[0012]
In another aspect, the selecting may include selecting the three-
dimensional intensity level in accordance with the set of game rules.
[0013]
In still another aspect, the selecting may include increasing the three-
dimensional intensity level when the player wins the given game, wins a round
of the
given game, obtains points exceeding a pre-defined threshold, or activates a
bonus
game.
[0014]
In one aspect, executing the processor-executable instructions by the
at least one processor may further cause the at least one processor to
activate user
selection of the three-dimensional intensity level.
[0015]
In another aspect, user selection of the three-dimensional intensity
level may be activated when the player wins the given game, wins a round of
the
given game, obtains points exceeding a pre-defined threshold, or activates a
bonus game.
[0016]
[0017]
In still another aspect, the machine may be configured to transition to
the monoscopic rendering mode when the selected three-dimensional intensity
level
is less than a pre-defined threshold.
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[0018]
In another aspect, the machine may be configured to transition to the
stereoscopic rendering mode when the selected three-dimensional intensity
level
exceeds a pre-defined threshold.
[0019]
In one aspect, there is described an electronic gaming system for
stereoscopic display of game components, the system comprising: a server
comprising a transmitter for transmitting electronic data signals representing
game
data; an electronic device comprising: at least one processor; memory storing
processor-executable instructions in communication with the at least one
processor;
a stereoscopic display; and at least one receiver to receive the game data for
storage in the memory; wherein executing the processor-executable instructions
by
the at least one processor causes the at least one processor to: identify, for
display,
at least one game component in accordance with a set of game rules for a given
game; select a three-dimensional intensity level for displaying the at least
one game
component by receiving a user input indicating the three-dimensional intensity
level;
render left and right eye images based on the selected three-dimensional
intensity
level; and provide the rendered left and right eye images to the stereoscopic
display, for presentation to the left and right eyes, respectively, of a
player; a
network configured to provide a communication link to couple the server and
the
electronic device.
[0020]
In another aspect, the electronic device is an electronic gaming
terminal and the system further comprises: a mobile gaming device operated by
a
player coupled via a communications link to the electronic gaming terminal,
the
mobile gaming device running a remote gaming program to play the given game,
the electronic gaming terminal programmed to carry out at least the game
functions of pseudo-randomly determining a game outcome and determining an
award to a player and receiving player control signals by the electronic
gaming
terminal from the mobile gaming device to initiate the given game; wherein the
electronic gaming terminal is configured to carry out the given game by the
electronic gaming terminal, including determining a final outcome of the given
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game and any award for the outcome and transmitting electronic data signals to
the mobile gaming device identifying the final outcome of the given game and
the
award.
[0021] In yet another aspect, the mobile gaming device may be a laptop
computer, a tablet computer, or a mobile phone.
[0022] In still another aspect, the network may include a wireless
network.
[0023] In one aspect, there is described a computer-implemented
method for displaying game components stereoscopically, the method comprising:
identifying, for display, at least one game component in accordance with a set
of
game rules for a given game; selecting a three-dimensional intensity level for
displaying the at least one game component; rendering left and right eye
images
based on the selected three-dimensional intensity level; providing the
rendered left
and right eye images to a stereoscopic display, for presentation to the left
and right
eyes, respectively, of a player; and increasing the three-dimensional
intensity level
when the player wins the given game, wins a round of the given game, obtains
points exceeding a pre-defined threshold, or activates a bonus game.
[0024] In another aspect, the method may further include: determining,
based on the selected three-dimensional intensity level, an interaxial
distance
between a left virtual camera and a right virtual camera; disposing left and
right
virtual cameras such that they are separated by the determined interaxial
distance; and rendering the left and right eye image from the respective
perspectives
of the left and right virtual cameras.
[0025] In yet another aspect, the method may include: constructing a
three-
dimensional scene comprising at least one three-dimensional object
representative of
the at least one game component; and rendering the left and right eye images
each
as a perspective projection of the constructed three-dimensional scene.
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Date Recue/Date Received 2021-03-25
[0026] In still another aspect, the method may include receiving a user
input
indicating the selected three-dimensional intensity level.
[0027] In one aspect, the method may include selecting the three-
dimensional
intensity level in accordance with the set of game rules.
[0028]
[0029] Features of the systems, devices, and methods described herein
may
be used in various combinations, and may also be used for the system and
computer-readable storage medium in various combinations.
[0030] In this specification, the term "game component" or game element
is intended to mean any individual element which when grouped with other
elements will form a layout for a game. For example, in card games such as
poker, blackjack, and gin rummy, the game components may be the cards that
form the player's hand and/or the dealer's hand, and cards that are drawn to
further advance the game. In a traditional Bingo game, the game components
may be the numbers printed on a 5x5 matrix which the players must match
against drawn numbers. The drawn numbers may also be game components. In
a spinning reel game, each reel may be made up of one or more game
components. Each game component may be represented by a symbol of a given
image, number, shape,
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color, theme, etc. Like symbols are of a same image, number, shape, color,
theme,
etc. Other embodiments for game components will be readily understood by those
skilled in the art.
BRIEF DESCRIPTION OF THE DRAWINGS
[0031] Further features and advantages of embodiments described herein
may become apparent from the following detailed description, taken in
combination
with the appended drawings, in which:
[0032] Fig. 1 is a perspective view of an electronic gaming machine for
implementing the gaming enhancements, in accordance with one embodiment;
[0033] Fig. 2a is a block diagram of an electronic gaming machine linked
to
a casino host system, in accordance with one embodiment;
[0034] Fig. 2b is an exemplary online implementation of a computer system
and online gaming system;
[0035] Fig. 2c is an exemplary system block diagram depicting a rendering
system 400;
[0036] Fig. 3a is a flowchart of an exemplary computer-implemented method
for the game component enhancements;
[0037] Fig. 3b illustrates a flow chart of an exemplary computer-
implemented method 500 for rendering three-dimensional game components;
[0038] Fig. 4a illustrates an exemplary enhancement of a gaming
component using an exploded matrix configuration;
[0039] Fig. 4b illustrates an exemplary enhancement of a gaming
component using stacking of symbols above the gaming plane;
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[0040] Fig. 4c illustrates an exemplary enhancement of a gaming
component using stacking of symbols behind the gaming plane;
[0041] Fig. 4d illustrates an exemplary enhancement of a gaming
component using a three-dimensional game component;
[0042] Figs. 5a and 5b are top down views of exemplary spinning reels with
mirrored configurations using reel stacking;
[0043] Figs. 6a, 6b, 6c are exemplary illustrations of cascading of
symbols
using a stacking concept;
[0044] Fig. 7 is an exemplary illustration of associating additional
symbols
with a secondary game;
[0045] Fig. 8a is an exemplary embodiment of a three-dimensional multi-
faceted gaming surface;
[0046] Fig. 8b is an exemplary embodiment of a three-dimensional layered
gaming surface; and
[0047] Fig. 8c is an exemplary embodiment of a three-dimensional gaming
surface with matching symbols.
[0048] Fig. 9 is an exemplary embodiment of a three-dimensional stack of
game components, each being a three-dimensional multi-faceted game
cornponent.
[0049] Fig. 10 shows an exemplary enhancement of a gaming component
using a three-dimensional multi-faceted game component.
[0050] Fig. 11 shows an exemplary enhancement of a gaming component
using multiple three-dimensional multi-faceted game components.
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[0051] Fig. 12 shows an exemplary enhancement of a gaming component
using multiple three-dimensional game components.
[0052] Fig. 13 shows an exemplary enhancement of a gaming component
using multiple three-dimensional multi-faceted game components to provide
additional symbols.
[0053] Fig. 14 shows another exemplary enhancement of a gaming
component using multiple three-dimensional game components configured in
multiple stacks.
[0054] Fig. 15 illustrates two puzzle piece shapes or halves as additional
game components to merge together to form an additional symbol.
[0055] Figs. 16 and 17 show further example illustrations of an exemplary
three-dimensional game enhancement with merging components to form an
additional symbol.
[0056] Figs. 18 to 20 show further example illustrations of an exemplary
three-dimensional game enhancement with merging components to form additional
symbols.
[0057] Figs. 21 to 28 show another example three-dimensional game
enhancement with transparent game features and stacks of gaming components.
[0058] Fig. 29 shows another example three-dimensional game
enhancement with stacks of gaming components and extra game feature purchase
options.
[0059] Figs. 30a, 30b, 30c, 30d show another example three-dimensional
game enhancement with multi-faceted gaming surfaces.
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[0060] Fig. 31 shows another example three-dimensional game
enhancement where gaming components have additional three-dimensional
functionality.
[0061] Fig. 32 shows an example three-dimensional game enhancement
that relates to physics effects.
[0062] Fig. 33 shows another example three-dimensional game
enhancement that relates to physics effects.
[0063] Fig. 34 shows another example of symbols, items or gaming
components associated with different virtual weights, so the symbols or gaming
components react differently to a virtual gravity effect.
[0064] Fig. 35 shows another example three-dimensional game
enhancement of stacking symbols or gaming components on the Z-axis.
[0065] Fig. 36 shows a three-dimensional game enhancement with stacks of
symbols or gaming components.
[0066] Fig. 37 illustrates an example three-dimensional scene.
[0067] Figs. 38a-38c are schematic diagrams that show monoscopic
rendering of the three-dimensional scene of Fig. 37 from the perspective of
one
virtual camera.
[0068] Figs. 39a and 39b are schematic diagrams that show stereoscopic
rendering of the three-dimensional scene of Fig. 37 from the perspective of
two
virtual cameras.
[0069] Figs. 39c and 39d illustrate example stereoscopic images as
rendered from the perspective of the two virtual cameras of Fig. 39a and
Fig.39b.
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[0070] Figs. 40a and 40b are schematic diagrams that show adjustment of
interaxial distances T between the two virtual cameras of Figs. 39a and 3b
based
on selected three-dimensional intensity levels.
[0071] Figs. 41a and 41b are schematic diagram that show the effect
varying three-dimensional intensity levels on rendering.
[0072] Fig. 42 illustrates an exemplary slider mechanism for display
selecting three-dimensional intensity levels.
[0073] Figs. 43a-43g, 44a-44e, 45a-45e, 46a-46g, and 47a-47g illustrate
example 3D scenes rendered at varying three-dimensional intensity levels.
[0074] It will be noted that throughout the appended drawings, like
features
are identified by like reference numerals.
DETAILED DESCRIPTION
[0075] The embodiments of the systems and methods described herein may
be implemented in hardware or software, or a combination of both. These
embodiments may be implemented in computer programs executing on
programmable computers, each computer including at least one processor, a data
storage system (including volatile memory or non-volatile memory or other data
storage elements or a combination thereof), and at least one communication
interface. For example, and without limitation, the various programmable
computers may be a server, gaming machine, network appliance, set-top box,
embedded device, computer expansion module, personal computer, laptop,
personal data assistant, cellular telephone, smartphone device, UMPC tablets
and
wireless hypermedia device or any other computing device capable of being
configured to carry out the methods described herein.
[0076] Program code is applied to input data to perform the functions
described herein and to generate output information. The output information is
applied to one or more output devices, in known fashion. In some embodiments,
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the communication interface may be a network communication interface. In
embodiments in which elements of the invention are combined, the communication
interface may be a software communication interface, such as those for inter-
process communication. In still other embodiments, there may be a combination
of
communication interfaces implemented as hardware, software, and combination
thereof.
[0077] Each program may be implemented in a high level procedural or
object oriented programming or scripting language, or a combination thereof,
to
communicate with a computer system. However, alternatively the programs may
be implemented in assembly or machine language, if desired. The language may
be a compiled or interpreted language. Each such computer program may be
stored on a storage media or a device (e.g., ROM, magnetic disk, optical
disc),
readable by a general or special purpose programmable computer, for
configuring
and operating the computer when the storage media or device is read by the
computer to perform the procedures described herein. Embodiments of the system
may also be considered to be implemented as a non-transitory computer-readable
storage medium, configured with a computer program, where the storage medium
so configured causes a computer to operate in a specific and predefined manner
to
perform the functions described herein.
[0078] Furthermore, the systems and methods of the described
embodiments are capable of being distributed in a computer program product
including a physical, non-transitory computer readable medium that bears
computer usable instructions for one or more processors. The medium may be
provided in various forms, including one or more diskettes, compact disks,
tapes,
chips, magnetic and electronic storage media, volatile memory, non-volatile
memory and the like. Non-transitory computer-readable media may include all
computer-readable media, with the exception being a transitory, propagating
signal. The term non-transitory is not intended to exclude computer readable
media
such as primary memory, volatile memory, RAM and so on, where the data stored
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thereon may only be temporarily stored. The computer useable instructions may
also be in various forms, including compiled and non-compiled code.
[0079] Throughout the following discussion, numerous references will be
made regarding servers, services, interfaces, portals, platforms, or other
systems
formed from computing devices. It should be appreciated that the use of such
terms is deemed to represent one or more computing devices having at least one
processor configured to execute software instructions stored on a computer
readable tangible, non-transitory medium. For example, a server can include
one
or more computers operating as a web server, database server, or other type of
computer server in a manner to fulfill described roles, responsibilities, or
functions.
One should further appreciate the disclosed computer-based algorithms,
processes, methods, or other types of instruction sets can be embodied as a
computer program product comprising a non-transitory, tangible computer
readable
media storing the instructions that cause a processor to execute the disclosed
steps. One should appreciate that the systems and methods described herein may
transform electronic signals of various data objects into three dimensional
representations for display on a tangible screen configured for three
dimensional
displays. One should appreciate that the systems and methods described herein
involve interconnected networks of hardware devices configured to receive data
using receivers, transmit data using transmitters, and transform electronic
data
signals for various three dimensional enhancements using particularly
configured
processors, where the three dimensional enhancements are for subsequent
display on three dimensional adapted display screens.
[0080] The following discussion provides many example embodiments of the
inventive subject matter. Although each embodiment represents a single
combination of inventive elements, the inventive subject matter is considered
to
include all possible combinations of the disclosed elements. Thus if one
embodiment comprises elements A, B, and C, and a second embodiment
comprises elements B and D, then the inventive subject matter is also
considered
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to include other remaining combinations of A, B, C, or D, even if not
explicitly
disclosed.
[0081] As used herein, and unless the context dictates otherwise, the term
"coupled to" is intended to include both direct coupling (in which two
elements that
are coupled to each other contact each other) and indirect coupling (in which
at
least one additional element is located between the two elements). Therefore,
the
terms "coupled to" and "coupled with" are used synonymously.
[0082] The gaming enhancements described herein may be carried out
using any type of computer, including portable devices, such as smart phones,
that
can access a gaming site or a portal (which may access a plurality of gaming
sites)
via the internet or other communication path (e.g., a LAN or WAN). Embodiments
described herein can also be carried out using an electronic gaming machine
(EGM) in various venues, such as a casino. One example type of EGM is
described with respect to Fig. 1.
[0083] Fig. 1 is a perspective view of an EGM 10 where the three-
dimensional enhancements to game components may be provided. EGM 10
includes a display 12 that may be a thin film transistor (TFT) display, a
liquid crystal
display (LCD), a cathode ray tube (CRT), autostereoscopic three dimensional
displays and LED display, an OLED display, or any other type of display. A
second
display 14 provides game data or other information in addition to display 12.
Display 14 may provide static information, such as an advertisement for the
game,
the rules of the game, pay tables, pay lines, or other information, or may
even
display the main game or a bonus game along with display 12. Alternatively,
the
area for display 14 may be a display glass for conveying information about the
game. Display 12/14 may also include a camera.
[0084] Display 12 or 14 may have a touch screen lamination that includes a
transparent grid of conductors. Touching the screen may change the capacitance
between the conductors, and thereby the X-Y location of the touch may be
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determined. The processor associates this X-Y location with a function to be
performed. Such touch screens may be used for slot machines. There may be an
upper and lower multi-touch screen in accordance with some embodiments.
[0085] A coin slot 22 may accept coins or tokens in one or more
denominations to generate credits within EGM 10 for playing games. An input
slot
24 for an optical reader and printer receives machine readable printed tickets
and
outputs printed tickets for use in cashless gaming.
[0086] A coin tray 32 may receive coins or tokens from a hopper upon a win
or upon the player cashing out. However, the gaming machine 10 may be a
gaming terminal that does not pay in cash but only issues a printed ticket for
cashing in elsewhere. Alternatively, a stored value card may be loaded with
credits
based on a win, or may enable the assignment of credits to an account
associated
with a computer system, which may be a computer network connected computer.
[0087] A card reader slot 34 may accept various types of cards, such as
smart cards, magnetic strip cards, or other types of cards conveying machine
readable information. The card reader reads the inserted card for player and
credit
information for cashless gaming. The card reader may read a magnetic code on a
conventional player tracking card, where the code uniquely identifies the
player to
the host system. The code is cross-referenced by the host system to any data
related to the player, and such data may affect the games offered to the
player by
the gaming terminal. The card reader may also include an optical reader and
printer for reading and printing coded barcodes and other information on a
paper
ticket. A card may also include credentials that enable the host system to
access
one or more accounts associated with a user. The account may be debited based
on wagers by a user and credited based on a win. Alternatively, an electronic
device may couple (wired or wireless) to the EGM 10 to transfer electronic
data
signals for player credits and the like. For example, near field communication
(NFC) may be used to couple to EGM 10 which may be configured with NEC
enabled hardware. This is a non-limiting example of a communication technique.
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[0088] A keypad 36 may accept player input, such as a personal
identification number (PIN) or any other player information. A display 38
above
keypad 36 displays a menu for instructions and other information and provides
visual feedback of the keys pressed.
[0089] The keypad 36 may be an input device such as a touchscreen, or
dynamic digital button panel, in accordance with some embodiments.
[0090] Player control buttons 39 may include any buttons or other
controllers
needed for the play of the particular game or games offered by EGM 10
including,
for example, a bet button, a repeat bet button, a spin reels (or play) button,
a
maximum bet button, a cash-out button, a display pay lines button, a display
payout tables button, select icon buttons, and any other suitable button.
Buttons 39
may be replaced by a touch screen with virtual buttons.
[0091] In some embodiments, player control buttons 39 may include buttons
that allow players to set certain parameters of EGM 10 (e.g., by increasing or
decreasing those parameters according to pre-defined increments). For example,
buttons 39 may include one or more buttons allowing a player to set a bet
amount.
Buttons 39 may also include one or more buttons allowing a player to set the
value
of a three-dimensional (3D) intensity level of a stereoscopic display of EGM
10.
[0092] EGM 10 may also include hardware configured to provide motion
tracking (e.g., optical motion tracking) of at least one of a player's body
position,
head position, and eye position. EGM 10 may also include hardware configured
to
track changes in those positions (i.e., movements). The EGM 10 may implement
head-, body- or eye-tracking using any suitable combination of camera(s),
sensor(s) (e.g. optical sensor, ultrasound sensors, etc.), data receiver(s)
and other
electronic hardware, and conventional tracking algorithm(s).
[0093] EGM 10 may also include a body and head controller adapted to
allow EGM 10 to respond to tracked head position/movements or tracked body
position/movements, respectively. Similarly, EGM 10 may also include an eye
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controller adapted to allow EGM 10 to respond to a tracked eye position and/or
eye
movements.
[0094] For example, EGM 10 may track a player's body position/movements
so that the player may move his/her body (e.g., from side to side) or parts of
his/her body (e.g., limbs) to control aspects of the game. For example, a
player
may use his/her body position/movements to control or otherwise interact with
a
game or particular game components.
[0095] According to another example, EGM 10 may track player's eye
position, so that when the eyes moves (e.g., left, right, up, or down), a
cursor, a
game component, a character, or a symbol on screen moves in response to the
eye movements. In an example game, the player may use head/body/eye
movements to avoid obstacles or to collect items. In another example game in
which the player is represented by a virtual character or avatar, the
movements of
the virtual character or avatar may be controlled by the player's
head/body/eye
movements.
[0096] In some embodiments, EGM 10 may use tracked eye positions
and/or eye movements to control a stereoscopic display. For example, as
detailed
below, EGM 10 may include a stereoscopic display configured to display
stereoscopic images based on eye positions and/or eye movements. In one
particular embodiment, such a stereoscopic display may divide image
information
into separate channels for a right eye and a left eye of a user. The channels
are
then displayed in interleaved segments on the screen, and a lens array is
disposed
to direct light from the screen such that the image information of each
channel is
presented towards to a corresponding left and right eye of the user.
Consequently,
the information in each channel visible only to the corresponding left or
right eye of
the user. In this way, the image information is displayed stereoscopically to
a user
without requiring the user to wear any headgear or glasses. Such stereoscopic
displays may be referred to as autosteroscopic displays.
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[0097] As described herein, EGM 10 may be configured to provide three
dimensional enhancements to game components. The three dimensional
enhancements may be provided dynamically as dynamic game content in
response to electronic data signals relating to player input, game activity,
player
interactivity with display and EGM 10, and so on.
[0098] The EGM 10 may include a display with multi-touch and auto
stereoscopic three-dimensional functionality, including a camera, for example.
The
EGM 10 may also include several effects and frame lights. The three
dimensional
enhancements may be three dimensional variants of gaming components. For
example, the three dimensional variants may not be limited to a three
dimensional
version of the gaming components.
[0099] The EGM 10 may include an output device such as one or more
speakers. The speakers may be located in various locations on the EGM 10 such
as in a lower portion or upper portion. The EGM 10 may have a chair or seat
portion and the speakers may be included in the seat portion to create a
surround
sound effect for the player. The seat portion may allow for easy upper body
and
head movement during play. Functions may be controllable via an on screen game
menu. The EGM 10 is configurable to provide full control over all built-in
functionality (lights, frame lights, sounds, and so on).
[00100] The EGM 10 may also couple to a user's mobile device to provide a
tethering gaming experience. That is, EGM 10 may be configured to establish a
communications link between a mobile gaming device operated by a player and
EGM 10. The mobile gaming device may run a remote gaming program to play
games via EGM 10, and the EGM 10 may be programmed to carry out at game
functions of pseudo-randomly determining a game outcome and determining an
award to a player. The EGM 10 may receive player control signals from the
mobile
gaming device to initiate a game. The EGM 10 may carry out the game, including
determining a final outcome of the game and any award for the outcome. The EGM
may transmit signals to the mobile gaming device identifying the final outcome
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of the first game and the award. In this configuration, a player may play
games
provided by the EGM 10 remotely using their mobile gaming device.
[00101] That is, a wireless hand-held device, such as a tablet, may also be
used to remotely play EGM 10. The EGM 10, for security and central
monitoring/accounting purposes, may perform all the processing to deduct a bet
from the remote player's stored bank of credits, randomly select a game
outcome,
determine the award to be paid to the player, and credit the player's bank of
credits. The information processed by EMG 10 may be wirelessly communicated to
the tablet, and the predetermined outcome may be displayed to the player (such
as
by displaying stopped reels). The tablet may function as a user interface and
display.
[00102] The EGM 10 may also include a camera. The camera may be used
for motion tracking of player, such as detecting player positions and
movements,
and generating signals defining x, y and z coordinates. A viewing object of
the
game may be illustrated as a three-dimensional enhancement coming towards the
player. Another viewing object of the game may be illustrated as a three-
dimensional enhancement moving away from the player. The players head position
may be used as a view guide for the viewing camera during a three-dimensional
enhancement. A player sitting directly in front of display 12 may see a
different
view than a player moving aside. The camera may also be used to detect
occupancy of the machine.
[00103] The EGM 10 may also include a digital button panel. The digital
button panel may include various elements such as for example, a touch
display,
animated buttons, frame light, and so on. The digital button panel may have
different states, such as for example, standard play containing bet steps,
bonus
with feature layouts, point of sale, and so on. The digital button panel may
include
a slider bar for adjusting the three-dimensional panel. The digital button
panel may
include buttons for adjusting sounds and effects. The digital button panel may
include buttons for betting and selecting bonus games. The digital button
panel
-19-
may include a game status display. The digital button panel may include
animation. The buttons of the digital button panel may include a number of
different states, such as pressable but not activated, pressed and active,
inactive
(not pressable), certain response or information animation, and so on. The EGM
may also include physical buttons.
[00104] The EGM 10 may include frame and effect lights. The lights may
be
synchronized with enhancements of the game. The EGM 10 may be configured to
control color and brightness of lights. Additional custom animations (color
cycle,
blinking, etc.) may also be configured by the EGM 10. The customer animations
may
be triggered by certain gaming events.
[00105] Fig. 2a is a block diagram of EGM 10 linked to the casino's host
system 41. The EGM 10 may use conventional hardware. Fig. 2b illustrates a
possible online implementation of a computer system and online gaming device
in
accordance with the present gaming enhancements. For example, a server
computer 34 may be configured to enable online gaming in accordance with
embodiments described herein. One or more users may use a computing device
30 that is configured to connect to the Internet 32 (or other network), and
via the
Internet 32 to the server computer 34 in order to access the functionality
described in this disclosure.
[00106] A communications board 42 may contain conventional circuitry for
coupling the EGM 10 to a local area network (LAN) or other type of network
using
any suitable protocol, such as the G2S protocols. Internet protocols are
typically
used for such communication under the G2S standard. The communications
board 42 transmits using a wireless transmitter, or it may be directly
connected to
a network running throughout the casino floor. The communications board 42
basically sets up a communication link with a master controller and buffers
data
between the network and the game controller board 44. The communications
board 42 may also communicate with a network server, such
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Date Recue/Date Received 2021-03-25
CA 02863957 2014-09-16
as in accordance with the G2S standard, for exchanging information to carry
out
embodiments described herein.
[00107] The game controller board 44 contains memory and a processor for
carrying out programs stored in the memory and for providing the information
requested by the network. The game controller board 44 primarily carries out
the
game routines.
[00108] Peripheral devices/boards communicate with the game controller
board 44 via a bus 46 using, for example, an RS-232 interface. Such
peripherals
may include a bill validator 47, a coin detector 48, a smart card reader or
other type
of credit card reader 49, and player control inputs 50 (such as buttons or a
touch
screen).
[00109] The game controller board 44 also controls one or more devices that
produce the game output including audio and video output associated with a
particular game that is presented to the user. For example audio board 51
converts
coded signals into analog signals for driving speakers. A display controller
52,
which typically requires a high data transfer rate, converts coded signals to
pixel
signals for the display 53. Display controller 52 and audio board 51 may be
directly
connected to parallel ports on the game controller board 44. The electronics
on the
various boards may be combined onto a single board.
[00110] Computing device 30 may be particularly configured with hardware
and software to interact with gaming machine 10 or gaming server 34 via
network
32 to implement gaming functionality and render three dimensional
enhancements,
as described herein. For simplicity only one computing device 30 is shown but
system may include one or more computing devices 30 operable by users to
access remote network resources. Computing device 30 may be implemented
using one or more processors and one or more data storage devices configured
with database(s) or file system(s), or using multiple devices or groups of
storage
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CA 02863957 2014-09-16
devices distributed over a wide geographic area and connected via a network
(which may be referred to as "cloud computing").
[00111] Computing device 30 may reside on any networked computing
device, such as a personal computer, workstation, server, portable computer,
mobile device, personal digital assistant, laptop, tablet, smart phone, VVAP
phone,
an interactive television, video display terminals, gaming consoles,
electronic
reading device, and portable electronic devices or a combination of these. As
described herein, a computing device 30 may couple to EGM 10 to remotely play
games via EGM 10. Further, in some configurations computing device 30 may
operate as EGM 10, or components thereof.
[00112] Computing device 30 may include any type of processor, such as, for
example, any type of general-purpose microprocessor or microcontroller, a
digital
signal processing (DSP) processor, an integrated circuit, a field programmable
gate array (FPGA), a reconfigurable processor, a programmable read-only memory
(PROM), or any combination thereof. Computing device 30 may include any type
of
computer memory that is located either internally or externally such as, for
example, random-access memory (RAM), read-only memory (ROM), compact disc
read-only memory (CDROM), electro-optical memory, magneto-optical memory,
erasable programmable read-only memory (EPROM), and electrically-erasable
programmable read-only memory (EEPROM), Ferroelectric RAM (FRAM) or the
like.
[00113] Computing device 30 may include one or more input devices, such as
a keyboard, mouse, camera, touch screen and a microphone, and may also
include one or more output devices such as a display screen (with three
dimensional capabilities) and a speaker. Computing device 30 has a network
interface in order to communicate with other components, to access and connect
to
network resources, to serve an application and other applications, and perform
other computing applications by connecting to a network (or multiple networks)
capable of carrying data including the Internet, Ethernet, plain old telephone
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CA 02863957 2014-09-16
service (POTS) line, public switch telephone network (PSTN), integrated
services
digital network (ISDN), digital subscriber line (DSL), coaxial cable, fiber
optics,
satellite, mobile, wireless (e.g. Wi-Fi, WiMAX), SS7 signaling network, fixed
line,
local area network, wide area network, and others, including any combination
of
these. Computing device 30 is operable to register and authenticate users
(using a
login, unique identifier, and password for example) prior to providing access
to
applications, a local network, network resources, other networks and network
security devices. Computing device 30 may serve one user or multiple users.
[00114] FIG. 2c is a high-level system block diagram depicting a
stereoscopic
rendering system 400 configured to render images suitable for stereoscopic or
autostereoscopic display. In particular, rendering system 400 renders and
provides
right and right images to an interconnected stereoscopic display 450.
[00115] As depicted, system 400 may include a rendering engine 420 and a
3D object database 430. Rendering engine 420 is adapted to render two-
dimensional (2D) images, for presentation by display 450 to a particular one
of a
user's left and right eyes. In particular, rendering engine 420 renders right
eye
images 440 for presentation to a user's right eye, and left eye images 445 for
presentation to the user's left eye. When images 440 and 445 are presented in
a
suitable stereoscopic display such as display 450, they are perceived with
depth
(i.e., in 3D) as a result of binocular depth perception. Right eye image 440
may
also be referred to as a right camera image; and left eye image 445 may also
be
referred to as a left camera image.
[00116] Rendering engine 420 may be part of, or connected to, game
controller board 44 of EGM 10 and receive instructions therefrom. Rendering
engine 420 may also receive instructions, at least in part, from user input,
e.g.,
provided by way of buttons 39, keypad 36, or touch input from a touch-
sensitive
display.
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CA 02863957 2014-09-16
[00117] As shown, instructions received by rendering engine 420 may
include, for example, rendering instructions 410 and intensity input 415.
Rendering
engine 420 can render the aforementioned right eye images 440 and left eye
images 445 in accordance with the received instructions.
[00118] Rendering instructions 410 may comprise electronic signals
representing data identifying 3D objects to be rendered in a 3D scene and
their
respective positions and/or orientations in the 30 scene. As detailed below,
one or
more 3D objects may be composited to create the 3D scene.
[00119] Intensity input 415 may be a user input, or may be determined by
game controller board 44 based on game rules, pre-determined settings,
administrative settings, or a combination thereof.
[00120] Database 430 may be connected to rendering engine 420. Database
430 may store a library of pre-defined or pre-configured 3D objects for
constructing
3D scenes of one or more games provided at EGM 10.
[00121] For example, database 430 may store 3D objects that are basic
geometric shapes, e.g., spheres, cubes, cones, etc. Database 430 may also
store
3D objects having more complex shapes corresponding to game components, e.g.,
trees, animals, buildings, etc. The 3D objects may correspond to game boards,
game components, spinning wheels, background/ decorative components, or parts
of each of the foregoing. The 3D objects may also correspond to any of
components that are subject to 3D enhancement, as detailed elsewhere in this
disclosure.
[00122] Database 430 may be populated with 3D objects based on the
particular games or types of games provided at EGM 10. For example, when EGM
provides an Egyptian-themed game, the library may be populated with 3D
objects corresponding to that theme, such as pyramids, sphinxes,
sarcophaguses,
and so on.
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CA 02863957 2014-09-16
[00123] In an embodiment, 3D objects may be stored in database 430 in one
or more formats, such as, e.g., wireframe, polygon, skeleton, texture mapping,
etc.
Each 3D object may be stored in the database 430 in association with a data
file
storing a representation of the 3D object's shape (e.g. wireframe model) along
with
any colour, texture, transparency, or other graphics data. In another
embodiment,
each 3D object may be stored in the database 430 in association with a
plurality of
data files, each data file storing a representation of the 3D object's shape
in a
different format.
[00124] As noted, rendering engine 420 may receive rendering instructions
identifying a plurality of 3D objects and their respective positions and/or
orientations in a 3D scene. The position/orientation information may be
expressed
in terms of, for example, 3D coordinates and rotations expressed with
reference to
a pre-defined 3D coordinate system (e.g. x-y-z coordinate system) of rendering
engine 420. Rendering engine can thereby construct a 3D scene by compositing
3D objects in accordance with the rendering instructions.
[00125] Fig. 37 illustrates an example 3D scene 700, containing a plurality
of
3D objects 705, 710, and 715. In this example, the shapes of the 3D objects
have
been simplified for clarity. As noted above, each 3D object may have a more
complex shape, e.g., a sphinx, corresponding to a game element or component.
[00126] Rendering engine 420 may construct scene 700 in the following
manner, exemplary of an embodiment. First, rendering engine 420 may receive
rendering instructions identifying each of 3D objects 705, 710, and 715, and
their
positions/orientations in the 3D scene. Rendering engine 420 may then access
database 430 to retrieve relevant graphics data for each of the 3D objects.
Rendering engine 420 then populates 3D scene 700 by constructing the
identified
3D objects based on graphics data and then placing the constructed 3D objects
705, 710, and 715 in the specified positions and orientations.
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CA 02863957 2014-09-16
[00127] In an embodiment, rendering engine 420 may construct a data
structure comprising references to each of the identified 3D objects, their
positions/orientations, and associated graphics data. This data structure may
be
processed to render images (e.g., right eye images 440 and left eye images
445),
in manners detailed below.
[00128] Figs. 38a-38c are schematic diagrams that show monoscopic
rendering of 3D scene 700 from the perspective of one virtual camera 600a, in
a
monoscopic rendering mode of rendering engine 420. Meanwhile, Figs. 39a and
39b are schematic diagrams that show stereoscopic rendering of 3D scene 700
with two virtual cameras, namely, a left camera 600b and a right camera 600c,
in a
stereoscopic rendering mode of rendering engine 420.
[00129] As detailed below, rendering engine 420 may transition between a
monoscopic rendering mode and a stereoscopic rendering mode, in response to a
selected 3D intensity level.
[00130] When in the monoscopic rendering mode, rendering engine 420
renders each image of a 3D scene (e.g., scene 700) by performing a perspective
projection of the scene onto a virtual screen 800 from the perspective of
virtual
camera 600a. In this mode, each rendered image may be provided to stereoscopic
display 450 as right eye image 440 and left eye image 445. In such
circumstance,
the right eye image 440 and left eye image 445 are identical. As such, when
the
images are presented to a user by stereoscopic display 450, they will be
viewed
without a perception of depth.
[00131] When in the stereoscopic rendering mode, rendering engine 420
renders each right eye image 440 by performing a perspective projection of a
3D
scene (e.g., scene 700) onto virtual screen 800 from the perspective of right
camera 600c, and renders each left eye image 445 by performing a perspective
projection of the scene onto virtual screen 800 from the perspective of left
camera
600b. As will be detailed below, due to the separation between cameras 600b
and
- 26 -
CA 02863957 2014-09-16
600c, the right eye images 440 and left eye images 445 will differ. When these
images are presented to a user by stereoscopic display 450, they will be
viewed
with a perception of depth.
[00132] Rendering engine 420 is configured to render right eye images 440
and left eye images 445 at a 3D intensity level. This 3D intensity level may
be
selected by a user, game rules, or administrative settings. In an embodiment,
this
3D intensity level is correlated to (e.g. proportional to) the degree of depth
that is
perceived by a user when the rendered images are presented by stereoscopic
display 450. The degree of depth of a 3D scene may be defined as the distance
between the foremost 3D object (e.g. 710 in FIG. 37) and the last 3D object
(e.g.
705 in FIG. 37).
[00133] The rendering engine 420 may be configured to determine a desired
intensity level based on an intensity input 415. Intensity input 415 may be
provided
by a user, an administrator, or by EGM 10 in accordance to game rules, as
described elsewhere in this disclosure.
[00134] In response to determining a desired 3D intensity level, rendering
engine 420 may adjust interaxial distance (or "eye separation") T 650 between
virtual cameras 600b and 600c, as shown in Fig. 40(a) and (b). Adjusting the
inter-
axial distance T 650 between the two cameras alters the perspectives from
which
the right eye image 440 and left eye image 445 are rendered. Altering these
perspectives causes the images to be rendered such that the desired 3D
intensity
level is presented to the user when the images are presented by stereoscopic
display 450.
[00135] In an embodiment, the interaxial distance T 650 may be set
initially to
correspond to an average human interocular distance (i.e., distance between
the
two eyes), e.g., approximate 2.5 inches. When the interaxial distance T 650 is
set
to such an average value, the resulting stereoscopic effect may be referred to
as
"ortho-stereo". When the interaxial distance T 650 is set to be smaller than
the
- 27 -
CA 02863957 2014-09-16
average interocular distance, the resulting stereoscopic effect may be
referred to
as "hypo-stereo". On the other hand, when the interaxial distance T 650 is set
to be
larger than the average interocular distance, the resulting stereoscopic
effect may
be referred to as a "hyper-stereo".
[00136] By
adjusting the interaxial distance T 650 between the two virtual
cameras 600b, 600c, the degree of depth can be increased (by increasing T) or
deceased (by decreasing T).
[00137] When the
interaxial distance T 650 is set to zero, the two virtual
cameras 600b and 600c overlap. In this case, rendering engine 420 may
transition
to the above-noted monoscopic rendering mode and render images using a single
camera 600a. As noted, in this case, no depth will be perceived by a user
viewing
the images. That is, the user may simply see a 2D image. The rendering engine
420 may transition back to the above-noted stereoscopic mode when the
interaxial
distance T 650 is set to a value greater than zero.
[00138] When the
interaxial distance T 650 between cameras 600b and 600c
is adjusted, a corresponding adjustment may also be made to axial angles 670a,
670b of the two cameras. In particular, axial angles 670a and 670b may be
adjusted by an inward rotation or an outward rotation of the cameras 600c and
600b, respectively. In an embodiment, axial angles 670a and 670b may be
adjusted automatically to keep distance D 660 (between the cameras 600b/600c
and virtual screen 800) constant. Further, by maintaining a constant distance
D,
the size of virtual screen 800 may also be kept constant. In an embodiment,
the
axial angle 670b of the left camera 600b is maintained to be the same as the
axial
angle 670a of the right camera 600c.
[00139] The
effect of changing the degree of depth as the desired 3D
intensity level is varied can be seen in Figs 41a and 41b. Figs. 41a and 41b,
are,
respectively, a perspective view and a top view of a 3D scene as rendered and
displayed to a player 740. As shown in Fig. 41a, the 3D scene may include 3D
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CA 02863957 2014-09-16
objects 720 and 730. As depicted, object 720 is positioned in front of the
zero
plane while object 730 is positioned behind the zero plane, where the zero
plane
corresponds to the plane of the display screen (e.g., of stereoscopic display
450).
[00140] Fig. 41b shows the effect of increasing the desired 3D intensity
level
on the degree of depth perceived by player 740. As shown, when the desired 3D
intensity level is increased (e.g., from 50% to 100%), the degree of depth
perceived by player 740 is increased such that objects positioned in front of
the
zero plane appear to move closer to player 740, and objects positioned behind
the
zero plane appear to move father away from player 740. So, as depicted in Fig.
41b, when the desired 3D intensity level is increased, object 720 appears at a
position closer to player 740 (e.g., at position 720a rather than 720b), and
object
730 appears at a position farther from player 740 (e.g., at position 730b
rather than
730a).
[00141] As noted, the desired 3D intensity level may be determined from
intensity input 415, which may be provided manually by a user, or
automatically by
EGM 10 under software control.
[00142] In one embodiment, intensity input 415 may be received from a
player via input means of the EGM 10. For example, the player may control an
on-
screen slider mechanism 750 as illustrated in Fig. 42. As shown, slider
mechanism
750 may be adjusted to have a value ranging from 0% to 100%. The bar 760 may
indicate a selected intensity level (e.g. 50%). The user may move the bar up,
e.g.,
via control buttons 39 on the EGM 10, in order to increase the desired
intensity
level, or alternatively, the user may move the bar down, e.g., via control
buttons 39,
in order to decrease the desired intensity level.
[00143] In some cases, user adjustment of slider mechanism 750 may be
disabled such that slider mechanism 750 only displays the current 3D intensity
level.
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CA 02863957 2014-09-16
[00144] In an embodiment, a default position of the bar 760 may be set to
provide a 3D intensity level of 50%. A 3D intensity level of 50% may
correspond,
for example, to an average human interocular distance (e.g., approximately 2.5
inches). The 3D intensity level may be reset to 50% when EGM 10 enters an idle
state.
[00145] In an embodiment, a 3D intensity level of 100% (i.e., the maximum
intensity level) may correspond to a pre-defined maximum human interocular
distance (e.g., approximately 3.9 inches). Such a pre-defined maximum human
interocular distance may be determined via experiments or scientific findings.
Conversely, a 3D intensity level of 0% may correspond to a zero interocular
distance, or in other words, zero interaxial distance between the two virtual
cameras. As noted, rendering engine 420 may operate in monoscopic rendering
mode when the interaxial distance T 650 is zero.
[00146] The slider mechanism 750 may be substituted with any other
appropriate user input means, e.g., a dial, a numeric pad, or the like.
[00147] In another embodiment of the invention, the 3D intensity level may
be
automatically determined by game controller board 44 or by a system
administrator.
[00148] As noted, stereoscopic display 450 may be configured to receive a
right camera image 440 and a left camera image 445, and present the images to
the user. In particular, stereoscopic display 450 is configured to present the
right
camera image 440 onto the right eye of the user, while presenting the left
camera
image 445 onto the left eye of the user.
[00149] In an embodiment, stereoscopic display 450 may be a conventional
polarized display. In particular, display 450 may comprise a projector
configured to
present each of the camera images 440 and 445 through polarized filters. For
example, right eye image 440 may be presented through a first filter that
polarizes
light in a first direction, and left eye image 445 may be presented through a
second
- 30 -
filter that polarizes light in a second direction. A user wearing glasses
having filters
corresponding to the first and second filters such that the user's right eye
sees right
image 440, and the user's left eye sees left eye image 445. In this way, a
perception
of depth is provided to the user.
[00150] In another embodiment, stereoscopic display 450 may be a
conventional anaglyphic display that presents right eye and left eye images
440,445
through red and green filters, to be viewed by a user wearing glasses having
corresponding red and green filters.
[00151] In yet another embodiment, stereoscopic display 450 may be an
autostereoscopic display, as detailed in United States Patent No. US
8,441,522.
Such an autostereoscopic display may for example, be a SeefrontTM display
provided
by SeeFront GmbH (Germany).
[00152] As noted above, such a display may divide image information into
separate channels for a right eye and a left eye of a user. The channels are
then
displayed in interleaved segments on the screen, and a lens array is disposed
to
direct light from the screen such that the image information of each channel
is
presented towards to the corresponding left and right eye position to be
visible only
to the corresponding left or right eye. The position of the user's left/right
eyes may be
determined by tracking the position/movement the eyes.
[00153] In a further embodiment, stereoscopic display 450 may be a
conventional virtual reality head-mounted display, such as, e.g., an Oculus
RiftTM
device provided by Oculus VR (California, United States). In such an
embodiment,
EGM 10 may be implemented as a mobile device interconnected to the virtual
reality
head-mounted display. The mobile device may be carried or worn by the user
during
operation, e.g., when the user is playing a game.
[00154] Figure 3A is a flowchart illustrating an exemplary embodiment
for a
computer-implemented method for enhancing game components in a gaming
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CA 02863957 2014-09-16
system such as that illustrated in figures 1, 2a, and 2b. In a step 302, at
least one
row and/or column of game components are displayed on a display device, such
as display devices 12, 14, along a plane, referred to herein as the gaming
plane, in
accordance with a gaming configuration for a given game. The row/column may be
made up of two or more game components, depending on the game being played.
Each game component has a given symbol associated thereto, which may be
referred to herein as an original symbol as it represents the game component
before any enhancements are provided.
[00155] At 304, at least one game component is selected for enhancement
from the plurality of game components displayed. The gaming component may be
selected by the player or by the game. For example, the game outcome or state
may determine which symbol to select for enhancement.
[00156] At 306, each selected game component is enhanced by expanding it
outside of the gaming plane in which the original symbol was displayed, and at
least one additional symbol is associated to the original symbol to form the
enhanced game component. For example, the enhancement may be a three-
dimensional enhancement where the selected game symbol is expanded in a third
dimension. That is, EGM 10 may be configured to transform a selected game
components by generating a three-dimensional variation for display on a
display
device. The transformation results in a different display of electronic data
signals.
[00157] At 308, the additional symbols may be integrated into the game for
increased possible winning combinations, as will be described in more detail
herein.
[00158] In some embodiments, at 310, a secondary game is provided in
addition to the primary or given game and the additional symbol may be
associated
with the secondary game in accordance with different gaming strategies and/or
configurations.
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CA 02863957 2014-09-16
[00159] The enhanced gaming components may be displayed as a three
dimensional variant of the original symbol. For example, three dimensional
enhancement of the enhanced gaming component may not be limited to a three
dimensional version of the gaming component. The enhanced gaming component
may also be enhanced by associating it with multiple gaming components, where
each may be used independently to calculate winning combinations for a given
game.
[00160] In some embodiments, expansion of the selected game components
outside of the gaming plane results in a multi-faceted gaming surface. The
multi-
faceted gaming surface allows multiple gaming instances to be run in parallel,
at
312, if desired. Alternatively, a single gaming instance may be run on the
multi-
faceted gaming surface.
[00161] Referring now to Figure 3B, there is shown a flowchart of an
exemplary computer-implemented method 500 performed by rendering system 400
to render images suitable for stereoscopic display.
[00162] At step 502, rendering engine 420 receives 3D rendering
instructions
415 and constructs a 3D scene 700 comprising one or more 3D objects 705, 710,
715, where the one or more 3D objects 705, 710, 715 may represent one or more
elements or game components of a 3D enhanced game.
[00163] At step 504, rendering engine 420 receives or otherwise determine a
selected 3D intensity level (or simply "intensity level"), and at step 506
subsequently determine an interaxial distance 650 between left and right
virtual
cameras 600b, 600c based on the selected 3D intensity level. The positions of
the
left and right virtual cameras 600b and 600c are adjusted such that the two
cameras are separated by the determined interaxial distance.
[00164] At step 508, rendering engine 420 renders a left camera image 445
from a perspective of the left virtual camera 600b.
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CA 02863957 2014-09-16
[00165] At step 510, rendering engine 420 renders a right camera image 440
from a perspective of the right virtual camera 600c.
[00166] As will be appreciated, rendering engine 420 may render the two
images in the opposite order, or in parallel (e.g., using multiple rendering
processors).
[00167] At step 512, rendering engine 420 provides the rendered left eye
image 445 and the rendered right eye image 440 to stereoscopic display 450.
Stereoscopic display 450 presents the two images to the respective left and
right
eyes of user 740 such that the user 740 perceives the 3D scene at the selected
3D
intensity level.
[00168] Figs. 43a-43g, 44a-44e, 45a-45e, 46a-46g, and 47a-47g illustrate
exemplary 3D scenes comprising 3D game components, displayed at varying 3D
intensity levels.
[00169] As shown in Fig. 43a and 44a, when the 3D intensity level is set to
a
low value (as indicated by the position of the bar 760 on the slider mechanism
750), a 3D enhanced game component 850 in the shape of a Pharaoh's head is
displayed with low 3D intensity. That is, the depth of the scene as it appears
to the
player is low.
[00170] However, as illustrated in Figs. 43b-439 and Figs. 44b-44e, as the
3D
intensity level is increased, the 3D enhanced game component 850 is displayed
with increasing 3D intensity. That is, the depth of the scene as it appears to
the
player increases commensurately with the increased 3D intensity level.
Further,
the game component appears to move towards the player as the 3D intensity
level
is increased.
[00171] Similarly, Figs. 45a to 45e illustrate a 3D scene comprising three
3D
enhanced game components 850, each in the shape of a Pharaoh's head. Again,
increasing the 3D intensity level causes the depth of the 3D scene to
increase.
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[00172] The 3D intensity level may be automatically adjusted according to
pre-determined game rules. For example, the 3D intensity level may increase
automatically as a player progresses through a game or when the player earns
sufficient points (e.g., points surpassing a pre-defined threshold).
Similarly, the 3D
intensity level may decrease automatically when a player loses points. Maximum
and minimum values of the 3D intensity level may be set by an administrator or
by
the user to constrain automatic adjustment.
[00173] As shown in Figs. 46a to 46g, the 3D objects or game components
850 may be animated such that they move relative to the game board. A player
may be rewarded with such an animation once the maximum value of 3D intensity
level has been reached, e.g., when a player wins a game, wins a round of a
game,
obtains points exceeding a pre-defined points threshold, or activates a bonus
game. Thus, the player may be rewarded for successful play by increased 3D
intensity levels.
[00174] In an embodiment, EGM 10 may present a base game first to a
player. The base game (or starter game) may be configured to display 3D
enhancements at a low 3D intensity level. However, during gameplay, the 3D
intensity level may increase or decrease when the user triggers random or pre-
defined game events.
[00175] In some cases, the player cannot adjust the 3D intensity level
during
a base game, as the slider mechanism 750 may be grayed out or otherwise
inactive. However, the slider mechanism 750 may become activated when the
player reaches a bonus round or receives a bonus round prize. Similarly, the
slider
mechanism 750 may become activated when a player wins a game, exceeds a
pre-defined points threshold, or activates a bonus game. In these ways, the
player
may be granted control of the 3D intensity level as a reward for successful
play.
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CA 02863957 2014-09-16
[00176] In an embodiment, a game may offer multiple bonus rounds, so that
as the player progresses through each bonus round, the EGM 10 is configured to
offer more 3D enhanced game components.
[00177] In an embodiment, only winning game components or winning
combinations of game components are displayed with 3D enhancement.
[00178] In an embodiment, 30 enhanced game components 860 may be
provided on a spinning wheel. For example, Figs. 47a to 47g illustrate 3D
enhanced game component(s) 860 that appear to move towards and away a
player as the wheel spins. Depending on the game rules, user input or
administrator's settings, each of the 3D enhanced game components 860 may be
displayed to the player with a different 3D intensity level.
[00179] In another embodiment, 3D enhanced game components may be
configured to point or lead a player to a certain object, area of the game
board, or a
certain event during a game. For example, a player may be led to a secret
chamber, a bonus round, or even another player in the case of multi-player
games.
[00180] Figure 4a is an exemplary embodiment for an enhancement to a
gaming component. In this example, a grid of five columns 402a, 402b, 402c,
402d, 402e and four rows 404a, 404b, 404c, 404d is displayed, resulting in 5 x
4 =
20 gaming components, illustrated as blank cells. An original symbol (not
shown)
may be associated with each one of the 20 gaming components in each blank
cell.
At least one gaming component 406 is selected for enhancement. Gaming
component 406 is expanded outside of the gaming plane, formed by columns
402a-402e and rows 404a-404d, into a different plane, formed by a 2 x 2 grid
of
new cells 408a, 408b, 408c, 408d. Additional symbols are provided in new cells
408a, 408b, 408c, 408d and integrated into the original game. While the
enhancement 410 in this example is illustrated as a 2 x 2 matrix, it should be
understood that the matrix may be n x m and shall be limited in size only by
the
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CA 02863957 2014-09-16
capabilities of the display screen and/or the ability to incorporate the
enhancement
410 into the original game.
[00181] In one exemplary embodiment, the configuration of figure 4a may be
a spinning reel game. A win may be obtained whenever matching symbols are
aligned vertically, horizontally, or diagonally. These are illustrative
examples and
there may be other patterns of winning combinations of symbols. Using the
gaming
component enhancement 410, anyone of the symbols provided in cells 408a-408d
may be matched with neighboring symbols to form a winning combination, thus
increasing the odds of winning. In another exemplary embodiment, the
configuration of figure 4a may be a bingo card. Similarly, anyone of the
symbols
provided in cells 408a-408d may be used to form a complete row or column and
result in a winning combination, thus increasing the odds of winning. Other
possibilities for the matrix-type gaming enhancement may be used for various
embodiments.
[00182] Figure 4b is another exemplary embodiment for an enhancement to a
gaming component. In this example, a selected gaming component 412 is
expanded outside of the gaming plane by stacking new cells 414a, 414b, 414c on
top of the original symbol. Alternatively, the new cells 414a, 414b, 414c may
be
stacked behind the original symbol, as illustrated in figure 4c. In either
scenario,
various embodiments are possible to integrate the additional symbols provided
on
cells 414a, 414b, 414c into the original game. For example, in a spinning reel
game, anyone of the symbols in cells 414a, 414b, 414c may be used to form a
winning combination with neighboring cells. Alternatively, only the top, or
visible,
symbol may be matched with neighboring cells and as the game progresses,
hidden symbols may be discovered and used to further advance the game. In
another embodiment, various events in the game, such as a particular winning
combination or reaching a threshold of points, may allow the player to see
and/or
use the additional hidden symbols in addition to the top or visible symbol to
form
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winning combinations. Other scenarios are also possible. In addition, the
number
of stacked symbols may be more or less than three, as desired.
[00183] Figure 4d is an exemplary embodiment for an enhancement to a
gaming component whereby expanding the gaming component creates a three-
dimensional structure. The single facet gaming component 412 becomes a multi-
facet gaming component with the enhancement. Additional symbols may be
provided on one or more of the facets of the three-dimensional structure, such
as
416a and 416b. The additional symbols may be used in various ways. For
example, in a spinning reel game, as each game component is spun in a single
direction, such as about the x axis, the enhanced gaming component may be spun
about multiple axes, such as the y axis and/or the x axis, thus resulting in
more
possibilities for the spinning gaming component. Alternatively, various events
in the
game, such as a particular winning combination or reaching a threshold of
points,
may allow the player to freely rotate the multi-faceted gaming component in a
desired direction, such that the symbol on the facet that is rotated to the
front may
be used for a winning combination. The symbols on the facets other than the
front
may be displayed to the player or hidden from view. Various events in the game
may allow hidden facets to be selectively shown to the player. Other scenarios
are
also possible. While the multi-faceted three-dimensional structure in this
example
is shown to be a cube, other geometrical shapes are also possible, such as a
cylinder, an octagon, and many others.
[00184] The examples illustrated in figures 4a-4d show a single gaming
component as enhanced. In some embodiments, multiple gaming components on
the gaming plane may be enhanced, thus creating various effects and three
dimensional variants. For example, figures 5a and 5b illustrate the use of
stacking
to create a mirrored effect on spinning reels. As viewed from the top down,
figure
5a shows the stacking of reels 1 and 5 three symbols deep, reels 2 and 4 two
symbols deep, and reel 3 having a single symbol. Figure 5b shows the stacking
of
reel 3 three symbols deep, reels 2 and 4 two symbols deep, and reels 1 and 5 a
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CA 02863957 2014-09-16
single symbol deep. Various other configurations may be provided using stacked
symbols to obtain mirrored or asymmetrical designs. Stacking of symbols may be
more or less than three symbols, having the stacks above or below the original
symbol. A combination of above and below an original symbol may be used on a
same gaming plane.
[00185] Figures 6a-6b illustrate an exemplary embodiment for game play
using the gaming component enhancements, and more particularly the stacking of
reels in reel spinning games. In figure 6a, an Ace on top of reel 602 has four
ace
symbols stacked under the top Ace symbol (hidden from view). On reels 604 and
606 there are also Ace symbols. These three Ace symbols line up on an active
wagered pay pattern to then create an award to the player. The three symbols
(top
Ace from the stack on reel 602 + Ace on Reel 604 + Ace on Reel 606) may then
remove themselves from the game screen altogether, causing the second stacked
Ace on reel 602 to be shown, and a K and J from above reels 604 and 606
respectfully to fall down into the position where the aces on reels 604 and
606
used to be. This is displayed in figure 6b. The previous positions of the K
and J are
then filled with new symbols moving down and into the vacant cells. These
happen
to be a 'wild' and an 'ace' by way of illustrative example. The stacked cells
or
symbols may be used independently of the stacked symbols on top or below, as
part of different winning combinations.
[00186] The screen may then be analyzed a second time to see if there are
any new winning patterns available after all of the movement and replenishment
that happened after the first set of Aces were removed. Since the Ace on reel
602,
the Wild on reel 608, and the Ace on reel 610 create another winning pattern,
these three symbols are then removed from the game screen. Figure 6c shows the
Ace from reel 602 removed from the stack of Aces to leave two in the pile (as
two
others were used in previous win patterns) and the 10 and the Q on reels 608
and
610 have populated the spots where the Wild and Ace were from the previous win
pattern.
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CA 02863957 2014-09-16
[00187] Thus, the stacking concept may have a stack of symbols that are
either (a) all the same symbol as shown in this example with the stack of Aces
on
reel 602 or (b) offer a variety of symbols stacked on the position. Instead of
a full
stack of Aces only on reel 602, it could have been a stack of Ace, K, Q, J,
10, etc,
in that position (not shown). The stack doesn't have to have same symbol only
characteristics or even consecutive symbol characteristics. The stacked
symbols
may be a random set of symbols. Removing or eliminating symbols from the stack
based on winning patterns that involve the stack may lead to other winning
patterns. In the embodiment illustrated, the game screen replenishes to allow
for
the chance at consecutive wins happening, depending on new symbols that
replenish the screen.
[00188] Figure 7 illustrates an exemplary embodiment for using the stacked
symbols for the purposes of a secondary game. In this example, the player may
interact with the additional symbols and displace them onto one or more
secondary
game screens. For example, collecting symbols such as Aces, Kings and Jacks
may provide additional credits when a given number of these symbols are
collected. Alternatively, the symbols may be displaced onto the secondary game
screens automatically, without player interaction. Other manners of
integrating the
additional symbols into a secondary game may be used. The secondary game may
be used to trigger a bonus game, for example. The secondary game may also
include three dimensional enhancements.
[00189] As indicated above, enhancing the game components may lead to
the creation of three-dimensional structures. In addition to three-dimensional
game
components as illustrated in figure 4d, the entire gaming surface may be
transformed into a multi-faceted structure. Figure 8a is an exemplary
embodiment
of such an enhancement. The three-dimensional structure 880 comprises nine
different surfaces 802, 804, 806, 808, 810, 812, 814, 816, and 818. Each
surface
may be used as an individual and separate playing surface, thus allowing
multiple
gaming instances to be run simultaneously. Alternatively, the surfaces may all
be
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CA 02863957 2014-09-16
used as part of a same gaming instance, with winning patterns overlapping from
one surface to another via neighboring cells. For example, one Ace on surface
814
and two Aces on surface 816 may form a winning pattern.
[00190] Other configurations for the gaming area are also possible, as
illustrated in figure 8b. In this example, multiple layers 820, 822, 824 are
provided
to a gaming surface. In one exemplary embodiment, once the player has a group
of symbols that are all 'like' symbols, they may be removed off of the game
board.
Once the first layer 820 of the game board has been removed, the next layer
822,
which may be a different size and/or shape, is then available to play on. For
example, the layers may go from a 5x3 to a 5x4 to a 5x5. Other sizes and
shapes
for the stacked layers may also be used.
[00191] Figure 8c is yet another exemplary embodiment for a three-
dimensional, multi-faceted structure when enhancing game components. As
shown, the structure is not specific to standard 5x3 or 5x4 video reel
presentations
of a slot-type game. It can be applied to any type of game matrix. The win
patterns
and pay categories do not have to have actual physical and traditional lines
and
patterns as seen in a 5x3 or 5x4 video reel matrix. Grouping of like symbols
may
create various pay categories, as long as like symbols are touching each other
on
one of the facets. A game mechanic like symbol elimination may be applied,
where
the player is hoping to have groups of the like symbols disappearing off of
the
game screen and depending on the number of symbols left, there could be a
prize
associated. For example, if five symbols are left, the prize may be 25 credits
but if
there was a single symbol left, the player would be paid 1000 credits.
[00192] In accordance with embodiments described herein, a selected game
component may be an enhanced three-dimensional multi-faceted game
component. The multi-faceted game components may be arranged in a three-
dimensional configuration. Each multi-faceted game component may be associated
with a gaming symbol. The gaming symbol may be identifiable, visible and
displayed on multiple faces of each multi-faceted game component. When the
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CA 02863957 2014-09-16
multi-faceted game components are arranged in a three-dimensional
configuration
one or more of the faces may be covered by other game components or hidden
from a particular view or angle, while one or more of the faces may still be
visible at
the particular view or angle. The game symbol for each multi-faceted game
component may still be identifiable as it may still be shown on the visible
face(s).
[00193] The embodiments described herein are implemented by physical
computer hardware embodiments. The embodiments described herein provide
useful physical machines and particularly configured computer hardware
arrangements of computing devices, servers, electronic gaming terminals,
processors, memory, networks, for example. The embodiments described herein,
for example, is directed to computer apparatuses, and methods implemented by
computers through the processing of electronic data signals.
[00194] The embodiments described herein involve computing devices,
servers, electronic gaming terminals, receivers, transmitters, processors,
memory,
display, networks particularly configured to implement various acts. The
embodiments described herein are directed to electronic machines adapted for
processing and transforming electromagnetic signals which represent various
types of information. The embodiments described herein pervasively and
integrally
relate to machines, and their uses; and the embodiments described herein have
no
meaning or practical applicability outside their use with computer hardware,
machines, a various hardware components.
[00195] Substituting the computing devices, servers, electronic gaming
terminals, receivers, transmitters, processors, memory, display, networks
particularly configured to implement various acts for non-physical hardware,
using
mental steps for example, may substantially affect the way the embodiments
work.
[00196] Such computer hardware limitations are clearly essential elements
of
the embodiments described herein, and they cannot be omitted or substituted
for
mental means without having a material effect on the operation and structure
of the
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CA 02863957 2014-09-16
embodiments described herein. The computer hardware is essential to the
embodiments described herein and is not merely used to perform steps
expeditiously and in an efficient manner.
[00197] Referring now to FIG. 9, there is shown a three-dimensional stack
900 of game components, each being a three-dimensional multi-faceted game
component. The stack 900 includes three game components stacked on top of
each other along the z-axis. To display stacked symbols, EGM 10 may be
configured to display multi-faceted game components each associated with a
game symbol identifiable from multiple sides or faces (not only the top) of
the game
component. As shown, an example three-dimensional multi-faceted game
component displays on screen with a visible top symbol 902 and two visible
side
symbols 904, 906. The cube is an example only and the multi-faceted game
component may be of other shapes.
[00198] The embodiments described herein may provide various electronic
data transformations to provide three-dimensional enhancements. For example,
gaming component enhancements are shown in Fig. 4A, including single cell
stacking (Figs. 4B, 4C). Three-dimensional enhancements may involve rotations
of
multi-faceted game components and gaming surfaces, and the rotations described
herein may be multiple axes rotation. There may also be mirrored
configurations
(Figs. 5A, 5B), secondary game screens (Fig. 7), and irregular multi-faceted
structures (Figs. 8A-C). Further example three-dimensional enhancements are
described herein.
[00199] Embodiments described herein may involve multi-faceted game
components in a three-dimensional stack 900 along the z-axis. For the
illustrative
example shown in FIG. 9, if each cube of the stack 900 only displayed the
graphic
on the top face of the cube, it may not be possible to identify the game
symbols of
the cubes in the stack 900 except for the top symbol 902 corresponding to the
top
component on the stack 900. As shown in FIG. 9, the different faces 902, 904,
906
may identify the same game symbol to facilitate identification of the game
symbol
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CA 02863957 2014-09-16
from different views or angles of the multi-faceted game component. This may
facilitate identification of a game symbol corresponding to a multi-faceted
game
component that is not on the top of the stack, as the top face may not be
visible but
one or more side faces may be visible. This may provide a mechanism to
effectively display multiple multi-faceted game components as a stack 900
while
still displaying the gaming symbol corresponding to each multi-faceted game
component of the stack 900.
[00200] Embodiments described herein may display multi-faceted game
components revealing multiple game symbols. Embodiments described herein may
involve multi-faceted game components displaying game symbol graphics on
multiple sides of a three-dimensional shaped game component. In some
embodiments, different game symbols may be displayed on different sides or
faces
of the three-dimensional game component. In some embodiments, a three-
dimensional shaped game component may represent a single game symbol, where
the single game symbol is displayed on different sides of the three-
dimensional
game component so that it may be identified from any angle or view point.
[00201] Referring now to FIG. 10, there is an exemplary enhancement of a
gaming component using a three-dimensional game component. The three-
dimensional game component may be enhanced as a multi-faceted game
component, such as is shown in FIG. 4d. The reel or grid game is illustrated
with a
reel position that has depth (e.g. three dimensional features). The gaming
component 1002 shown is a cube with multi-faceted symbols as part of the game
composition. The reel or grid may form part of a reel strip. The reel may
start
spinning when a "play" button on a user interface display on a display screen
is
activated. As the reels stop spinning, the reel continues to spin and will
finish
spinning once the last reel halts to place symbols in various positions on the
grid.
Different combinations and patterns (e.g. lines) may form winning combinations
of
symbols.
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CA 02863957 2014-09-16
[00202] Figure 10 is an exemplary embodiment for an enhancement to a
gaming component whereby expanding the gaming component creates a three-
dimensional structure. A single facet gaming component 1002 may be enhanced
as a multi-facet gaming component. Additional symbols may be provided on one
or
more of the facets of the three-dimensional structure, such as 1002a, 1002b,
1002c. The symbols may be multipliers, Wilds, scatters, bonus triggers, and
static
prize values for example.
[00203] One or more symbols may be used for the game to achieve winning
combinations. The additional symbols may be used in various ways. For example,
in a spinning reel game, as each game component is spun in a single direction,
such as about the x axis, the enhanced gaming component may be spun about
multiple axes, such as the y axis and/or the x axis, thus resulting in more
possibilities for the spinning gaming component. Alternatively, various events
in the
game, such as a particular winning combination or reaching a threshold of
points,
may allow the player to freely rotate the multi-faceted gaming component in a
desired direction, such that the symbol on the facet that is rotated to the
front may
be used for a winning combination. The symbols on the facets other than the
front
may be displayed to the player or hidden from view. In this example, three
facets
1002a, 1002b, 1002c may be visible during a current view. As the gaming
component 1002 spins to different views then different facets may be visible.
[00204] Various events in the game may allow hidden facets to be
selectively
shown to the player. Other scenarios are also possible. While the multi-
faceted
three-dimensional structure in this example is shown to be a cube, other
geometrical shapes are also possible, such as a cylinder, an octagon, and many
others.
[00205] This example shows a single gaming component as enhanced. In
some embodiments, multiple gaming components on the gaming plane may be
enhanced, thus creating various effects and three dimensional variants.
Referring
now to FIG. 11 there is shown an exemplary enhancement of a gaming component
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CA 02863957 2014-09-16
using multiple three-dimensional game components. The three-dimensional game
components may be enhanced as multi-faceted game components. In this
example, all reel positions or cells may contain a multi-faceted game
component.
As an illustrative example, a multi-faceted game component may be a cube that
may spin in various directions or on different axes. The spin or rotation may
be
activated in different ways (e.g. user activated, game state activated, event
activated). The direction or axis of spin may be varying from one game
component
to the next.
[00206] A cube or other three-dimensional shape may not be limited to its
geometric number of facets. For example, a cube may not be limited to six
sides.
Each facet may also have a weight associated therewith. A higher weight may
increase likelihood or probability that the facet will be used in reel or grid
combinations (e.g. the spinning will stop with the this facet visible and
usable for
the game). A lower weight may decrease likelihood or probability that the
facet will
be used in reel or grid combinations. Weighting may also be implemented as
frequency of various symbols on the different facets. For example, if
multipliers are
used as gaming symbols on different facets then there may be more low paying
multipliers than high paying multipliers over the facets of the multiple three-
dimensional game components. This may also apply to bonus feature triggers and
other symbols.
[00207] Referring now to FIG. 12 there is shown an exemplary enhancement
of a gaming component using multiple three-dimensional game components. The
three-dimensional game components may be enhanced as multi-faceted game
components. The different facets may reflect bonus feature triggers. For
example,
when a predetermined number of particular bonus gaming symbols are visible
when the reel stops, each may enhance into a multi-faceted game component,
such as a cube 1202, where each fact may be associated with a bonus feature.
[00208] For example, each side or facet of the game component may hold a
number, such as shown for facets 1202a, 1202b. Each multi-faceted game
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CA 02863957 2014-09-16
component may spin in a direction or on an axis, automatically or by player
action.
For example, player may be prompted to spin (via an electronic interaction
with
EGM 10) each multi-faceted game component displayed onscreen. The addition of
all numbers (e.g. numbers on facets 1202a, 1202b) presented or visible on all
or
some of the multi-faceted game components may give a total of the number of
free
games to be awarded to a player, for example. Other bonus features may also be
provided by the multi-faceted game components.
[00209] There may be a minimum number of free games provided by the
bonus features of the multi-faceted game components. For example, FIG. 12
displays three multi-faceted game components with bonus features and a minimum
number of free games may be three (one for each of the three multi-faceted
game
components). There may also be a maximum number of free games. If a multi-
faceted game component offers bonus values from 1 to 10 then the maximum
number of free games for this example may be 30 (a bonus value of 10 for each
of
the three multi-faceted game components). The bonus values can also be
weighted and randomly chosen.
[00210] Referring now to FIG. 13 there is shown an exemplary enhancement
of a gaming component using multiple three-dimensional game components. The
three-dimensional game components may be enhanced as multi-faceted game
components. The multiple faces of game components may be used as separate
gaming symbols for a reel or grid type game. That is, the multiple faces may
be
used for patterns of winning combinations. The multi-faceted game components
provide a different structure to grid. Each face of a multi-faceted game
component
may be used to form part of a winning combination or pattern. For example, a
multi-faceted game component 1302 may have three viewable sides or faces
1302a, 1302b, 1302c that may be used to form part of a winning combination or
pattern. Generally, only one face (e.g. 1302c) of a given multi-faceted game
component 1302 may be viewable and used to form a winning combination or
pattern. For this example enhancement three faces (e.g. 1302a, 1302b, 1302c)
of
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CA 02863957 2014-09-16
a given multi-faceted game component 1302 may be used to form a winning
combination or pattern.
[00211] Referring now to FIG. 14 there is shown another exemplary
enhancement of a gaming component using multiple three-dimensional game
components. A selected gaming component may be expanded outside of the
gaming plane by stacking additional cells on top of or below, in front of or
behind
the original symbol.
[00212] In accordance with some example embodiments, a shaped symbol
may appear behind the matrix (e.g. reel, grid). The shaped symbol may "push
up"
different cells or gaming components (e.g. the selected gaming components) to
provide a three-dimensional enhancement. The shaped symbol may be different
each time and may enhance a different number of symbol spaces or cells.
[00213] In this example, four selected gaming components 1400 are
expanded outside of the gaming plane by stacked cells pushed up from behind of
the original symbols. For example, the original symbol cell 1402a of a gaming
component is enhanced by two stacked cells 1402b, 1402c behind.
[00214] Various embodiments are possible to integrate the additional
symbols
provided on cells 1402a, 1402b, 1402c into the original game. For example, the
stacked cells 1402a, 1402b, 1402c may be multipliers (e.g. 2X, 3X, 4X) or
Wild. As
another example, in a spinning reel game, anyone of the symbols in cells
1402a,
1402b, 1402c may be used to form a winning combination with neighboring cells.
Alternatively, only the top, or visible, symbol may be matched with
neighboring
cells and as the game progresses, hidden symbols may be discovered and used to
further advance the game. In another embodiment, various events in the game,
such as a particular winning combination or reaching a threshold of points,
may
allow the player to see and/or use the additional hidden symbols in addition
to the
top or visible symbol to form winning combinations. For example, during a
bonus
feature reels 3, 4, 5 (FIG. 14) have different levels of pushed up cells and
the cells
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CA 02863957 2014-09-16
may "peel" off as used in free game line wins or as part of a winning
combination or
pattern. New cells from below or behind may then be revealed. Other scenarios
are
also possible. In addition, the number of stacked symbols may be more or less
than three, as desired.
[00215] Referring now to Figure 15, there is shown another exemplary three-
dimensional game enhancement. The example three dimensional enhancement
includes additional game components (e.g. components that are not part of the
original matrix game) that combine to create an additional game symbol. That
is,
various components (that are not part of the underlying matrix game) can merge
together in front of the matrix game to create new game symbols. The
components
can move or "fly" in from the top, bottom, left, right, back or front of the
game
screen, for example.
[00216] The additional pieces or components of a shape may float on top (to
provide a three-dimensional view and depth) of the game matrix (e.g. reels,
grid)
and fit or merge together in front of the game matrix (e.g. reels, grid) to
create an
additional game symbol. The example of FIG. 15 illustrates two puzzle piece
shapes or halves as the additional game components 1502, 1504 to merge
together to form an "A" symbol.
[00217] Referring now to FIGS. 16 and 17 there are shown further example
illustrations of a exemplary three-dimensional game enhancement with merging
components to form an additional symbol. In this example, two halves 1602,
1604
merge together of the underlining matrix game (e.g. grid, reels) that may lock
in
place on the reels to form an additional, new game component. The new game
component may be semi-transparent so that the underlying game matrix is
visible
and can move behind. FIG. 16 illustrates two halves 1602, 1604 merging over
the
game screen. The components can move or "fly" in from the top, bottom, left,
right,
back or front of the game screen, for example. The additional game component
may be an overlay on the underlying game matrix.
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[00218] FIG. 17 illustrates an additional game component formed by the two
halves 1602, 1604, the symbol "A". The additional game component may integrate
with the underlying game to form winning combinations or patterns. For
example,
the additional game component may increase the chance of winning by combining
with like symbols in the underlying game. The additional game component may
offer a multiplier based on the symbol formed by the merged pieces (e.g.
offers a
chance to win five in a row over and over again with the additional game
component).
[00219] The additional game component may be placed on the game grid to
be used as a game component for the underlying game. For example, a goal of
the
game may be to get five in a row on the game grid to get an additional five in
a row
pay outs on top of the pay outs for the underlying game. The additional game
component may provide a game within a game. The steps of moving in game
pieces and forming additional game components may be repeated to fill in more
game components of the underlying game.
[00220] FIGS. 18 to 20 shown further example illustrations of an exemplary
three-dimensional game enhancement with merging components to form additional
symbols. For this example, two half pieces 1802, 1804 float out to merge the
additional game component. The additional game component may integrate with
the underlying game matrix in different ways. For example, symbols on the
screen
that match the merged symbol may pay a scatter prize. A prize ladder 1806 on
the
side may include win multipliers for the number of symbols on the game screen.
The prize ladder 1806 may possibly increase over rounds of the game, and may
involve progressive gaming features. The prize ladder 1806 may be displayed as
a
tape or three-dimensional line flowing.
[00221] As shown in FIG. 18, two halves 1802, 1804 merge over the game
screen. As noted, the two halves 1802, 1804 may move or fly in from sides,
back,
front, top, bottom, etc. FIG. 19 illustrates the additional game symbol
component
formed by the two halves 1802, 1804, the symbol "A". As shown in FIG. 20, the
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game board may identify where the "A" symbols 2002, 2004, 2006, 2008 are
located in the underlying game matrix. Based on the number of "A" symbols
2002,
2004, 2006, 2008 visible in the underlying game matrix, the prize table on the
side
may identify the prize(s) 2000 awarded for the 'A' symbols 2002, 2004, 2006,
2008
on screen.
[00222] Referring now to FIGS. 21 to 28 there is shown another example
three-dimensional game enhancement. A three-dimensional game enhancement
may involve a transparent symbol that may randomly appear on the reels of the
game matrix. The transparent symbol may allow symbols to push through and if
those symbols are used in a win they may disappear (cascade) allowing for
additional symbols to push through.
[00223] FIG. 21 illustrates an example three-dimensional game enhancement
may involve one or more transparent areas or symbols 2102 shown on the reel
grid
as part of the matrix game area.
[00224] As shown in FIG. 22, when reel symbols land on these transparent
areas 2102, and are used in line wins, the symbol spot may be replenished by a
reel strip housed in behind the reels. The new symbols may 'push through' the
transparent area 2102 and become the new symbol position. This "push through"
mechanism may be similar to the example shown in FIG. 14 where a selected
gaming component may be expanded outside of the gaming plane by stacking
additional cells on top of or below, in front of or behind a symbol that lands
on the
transparent area 2102.
[00225] In other example embodiments, a transparent symbol may randomly
appear on the reels of the free games. When the transparent symbol appears, it
may mark the symbol area with a number or watermark sign. At the end of the
bonus, a free game may be awarded where all the transparent symbol areas will
be activated. This may allow for a set of reels in behind a game area matrix
to
become active. Where there are wins using the extra set of reels, winning
symbols
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may disappear which allow for new symbols to push through. If the newly pushed
through symbols are used in a win they may disappear (cascade) allowing for
additional symbols to push through. This may continue until all of the
transparent
numbers are used per symbol area of the game matrix.
[00226] As shown in FIG. 23, transparent areas 2302, 2304, 2306, 2308,
2310, 2312 may randomly appear on the reel grid as part of symbols in the
game.
When a 'transparent' symbol 2302, 2304, 2306, 2308, 2310, 2312 lands, it may
mark the game grid matrix in the position it lands with a number or watermark.
The
number or watermark may indicate a number of additional symbols stacked behind
the transparent area 2302, 2304, 2306, 2308, 2310, 2312. For example, a number
"5" may indicate that five symbols are stacked behind a transparent area 2306.
The
total number of transparent symbols that have landed per area may be tracked.
As
shown, six transparent areas 2302, 2304, 2306, 2308, 2310, 2312 may appear on
the game matrix.
[00227] As shown in FIG. 24, when the free games are complete, one final
free game may be awarded and the transparent symbol areas will become
activated with the 'push through' symbols (e.g. as described in relation to
FIG. 22).
These additional symbols may be wilds, bonus triggers, straight credit prizes,
jackpot symbols, scatters, multipliers, etc. symbols. In some example, the
deeper
the symbol in the stack then the more valuable they become.
[00228] In further example embodiments, there may be a pick a prize feature
where the player can gamble on the same spot that they touch (via electronic
signal) on the display screen in order to get a larger credit prize or collect
a payout.
The pick a prize feature may be provided as a three-dimensional enhancement.
For example, a three-dimensional enhancement may show spots that have already
been picked with depth to highlight a gamble of picking the same spot more
than
once. The same spot can be touched multiple times, as the player picks
"deeper" in
the hole. The prize is also double rich but the "collect" or "end game" symbol
may
also be hidden underneath.
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[00229] As shown in FIG. 25, a player may be presented with pick a prize
screen, and prompted to touch a spot, or other activate a spot. Each spot may
be
associated with a credit prize or a 'collect'. As shown in FIG. 26, a player
may
touch first spot and wins 25 credits. The player may still not collect the
credits. As
shown in FIG. 27, the player may touch the same spot to win 50 credits, then
100
credits, then 200 credits, then 400 credits, and then 800 credits. That is,
the spot
may have a three-dimensional enhancement such that different prizes are hidden
under already activated or touched spots. However, there is a risk in re-
touching
the same spot as there may not always be a hidden prize. As shown in FIG. 28,
the
player may press, touch or otherwise activate the same spot hoping to get a
larger
credit prize (e.g. 1600 credits) but instead an "end game" symbol may be
revealed,
or a "collect" symbol.
[00230] Referring now to FIG. 29 there is shown another example three-
dimensional game enhancement. The game may be a grid or matrix based line-
count game, where a player selects their lines and bet. The player may also
have
to option to purchase symbol positions on the matrix as extra lines. A three-
dimensional game enhancement may stack symbols along the z axis. After the
reels stop and regular line wins are presented, any additional spots purchased
may
be presented as a toothpick skewering through the stack of symbols, pulling
the
stack out and turning it to reveal a side profile. This may reveal any number-
in-a-
row or scatter wins.
[00231] Referring now to FIGS. 30a, 30b, 30c, 30d there is shown another
example three-dimensional game enhancement. The gaming surface may be
shown as a three-dimensional game enhancement in this example. That is, the
three-dimensional game enhancement may be a multi-faceted gaming surface.
FIGS. 30a and 30b show two different game surfaces 3002, 3004 on each visible
facet of a multi-faceted gaming surface. The multi-faceted gaming surface may
rotate or spin to reveal more of a particular game surface 3002, 3004 or
different
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game surfaces that may currently be hidden from view. For example, FIG. 30b
shows more of one gaming surface 3004.
[00232] FIGS. 30c and 30b also show two different game surfaces 3006,
3008 on each visible facet of a multi-faceted gaming surface. The multi-
faceted
gaming surface may rotate or spin to reveal more of a particular game surface
3006, 3008 or different game surfaces that may currently be hidden from view.
For
example, FIG. 30d shows more of one gaming surface 3008. A cube is an
illustrative example and different shapes and configurations may be used for
the
multi-faceted gaming surface.
[00233] Another example three-dimensional game enhancement may involve
stacking symbols along a z-axis. For example, symbols may stack five symbols
high, where any symbol involved in a winning combination or pattern may be
peeled away, revealing the symbol beneath. This may create a z-axis cascading
effect. Once all stacked symbols are removed from any spot on the reel that
spot
may be down to the hard core of the reel. The hard core symbol may be a wild
until
it is used. Then the symbols are replaced.
[00234] The different facets may correspond to different games of the same
or different game type. For example, any four-card Keno, or multi-play game
where
the player is playing more than one game at once may be displayed on different
sides of a cube, instead of beside each other, to maximize space. The player
may
swipe the cube in any direction to change game card. In another example,
buttons
on screen may be selected to bypass the swipe control, but the rotation may
still be
displayed on the surface of a cube.
[00235] Referring now to FIG. 31, there is shown another example three-
dimensional game enhancement. The game matrix may relate to symbols on reels
that may be activated to extrude or protrude outward on the z axis to create a
three-dimensional game enhancement. The three-dimensional game enhancement
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allows symbols to have a function when they spin past on a reel without
landing,
instead of just when the symbol lands in view.
[00236] The three-dimensional symbols on reels may create different event
triggers. For example, there may be a group of stacked symbols 3102, 3104,
3106
that may extrude outward, causing them to catch on the bottom of the reel
border
3108, forcing the symbols 3102, 3104, 3106 to automatically stop on screen
when
they pass into view. In this example the symbols 3102, 3104, 3106 may be
wilds.
[00237] As another example, a special symbol 3110 could extrude outward to
flick a switch every time it passes into view, either triggering an event, or
collecting
symbols to contribute to a pool of wilds, bonus spins or prize values.
[00238] In accordance with some embodiments, three-dimensional game
enhancements may relate to various physics effects (e.g. collisions, gravity)
used
in a three-dimensional environment to interact with symbols and wagering game
functionality.
[00239] Referring now to FIG. 32, there is shown an example three-
dimensional game enhancement that relates to physics effects. Symbols may be
stacked along the Z-axis (as shown in FIG. 32 (a)) and may be triggered to
break
or split (as shown in FIGS. 32 (b), (c), (d), (g)). The break or split may
cause the
symbol to interact with other symbols by imitating real-world physics such as
gravity (e.g. pull the objects downward) and collision (e.g. so more than one
object
occupying the same three-dimensional space will interact). The enhancement
relates to a three-dimensional application (e.g. primarily along the Z-axis).
[00240] As shown in FIG. 32 (a), symbols may occupy a game matrix and
may be stacked along the Z-axis. These stacks can be several symbols high. A
predefined event will trigger a symbol (e.g. the symbol highlighted in FIG. 32
(b)) to
animate a physics effects. An example may be to fall, or break into two or
more
symbols, and then fall. In the example shown in FIG. 32 (c), the symbol breaks
into
two pieces, with both pieces spreading out, away from its original position.
The
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pieces appear to be affected by gravity, as they fall toward the reels in a
three-
dimensional space along the Z-axis, as shown in FIG. 32 (d). Each piece has
the
potential to collide with one or more other symbols, causing the pieces to
interact
with the colliding symbols, as shown in FIGS. 32 (e) and (f). Colliding symbol
interactions may cause symbols to change to wilds, bonus triggers, or similar
symbols, and so on. In the example shown in FIG. 32 (g) , the colliding
symbols
create further fractions, causing the newly hit symbols to break into pieces,
spread
out, and interact with other symbols. These collisions could award extra
credits, or
create special symbols, for example.
[00241] Referring now to FIG. 33, there is shown another example three-
dimensional game enhancement that relates to physics effects. Symbols, items
or
gaming components may be associated with different virtual weights, so the
symbols or gaming components react differently to a virtual gravity effect.
Certain
items or gaming components may be perceived as heavy, and other items or
gaming components may be perceived as lightweight. These physical attributes
may cause the items or gaming components to interact with other symbols or
gaming components stacked along the Z-axis.
[00242] In the example shown in FIG. 33 (a), an ANVIL item may symbolize a
heavy object, and may appear within the game. Certain game events may trigger
to cause heavy symbols, such as the anvil, to virtually fall downward on the
gaming
surface, breaking any gaming symbols below, as shown in FIGS. 33 (b) and (c).
Gaming symbols below may break, either causing the broken pieces to interact
with other gaming symbols, remove them from play, award credit for broken
gaming symbols, or to cause new gaming symbols to cascade on top, creating new
wins, and so on.
[00243] Referring now to FIG. 34, there is shown another example of
symbols, items or gaming components associated with different virtual weights,
so
the symbols or gaming components react differently to a virtual gravity
effect.
Certain items would be perceived as heavy based on the virtual weight
associated
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therewith, and other items may be perceived as lightweight based on the
virtual
weight associated therewith. These physical (virtual) attributes may cause the
items to interact with gaming symbols stacked along the Z-axis in different
ways.
[00244] In the example shown in FIG. 34 (a), a BALLOON item may
symbolize a lightweight object, and may appear within the game. Certain gaming
events may be trigger to cause lightweight symbols, such as this balloon, to
rise
upward, pulling special symbols up to the top of the stack, as shown in FIG.
34 (b).
[00245] Referring now to FIG. 35, there is shown another example three-
dimensional game enhancement of stacking symbols or gaming components on
the Z-axis. The stacked symbols may provide a variety of gaming enhancements,
as described herein. For example, certain events may cause a top level gaming
component to "peel" off or lift from the stack revealing another gaming symbol
underneath. The newly revealed gaming symbol may be used to form additional
winning patterns or combinations, for example. The stacked components may
relate to Wilds, bonus features, multipliers, and so on. A three-dimensional
game
enhancement may provide the functionality of stacking symbols on the Z-axis.
[00246] The graphic of FIG. 35 illustrates how gaming symbols may be
stacked on the Z-axis to create groups of the same symbol, wilds, bonus
triggers,
any other special symbol, and so on. The symbols may be used independently
with
other gaming symbols, such that each symbol in the stack may form a different
or
separate winning combination to provide an additional prize. The symbols may
be
used together (e.g. three like symbols in a row on the stack) to award
additional
prizes. Various winning enhancements may be provided.
[00247] A further example three-dimensional game enhancement may relate
to a matrix that may represent spinning reels in a three-dimensional
environment.
[00248] When PLAY button is pressed or activated, instead of the reels
spinning, a new single layer of symbols may drop from above (along the Z-axis)
and blankets the original or underlying matrix with a new layer of symbols.
Various
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winning enhancements may be provided. For example, any wins that are created
by the new layer of gaming symbols may cause the winning gaming symbols to
disappear and reveal the gaming symbol directly beneath, sometimes causing
more wins. This may be referred to as Z-axis or three-dimensional cascading
functionality.
[00249] Further winning enhancement functionality may be added to create
incentives for the player to remove as many symbols as possible. For example,
win-multipliers may be provided for matching symbols lower in the stacked
layers.
Another incentive could be a base layer wild (e.g. the lowest level gaming
symbol
in the stack may be a Wild symbol).
[00250] Referring now to FIG. 36 there is shown a three-dimensional game
enhancement for a matrix that may represent spinning reels. In the example
shown
in FIG. 36 (a), a gaming matrix is shown already populated with several layers
of
gaming symbols stacked along the z-axis.
[00251] As shown in FIG. 36 (b), when a PLAY button is pressed or
activated,
a new layer of symbols is stacked on top of the original, base, previously
dropped,
or underlying layer of gaming symbols. In this example, the new layer of
symbols
appears to drop from above.
[00252] As shown in FIG. 36 (c), the new layer of gaming symbols collapses
to the previously dropped symbols, and blankets the top of all the stacks of
symbols on the matrix. There may be different numbers of symbols stacked for
various cells of the matrix as symbols, or different depths of levels. For
example
gaming symbols may disappear when they form part of a winning combination
which may result in different size levels of stacked symbols.
[00253] As shown in FIG. 36 (d), new symbols may drop to form a new top
layer of gaming symbols for winning combinations. Next, any winning
combinations
may be tallied. Winning symbols may be removed to reveal symbols below to
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potentially create more wins. This may create a backwards cascading effect
along
the z-axis.
[00254] While illustrated in the block diagrams as groups of discrete
components communicating with each other via distinct electrical data signal
connections, the present embodiments are provided by a combination of hardware
and software components, with some components being implemented by a given
function or operation of a hardware or software system, and many of the data
paths illustrated being implemented by data communication within a computer
application or operating system. The structure illustrated is thus provided
for
efficiency of teaching example embodiments. The hardware components are
configured to provide practical applications of innovative computerized gaming
features. The hardware components are configured to provide physical
transformations by, for example, transforming the display on gaming screen
with
three dimensional enhancements.
[00255] The concept of enhanced game components may be applied to game
mechanics in multiple ways. For example, Wild cards may be placed one on top
of
each other to create a depth showing multiple wilds in one spot resulting in
awarding of the same line multiple times. Wilds may have a multiplier attached
to
each of the layers in the depth, for example, the front one is worth lx, the
second
level is worth 2x, the third level is worth 3x, etc. Surrounding Wilds may be
used by
offering a layer above a regular reel set that would allow for wilds to be
created
when reels stop (i.e. any symbol landing would have the opportunity to become
wild). This allows for depth to the surrounding wilds. For games that may have
a
match functionality, it would allow for chunks of wilds and symbols to pay. In
some
embodiments, Wilds may stay in place until it is awarded. This would allow for
the
wild to grow in size allowing for either: multiplier attached to the wild;
additional
wilds stacking up and growing on the spot; or physically growing outwards on
the Z
axis onscreen.
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[00256] Scatters may be used in a stacked configuration as well. Scatters
may be placed on top of each other to create a depth showing multiple scatters
in
one spot, resulting in an award for a collective number of scatters. Scatters
may
also have a multiplier attached to each of the layers in the depth, for
example, the
front one is worth lx, the second level is worth 2x, the third level is worth
3x, etc.
[00257] The third dimension provided by the enhanced game components
may act as a portal or hole into the game (e.g. base game, secondary game,
bonus game), given access to a bonus round or an additional win category.
Symbols may appear with multiple layers and players may collect symbols and
place them one on top of another in a single space. Three-dimensional stacks
may
be formed by allowing for symbols to be stacked not just on the vertical but
also in
the third (z) axis, allowing for depth to the normally viewed stacked symbol.
[00258] The game component enhancements allow for chunks of symbols
that are spanning the vertical space of the reel to also have a back expansion
area
that causes a 'block' effect. It allows for chunks of symbols that are
spanning the
horizontal space of the reel to also have a back expansion area that causes a
'block' effect. It may also allow for depth on certain reels to create a new
pattern of
the physical game grid dimension.
[00259] Triggers may be modified using the game component enhancements.
Such triggers may include, for example, consecutive triggers (on or outside of
a
reel), scatter, and trigger tiles. Triggers may lead to various events, such
as
additional credits, additional payouts, secondary games, bonus rounds, etc.
Trigger
tiles may be placed on any reel shape/dimension as desired, as a triggering
mechanism. Multiple layers could be applied to this triggering mechanism as
well.
Pay ways may also be modified, as the enhancements allow for multiple games to
be played in the same space. Shapes of lines wins may be collected to create a
full
screen pattern of extra prizes. Different layers with different line sets may
be
played all at once.
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[00260] The game enhancements may be applied to multiple environments,
such as Keno, 3D game grids, Player User Interfaces (PU1), Greenball (as
described in United States Application No. 13/631,129), and many others. For
Keno, multiple balls may be placed on a same number. One screen may be
provided with layered effects. For 3D game grids, a 'cube' effect may be
created,
where the player can interact with the cube to 'spin' it to reveal an
additional
bonus prize. The enhancement offers a position to expand outwards to create a
multiple symbol container. It also offers multi-levels, different matrices,
games
that become available during bonus rounds as special features activate the
exterior, or multiple games to be wagered upon. Multi-facet game boards (i.e.
with a matrix on different angles) are also possible.
[00261] Bonus types may also be enhanced via the game component
enhancements. For example, multiple free games may be played in a layered
style. This allows for symbols that land one in front of another that match to
create
some sort of super win/super symbol that spans in depth and possibly in
height, if
synchronized reels are used. In a picking screen for picking a prize, the
player
may grab and drag the 3D object and reposition it on the screen. Progressive
posts may get physically larger and expand outwards to show the player that
they
are getting closer to being awarded, and/or larger in value.
[00262] The user interfaces, computer implemented methods, and computer
system components described may be used in connection with a variety of
different
games that are pattern games or that include pattern game components.
[00263] Various functions or features described in this disclosure may be
implemented as part of different gaming systems. For example:
(A) The winning enhancements may be implemented as part of a game to system
(G25) system.
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CA 02863957 2014-09-16
(B) As previously stated, the user interfaces, computer implemented methods,
and
computer system components described herein may be used by an EGM.
(C) In the event the game is a lottery game, the game computer may be an in-
store
gaming system or a gaming kiosk. For lottery games including the enhancements
to the game components, the host system may be controlled by a government
agency.
[00264] As described herein, a third dimension may be provided by the
enhanced game components. Three dimensional enhancements may be provided
as a primary game (or base game), secondary game or a bonus game in some
embodiments. Motion tracking data for the player received via camera may be
used to update and modify the three dimensional enhancements, for example.
Head and body movements of the player may control aspects of the game.
[00265] In some example embodiments, the number of bonus choices may
be proportional to the size of the bet, or average bet. The number of features
may
also be proportional to the size of the bet, or average bet.
[00266] Three dimensional enhancements may be provided as dynamic
content, where bonus selection and other gaming features may display
differently
from one trigger to the next. The three dimensional enhancements provide
variety
in primary and bonus game types to appeal to a broad player demographic.
[00267] A bonus game may include progressive levels and may be of a
different game type than the primary game, including new symbols and rules.
There may also be hidden features within the game.
[00268] The game may be a tile based game where different lines shapes of
corresponding tiles may be associated with different winning amounts for the
game.
[00269] Three dimensional enhancements may be used for various game
features. For example, there may be a three dimensional enhancement for a
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trigger symbol, a base game, a tension spin, a large or medium win, a bonus
game, a bonus game choice entry, help functionality, introduction to game, and
so
on.
[00270] An example flow for a game with three dimensional enhancements
may include a base game with bonus or hidden features. There may be a trigger
within the base game to launch a bonus selection game level where the player
can
select a bonus game from multiple choices. There may be a short description
for
each bonus game. The amount of bet or average bet within the base game may be
proportional to the number of bonus game choices. For example, a higher bet
may
increase the number of bonus games to select from. The bonus games may be
different types of games. The base game may also be a different type of game.
[00271] The game may be played on a standalone video gaming machine, a
gaming console, on a general purpose computer connected to the Internet, on a
smart phone, or using any other type of gaming device. The video gaming system
may include multiplayer gaming features.
[00272] The game may be played on a social media platform, such as
FacebookTM. The video gaming computer system may also connect to a one or
more social media platforms, for example to include social features. For
example,
the video gaming computer system may enable the posting of results as part of
social feeds. In some applications, no monetary award is granted for wins,
such as
in some on-line games. For playing on social media platforms, non-monetary
credits may be used for bets and an award may comprise similar non-monetary
credits that can be used for further play or to have access to bonus features
of a
game. All processing may be performed remotely, such as by a server, while a
player interface (computer, smart phone, etc.) displays the game to the
player.
[00273] The functionality described herein may also be accessed as an
Internet service, for example by accessing the functions or features described
from
any manner of computer device, by the computer device accessing a server
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computer, a server farm or cloud service configured to implement said
functions or
features.
[00274] The above-described embodiments can be implemented in any of
numerous ways. For example, the embodiments may be implemented using
hardware, software or a combination thereof. When implemented in software, the
software code can be executed on any suitable processor or collection of
processors, whether provided in a single computer or distributed among
multiple
computers. Such processors may be implemented as integrated circuits, with one
or more processors in an integrated circuit component. A processor may be
implemented using circuitry in any suitable format.
[00275] Further, it should be appreciated that a computer may be embodied
in any of a number of forms, such as a rack-mounted computer, a desktop
computer, a laptop computer, or a tablet computer. Additionally, a computer
may
be embedded in a device not generally regarded as a computer but with suitable
processing capabilities, including an EGM, A Web TV, a Personal Digital
Assistant
(PDA), a smart phone, a tablet or any other suitable portable or fixed
electronic
device.
[00276] Also, a computer may have one or more input and output devices.
These devices can be used, among other things, to present a user interface.
Examples of output devices that can be used to provide a user interface
include
printers or display screens for visual presentation of output and speakers or
other
sound generating devices for audible presentation of output. Examples of input
devices that can be used for a user interface include keyboards and pointing
devices, such as mice, touch pads, and digitizing tablets. As another example,
a
computer may receive input information through speech recognition or in other
audible formats.
[00277] Such computers may be interconnected by one or more networks in
any suitable form, including as a local area network or a wide area network,
such
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as an enterprise network or the Internet. Such networks may be based on any
suitable technology and may operate according to any suitable protocol and may
include wireless networks, wired networks or fiber optic networks.
[00278] The various methods or processes outlined herein may be coded as
software that is executable on one or more processors that employ any one of a
variety of operating systems or platforms. Additionally, such software may be
written using any of a number of suitable programming languages and/or
programming or scripting tools, and also may be compiled as executable machine
language code or intermediate code that is executed on a framework or virtual
machine.
[00279] In this respect, the enhancements to game components may be
embodied as a tangible, non-transitory computer readable storage medium (or
multiple computer readable storage media) (e.g., a computer memory, one or
more
floppy discs, compact discs (CD), optical discs, digital video disks (DVD),
magnetic
tapes, flash memories, circuit configurations in Field Programmable Gate
Arrays or
other semiconductor devices, or other non-transitory, tangible computer-
readable
storage media) encoded with one or more programs that, when executed on one or
more computers or other processors, perform methods that implement the various
embodiments discussed above. The computer readable medium or media can be
transportable, such that the program or programs stored thereon can be loaded
onto one or more different computers or other processors to implement various
aspects as discussed above. As used herein, the term "non-transitory computer-
readable storage medium" encompasses only a computer-readable medium that
can be considered to be a manufacture (i.e., article of manufacture) or a
machine.
[00280] The terms "program" or "software" are used herein in a generic
sense
to refer to any type of computer code or set of computer-executable
instructions
that can be employed to program a computer or other processor to implement
various aspects of the present invention as discussed above. Additionally, it
should
be appreciated that according to one aspect of this embodiment, one or more
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computer programs that when executed perform methods as described herein
need not reside on a single computer or processor, but may be distributed in a
modular fashion amongst a number of different computers or processors to
implement various aspects.
[00281] Computer-executable instructions may be in many forms, such as
program modules, executed by one or more computers or other devices.
Generally, program modules include routines, programs, objects, components,
data structures, etc, that perform particular tasks or implement particular
abstract
data types. Typically the functionality of the program modules may be combined
or
distributed as desired in various embodiments.
[00282] Also, data structures may be stored in computer-readable media in
any suitable form. For simplicity of illustration, data structures may be
shown to
have fields that are related through location in the data structure. Such
relationships may likewise be achieved by assigning storage for the fields
with
locations in a computer-readable medium that conveys relationship between the
fields. However, any suitable mechanism may be used to establish a
relationship
between information in fields of a data structure, including through the use
of
pointers, tags or other mechanisms that establish relationship between data
elements.
[00283] Various aspects of the present game enhancements may be used
alone, in combination, or in a variety of arrangements not specifically
discussed in
the embodiments described in the foregoing and is therefore not limited in its
application to the details and arrangement of components set forth in the
foregoing
description or illustrated in the drawings. For example, aspects described in
one
embodiment may be combined in any manner with aspects described in other
embodiments. While particular embodiments have been shown and described,
changes and modifications may be made.
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[00284] The embodiments described herein are implemented by physical
computer hardware embodiments. The embodiments described herein provide
useful physical machines and particularly configured computer hardware
arrangements of computing devices, servers, electronic gaming terminals,
processors, memory, networks, for example. The embodiments described herein,
for example, is directed to computer apparatuses, and methods implemented by
computers through the processing of electronic data signals.
[00285] The embodiments described herein involve computing devices,
servers, electronic gaming terminals, receivers, transmitters, processors,
memory,
display, networks particularly configured to implement various acts. The
embodiments described herein are directed to electronic machines adapted for
processing and transforming electromagnetic signals which represent various
types of information. The embodiments described herein pervasively and
integrally
relate to machines, and their uses; and the embodiments described herein have
no
meaning or practical applicability outside their use with computer hardware,
machines, a various hardware components.
[00286] Substituting the computing devices, servers, electronic gaming
terminals, receivers, transmitters, processors, memory, display, networks
particularly configured to implement various acts for non-physical hardware,
using
mental steps for example, may substantially affect the way the embodiments
work.
[00287] Such computer hardware limitations are clearly essential elements
of
the embodiments described herein, and they cannot be omitted or substituted
for
mental means without having a material effect on the operation and structure
of the
embodiments described herein. The computer hardware is essential to the
embodiments described herein and is not merely used to perform steps
expeditiously and in an efficient manner.
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