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Patent 3063154 Summary

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(12) Patent Application: (11) CA 3063154
(54) English Title: GAMING METHOD, SYSTEM AND MACHINE COMPRISING A SKILL SCORE
(54) French Title: PROCEDE, SYSTEME ET MACHINE DE JEU COMPRENANT UN SCORE D'ADRESSE
Status: Deemed Abandoned and Beyond the Period of Reinstatement - Pending Response to Notice of Disregarded Communication
Bibliographic Data
(51) International Patent Classification (IPC):
  • G07F 17/34 (2006.01)
  • A63F 09/24 (2006.01)
  • A63F 13/55 (2014.01)
(72) Inventors :
  • HERRING, PETER JAMES (Australia)
  • CREPALDI, JOSEPH RONALD (Australia)
  • WYER, ANDREW (Australia)
  • BRIDGES, DARYL (Australia)
  • BRUCE, DARYL LEIGH (Australia)
(73) Owners :
  • CHILL GAMING PTY LTD
(71) Applicants :
  • CHILL GAMING PTY LTD (Australia)
(74) Agent: SMART & BIGGAR LP
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 2017-05-26
(87) Open to Public Inspection: 2017-12-07
Availability of licence: N/A
Dedicated to the Public: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/AU2017/050500
(87) International Publication Number: AU2017050500
(85) National Entry: 2019-10-30

(30) Application Priority Data:
Application No. Country/Territory Date
62/344,915 (United States of America) 2016-06-02
PCT/AU2017/050206 (Australia) 2017-03-08

Abstracts

English Abstract


Described embodiments generally relate to a gaming machine comprising
a display; a memory storing a set of game instructions; at least one input
mechanism configured to receive user input from a player; and a game
controller
configured to access and execute the instructions stored in the memory to:
present at
least one game of skill on the display; enable a player to control an avatar
to perform
the game of skill by operating the at least one input mechanism; in response
to a
triggering event, determine a skill score based on at least one aspect of the
avatar's
performance in the game of skill and the set of game instructions, and based
on the skill
score, determine a monetary reward to be awarded to the player from a prize
pool.

<IMG>


French Abstract

Selon les modes de réalisation, l'invention concerne généralement une machine de jeu comprenant : un écran ; une mémoire stockant un ensemble d'instructions de jeu ; au moins un mécanisme d'entrée configuré pour recevoir une entrée d'utilisateur provenant d'un joueur ; et un contrôleur de jeu configuré pour accéder aux instructions stockées dans la mémoire, et pour exécuter lesdites instructions, en vue de : présenter au moins un jeu d'adresse sur l'écran ; permettre à un joueur de commander un avatar pour effectuer le jeu d'adresse en actionnant le ou les mécanismes d'entrée ; en réponse à un événement déclencheur, déterminer un score d'adresse sur la base d'au moins un aspect des performances de l'avatar dans le jeu d'adresse et de l'ensemble des instructions de jeu ; et sur la base du score d'adresse, déterminer une récompense monétaire à attribuer au joueur à partir d'un groupe de prix.

Claims

Note: Claims are shown in the official language in which they were submitted.


53
CLAIMS:
1. A gaming machine comprising:
a display;
a memory storing a set of game instructions;
at least one input mechanism configured to receive user input from a player;
at
least one tactile user input mechanism for navigating through a game of skill;
and
a game controller configured to access and execute the instructions stored in
the
memory to:
divide at least one prize pool into at least two monetary rewards, and
associate each monetary reward with a skill score range;
present at least one game of skill on the display, the game of skill
involving the application of player skill via the at least one tactile user
input
mechanism;
enable a player to control an avatar to perform the game of skill by
operating the at least one tactile user input mechanism;
in response to a triggering event, determine a skill score based on at least
one aspect of the avatar's performance in the game of skill and the set of
game
instructions, wherein the triggering event is caused by the application of
player skill via
the at least one tactile user input mechanism; and
based on a correlation between the skill score and the skill score ranges
associated with the monetary rewards, select a monetary reward of the at least
two
monetary rewards to be awarded to the player from the at least one prize pool.
2. The gaming machine of claim 1, wherein the game controller is configured
to
present at least one game of chance on the display in response to receiving
user input.
3. The gaming machine of claim 2, wherein the at least one prize pool is
incremented based on player spend in the game of chance.
4. The gaming machine of claim 2 or claim 3, wherein the game controller is
configured to present the at least one game of skill after presenting the at
least one
game of chance.
5. The gaming machine of claim 4, wherein the game controller is configured
to
present the at least one game of skill in response to at least one outcome of
the at least
one game of chance.

54
6. The gaming machine of any one of claims 2 to 5, wherein the game
controller is
configured to execute a meta-game, wherein the meta-game defines at least one
meta-
game objective and wherein progression through the meta-game towards the at
least
one meta-game objective is related to results of the game of chance.
7. The gaming machine of claim 6, wherein achievement of the at least one
meta-
game objective affects at least one aspect of the at least one game of skill.
8. The gaming machine of claim any one of claims 1 to 7, wherein the game
controller is configured to present the at least one game of skill in response
to a pre-
determined condition being met.
9. The gaming machine of any one of claims 1 to 8, wherein the game
controller is
configured to present a selectable option to the user, wherein selecting the
option
causes the gaming controller to present the at least one game of skill.
10. The gaming machine of claim 9, wherein the game controller is
configured to
present the selectable option to the user in response to a pre-determined
condition being
met.
11. The gaming machine of any one of claims 1 to 10, wherein the game
controller
is configured to randomly generate a return-to-player levelling event that
causes the
player who is playing at the time of the levelling event being generated to be
awarded a
pre-determined percentage of one or more prize pools associated with the skill
based
game.
12. The gaming machine of claim 11, wherein the return-to-player levelling
event is
generated before play of the game of skill commences.
13. The gaming machine of claim 12, wherein the percentage is between 60%
and
100%.
14. The gaming machine of claim 13, wherein the percentage is 100%.

55
15. The gaming machine of any one of claims 11 to 14, wherein the return-to-
player
levelling event causes a characteristic of the avatar to change in favour of
the player.
16. The gaming machine of any one of claims 1 to 15, wherein the at least
one prize
pool is divided into a plurality of prize pool segments, each prize pool
segment being
associated with a skill score range.
17. The gaming machine of claim 16, wherein the value of each prize pool
segment
is related to the skill score range associated with that prize pool segment.
18. The gaming machine of claim 16 or claim 17, wherein when a prize pool
segment is won, that prize pool segment is reseeded with money from a
secondary prize
pool, and the associations between each prize pool and each skill score range
are
modified so that the monetary value of each prize pool segment is related to
the skill
score range associated with that prize pool segment.
19. The gaming machine of any one of claims 1 to 18, wherein the monetary
reward
awarded to the player is a percentage of an amount of money in a prize pool,
the game
controller configured to calculate the percentage based on the skill score.
20. The gaming machine of claim 19, wherein the skill score is determined
based on
the actions of the avatar in the game of skill.
21. The gaming machine of any one of claims 1 to 20, wherein the skill
score is
determined based at least in part on a number of in-game items collected by
the player
in the skill based game.
22. The gaming machine of any one of claims 1 to 21, wherein the skill
score is
determined based at least in part on a number of in-game opponents defeated by
the
player in the skill based game.
23. The gaming machine of any one of claims 1 to 22, wherein the skill
score is
determined based at least in part on a time in which a player completes a task
in the
skill based game.

56
24. The gaming machine of any one of claims 1 to 23, wherein the skill
score is
determined based at least in part on by a difficulty of an action sequence
executed by
the player in the skill based game.
25. The gaming machine of any one of claims 1 to 24, wherein the skill
score is
determined based at least in part on an amount of damage inflicted upon an
opponent
by the player in the skill based game.
26. The gaming machine of any one of claims 1 to 25, wherein the skill
score is
determined based at least in part on the use of in-game consumables by the
player in
the skill based game.
27. The gaming machine of any one of claims 1 to 26, wherein the skill
score is
determined based at least in part on an amount of damage inflicted upon the
player in
the skill based game.
28. The gaming machine of any one of claims 1 to 27, wherein the game
controller
is further configured to, based on the skill score, determine a non-monetary
reward to
be awarded to the player.
29. The gaming machine of any one of claims 1 to 28, wherein the triggering
event
is an action or achievement of the avatar during game play.
30. The gaming machine of any one of claims 1 to 28, wherein the triggering
event
is the completion of the feature game.
31. A method of determining a monetary reward based on an outcome of a game
of
skill, the method comprising:
dividing at least one prize pool into at least two monetary rewards, and
associating each monetary reward with a skill score range;
presenting at least one game of skill on a display of a gaming machine, the
game of skill involving the application of player skill via at least one
tactile user input
mechanism;
enabling a player to control an avatar to perform the game of skill by
operating the at least one tactile user input mechanism;

57
in response to a triggering event, determining a skill score based on at
least one aspect of the avatar's performance in the game of skill and a set of
game
instructions stored in a memory of the gaming machine, wherein the triggering
event
is caused by the application of player skill via the at least one tactile user
input mechanism; and
based on the skill score and the skill score ranges associated with the
monetary rewards, selecting a monetary reward of the at least two monetary
rewards to
be awarded to the player from the at least one prize pool;
wherein the monetary reward is determined based on a correlation between the
skill score and the skill score ranges associated with the monetary rewards.
32. The method of claim 31, further comprising presenting at least one game
of
chance on the display in response to receiving user input.
33. The method of claim 32, further comprising incrementing the prize pool
based
on player spend in the game of chance.
34. The method of claim 32 or 33, further comprising presenting the at
least one
game of skill after presenting the at least one game of chance.
35. The method of claim 34, further comprising presenting the at least one
game of
skill in response to at least one outcome of the at least one game of chance.
36. The method of any one of claims 32 to 35, further comprising executing
a meta-
game, wherein the meta-game defines at least one meta-game objective and
wherein
progression through the meta-game towards the at least one meta-game objective
is
related to results of the game of chance.
37. A computer-readable medium storing machine-readable instructions, which
when executed by a processor, causes the processor to perform the method of
any one
of claims 31 to 36.
38. A gaming machine comprising:
a display;
a memory storing a set of game instructions;
at least one input mechanism configured to receive user input from a player;
and

58
a game controller configured to access and execute the instructions stored in
the
memory to:
divide at least one prize pool into at least two monetary rewards, and
associate each monetary reward with a skill indicator;
present at least one game of skill on the display;
enable a player to control an avatar to perform the game of skill by
operating the at least one input mechanism;
in response to a triggering event, determine a skill indicator based on at
least one aspect of the avatar's performance in the game of skill and the set
of game
instructions, wherein the triggering event is caused by the application of
player skill via
the at least one tactile user input mechanism; and
based on the skill indicator, select a monetary reward of the at least two
monetary rewards to be awarded to the player from the at least one prize pool.

Description

Note: Descriptions are shown in the official language in which they were submitted.


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"Gaming method, system and machine comprising a skill score"
Technical Field
The present disclosure relates to an improved gaming system and an improved
method,
system and machine for gaming.
Background
Reel-style gaming machines allow players to make bets on symbols that appear
on the
real or virtual reels, offering awards to players based on the combinations of
symbols
that appear. These games appeal to players as a way of winning cash or
credits.
However, reel-style games have limited appeal to some players.
It is desired to address or ameliorate one or more shortcomings or
disadvantages
associated with prior methods, systems and machines for gaming, or to at least
provide
a useful alternative thereto.
Any discussion of documents, acts, materials, devices, articles or the like
which has
been included in the present specification is not to be taken as an admission
that any or
all of these matters form part of the prior art base or were common general
knowledge
in the field relevant to the present disclosure as it existed before the
priority date of
each claim of this application.
Throughout this specification the word "comprise", or variations such as
"comprises" or
"comprising", will be understood to imply the inclusion of a stated element,
integer or
step, or group of elements, integers or steps, but not the exclusion of any
other element,
integer or step, or group of elements, integers or steps.
Summary
Some embodiments relate to a gaming machine comprising:
a display;
a memory storing a set of game instructions;
at least one input mechanism configured to receive user input from a player;
at least one tactile user input mechanism for navigating through a game of
skill and
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a game controller configured to access and execute the instructions stored in
the
memory to:
present at least one game of skill on the display , the game of skill
involving the application of player skill via the at least one tactile user
input
mechanism;
enable a player to control an avatar to perform the game of skill by
controlling the at least one tactile input mechanism;
in response to a triggering event, determine a skill score based on at least
one aspect of the avatar's performance in the game of skill and the set of
game
instructions; and
based on a correlation between the skill score and a skill score range
associated with the at least one prize pool, determine a monetary reward to be
awarded
to the player from the prize pool.
According to some embodiments, the game controller is configured to present at
least
one game of chance on the display in response to receiving user input. In some
embodiments, the at least one prize pool is incremented based on player spend
in the
game of chance.
In some embodiments, the game controller is configured to present the at least
one
game of skill after presenting the at least one game of chance. According to
some
embodiments, the game controller is configured to present the at least one
game of skill
in response to at least one outcome of the at least one game of chance.
In some embodiments, the game controller is configured to execute a meta-game,
wherein the meta-game defines at least one meta-game objective and wherein
progression through the meta-game towards the at least one meta-game objective
is
related to results of the game of chance. According to some embodiments,
achievement
of the at least one meta-game objective affects at least one aspect of the at
least one
game of skill.
According to some embodiments, the game controller is configured to present
the at
least one game of skill in response to a pre-determined condition being met.
According to some embodiments, the game controller is configured to present a
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selectable option to the user, wherein selecting the option causes the gaming
controller
to present the at least one game of skill. In some embodiments, the game
controller is
configured to present the selectable option to the user in response to a pre-
determined
condition being met.
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In some embodiments, the monetary reward is determined based on a correlation
between the skill score and a skill score range associated with the at least
one prize
pool.
According to some embodiments, the game controller is configured to randomly
generate a return-to-player levelling event that causes the player who is
playing at the
time of the levelling event being generated to be awarded a pre-determined
percentage
of one or more prize pools associated with the skill based game. According to
some
embodiments, the return-to-player levelling event is generated before play of
the game
of skill commences. According to some embodiments, the percentage is between
60%
and 100%. In some embodiments, the percentage is 100%.
According to some embodiments, the at least one prize pool is divided into a
plurality
of prize pool segments, each prize pool segment being associated with a skill
score
range. In some embodiments, the value of each prize pool segment is related to
the skill
score range associated with that prize pool segment.
In some embodiments, when a prize pool segment is won, that prize pool segment
is
reseeded with money from a secondary prize pool, and the associations between
each
prize pool and each skill score range are modified so that the monetary value
of each
prize pool segment is related to the skill score range associated with that
prize pool
segment.
According to some embodiments, the monetary reward awarded to the player is a
percentage of an amount of money in a prize pool, the game controller
configured to
calculate the percentage based on the skill score. In some embodiments, the
skill score
is determined based on the actions of the avatar in the game of skill.
According to some embodiments, the skill score is determined based at least in
part on
a number of in-game items collected by the player in the skill based game.
According
to some embodiments, the skill score is determined based at least in part on a
number
of in-game opponents defeated by the player in the skill based game. According
to
some embodiments, the skill score is determined based at least in part on a
time in
which a player completes a task in the skill based game. According to some
embodiments, the skill score is determined based at least in part on by a
difficulty of an

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some embodiments, the skill score is determined based at least in part on a
time in
which a player completes a task in the skill based game. According to some
embodiments, the skill score is determined based at least in part on by a
difficulty of an
action sequence executed by the player in the skill based game. According to
some
embodiments, the skill score is determined based at least in part on an amount
of
damage inflicted upon an opponent by the player in the skill based game.
According to
some embodiments, the skill score is determined based at least in part on the
use of in-
game consumables by the player in the skill based game. According to some
embodiments, the skill score is determined based at least in part on an amount
of
damage inflicted upon the player in the skill based game.
In some embodiments, the game controller is further configured to, based on
the skill
score, determine a non-monetary reward to be awarded to the player.
According to some embodiments, wherein the triggering event is an action or
achievement of the avatar during game play. In some embodiments, the
triggering
event is the completion of the feature game.
Some embodiments relate to a method of determining a monetary reward based on
an
outcome of a game of skill, the method comprising:
presenting at least one game of skill on a display of a gaming machine, the
game of skill involving the application of player skill via at least one
tactile user input
mechanism;
enabling a player to control an avatar to perform the game of skill by
controlling at least one tactile input mechanism;
in response to a triggering event, determining a skill score based on at
least one aspect of the avatar's performance in the game of skill and a set of
game
instructions stored in a memory of the gaming machine; and
based on a correlation between the skill score and a skill score range
associated with the at least one prize pool, determining a monetary reward to
be
awarded to the player from the prize pool.
Some embodiments further comprise presenting at least one game of chance on
the
display in response to receiving user input. Some embodiments further comprise
incrementing the prize pool based on player spend in the game of chance.
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Some embodiments further comprise executing a meta-game, wherein the meta-game
defines at least one meta-game objective and wherein progression through the
meta-
game towards the at least one meta-game objective is related to results of the
game of
chance.
5
Some embodiments relate to a computer-readable medium storing machine-readable
instructions, which when executed by a processor, causes the processor to
perform the
method of some other embodiments.
Some embodiments relate to a gaming machine comprising:
a display;
a memory storing a set of game instructions;
at least one input mechanism configured to receive user input from a player;
and
a game controller configured to access and execute the instructions stored in
the
memory to:
present at least one game of skill on the display;
enable a player to control an avatar to perform the game of skill by
operating the at least one input mechanism;
in response to a triggering event, determine a skill indicator based on at
least one aspect of the avatar's performance in the game of skill and the set
of game
instructions; and
based on the skill indicator, determine a monetary reward to be awarded to
the player from a prize pool.
Brief Description of Drawings
Embodiments are described below in further detail and by way of example, with
reference to the accompanying drawing, in which:
Figure 1 is a diagrammatic representation of a gaming system in accordance
with some embodiments, implemented in the form of a stand-alone gaming
machine;
Figure 2 is a schematic block diagram of core components of the gaming system
of Figure 1;
Figure 3 is a schematic diagram of a gaming system in accordance with some
embodiments, with the gaming system implemented over a network;
Figure 4 is a schematic block diagram of the software components of a gaming
system according to some embodiments;

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Figure 5 is a flow diagram illustrating a method of controlling game play on a
gaming machine according to some embodiments;
Figure 6 is an example screenshot of a character selection screen;
Figure 7 is an example screenshot of a virtual location selection screen;
Figure 8 is an example screenshot of a base game screen;
Figure 9 is a detailed view of the symbol sets shown in Figure 8;
Figure 10 is an example screenshot of a base game screen;
Figure 11 is an example screenshot of a meta-game task screen;
Figure 12A is an example screenshot of a meta-game task screen showing a task
being completed;
Figure 12B is a detailed view of an example player level bar portion of the
base
game screen;
Figure 12C is an example screenshot of the base game screen highlighting a
winning meta-game combination;
Figure 13 is an example screenshot of a feature game screen;
Figure 14 is an example screenshot of a multi-stage prize pool of the feature
game;
Figure 15 is an example screenshot of a percentage based prize pool of the
feature game;
Figure 16 is a flow diagram illustrating a method of controlling game play on
a
gaming machine according to some embodiments;
Figure 17 is an example screenshot of an achievement screen;
Figure 18 is an example screenshot of a feature game achievement summary
display; and
Figure 19 is an example screenshot of a feature game battler results display.
Description of Embodiments
Described embodiments generally relate to a gaming machine. The gaming machine
may be a gaming machine as shown and described in relation to co-pending and
co-
owned International Patent Application No. PCT/AU2017/050206, filed on 8 March
2017 and entitled "Gaming method, system and machine comprising multiple
games",
the entire contents of which is hereby incorporated by reference. The gaming
system
can take a number of different forms. In a first form, a stand-alone gaming
machine is
provided wherein all or most components required for implementing the game are
present in a player operable gaming machine.

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In a second form, a distributed architecture is provided wherein some of the
components required for implementing the game are present in a player operable
gaming machine and some of the components required for implementing the game
are
located remotely relative to the gaming machine. For example, a "thick client"
architecture may be used wherein part of the game is executed on a player
operable
gaming machine and part of the game is executed remotely, such as by a gaming
server; or a "thin client" architecture may be used wherein most of the game
is executed
remotely such as by a gaming server and a player operable gaming machine is
used
only to display audible and/or visible gaming information to the player and
receive
gaming inputs from the player.
However, it will be understood that other arrangements are envisaged. For
example, an
architecture may be provided wherein a gaming machine is networked to a gaming
server and the respective functions of the gaming machine and the gaming
server are
selectively modifiable. For example, the gaming system may operate in
standalone
gaming machine mode, "thick client" mode or "thin client" mode depending on
the
game being played, operating conditions, and so on.
Irrespective of the form, the gaming system 100 has several core components.
At the
broadest level, the core components comprise a player interface and a game
controller.
The player interface is arranged to enable interaction between a player and
the gaming
system and for this purpose includes input/output components required for the
player to
enter instructions and play the game. For example, the input/output components
may
include a credit mechanism to enable a player to input credits and receive
payouts, one
or more displays which may comprise a touch screen, and a game play mechanism
arranged to enable a player to input game playing instructions. The game
controller is
in data communication with the player interface and typically comprises a
processor
arranged to process game play instructions and output game player outcomes to
the one
or more displays. It will be understood that in the present specification, the
term
"processor" refers generally to any device that can process game play
instructions and
may include a microprocessor, microcontroller, programmable logic device or
any
computational device such as a personal computer or a server.

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Referring now to Figure 1, reference numeral 100 generally designates a stand-
alone
gaming system including a game. Hereinafter, the stand-alone gaming system 100
will
be referred to as a gaming machine.
The gaming machine 100 includes a console 102 which contains all or most
components required to implement a game play whereby, at least during part of
the
game play, a player wins or loses a wager. Access to the components is by way
of a
hinged door 105. Mounted to the exterior of the console 102 is a display means
in the
form of at least one visual display unit 104 on which one or more games is
played. The
video display unit 104 may be implemented as a liquid crystal display, a
plasma screen,
or other high quality digital video display. While the console 102 illustrated
in Figure
1 shows a single visual display unit 104, there may be more than one visual
display unit
on a gaming machine 100. For example, in some embodiments, gaming machine 100
may have one visual display unit 104 for displaying the game being played, and
an
additional visual display unit in the form of artwork 120 (described below)
for
displaying advertising or other material. In some embodiments, the additional
visual
display unit may be a video display unit. What is displayed on the visual
display unit
104 will depend on what the intended goal of the unit is in relation to the
player and
any other potential participants in the gaming system. In some embodiments, a
plurality
of gaming machines 100 may communicate with a central display screen (not
shown),
which may allow for portions of gameplay to be displayed to a wider audience
in a
gaming venue.
In this example, the gaming machine 100 includes a tactile input for a player
to interact
via touch with the gaming machine 100. The tactile input may be in the form of
a
combination of pushbuttons 106 and a touch screen 108 for enabling a player to
play
one or more games. The touch screen 108 is an electronic visual display that
can detect
the presence and location of a touch within the display area. The touch screen
108 may
be used during game setup, user browsing, or during the game play between
start of a
game and the end of a game, for example. Certain functions of the pushbutton
are:
initiation of game play, credit output, gameplay selection, completion of
gameplay etc.
A midtrim 112 of the machine 100 houses the pushbuttons 106.
The tactile input may optionally or further include a joystick (not shown)
comprising a
stick that pivots on a base and reports its angle or direction to the device
it is
controlling. The tactile input may optionally or further include a
trackpad/touchpad

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(not shown) being a pointing device featuring a tactile sensor to translate
the motion
and position of a user's fingers to a relative position on screen. In some
embodiments,
tactile input may further include a keyboard, electronic mouse, or other input
mechanism. In some embodiments, the user interface may be a user configurable
interface having multiple user input options. It should be appreciated that
tactile input
may include any suitable device that enables the player to produce an input
signal that
is received by the processor 202 (see Figure 2).
The midtrim 112 may house a credit input mechanism 221 including a bill
collector
114. The credit input mechanism 221 may alternatively or additionally include
a coin
input chute, a card and/or ticket reader, a magnetic reading head for reading
a magnetic
stripe card, an electronic reader for a proximity card, a near field
communications
reader or any other form of electronic, wireless or contact that can input
credit to the
gaming machine.
A payout mechanism 225 including a coin tray 116 may be mounted beneath the
console 102 and is provided for cash or other payouts from the machine 100 to
the
player. A hopper device (not shown) is provided which dispenses coins, or
tokens
equal to the amount of credit currently on the machine, into the coin tray
116. Aside
from the coin tray 116, payout mechanism 225 may alternatively or additionally
include a ticket dispenser for issuing a ticket dispensed by a printer which
the user can
redeem for cash, a note dispenser, a near field communications transmitter or
means to
enable remote credit transfer. Other suitable payout mechanisms, such as fund
transfers to the player's electronically recordable identification card or
smart card, may
be implemented in accordance with described embodiments.
The gaming machine 100 includes a top box 118 on which artwork 120 or other
images
may be carried in the form of electronic visual display units. The artwork 120
could
also comprise physical materials such as paper, plastic banners or posters.
The artwork
120 may have generic information related to the machine or gaming system or
the
artwork 120 may be specifically made for a particular game to be played on the
machine 100. While the artwork 120 is shown as being carried on the top box
118, the
art work 120 can also be positioned in or on the bottom panel of the door 105,
or any
other part of the gaming machine 100 visible to the player. In some
embodiments,
artwork 120 may be a second digital display, which may show jackpot
information, for
example, or other supplemental video.

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The gaming machine 100 further includes an auditory unit in the form of
auditory
output 208 (see Figure 2) to provide auditory feedback to the player of the
gaming
machine 100.
5
Referring to Figure 2, game logic circuitry 200 is illustrated. The game logic
circuitry
200 includes a gaming controller 201 (otherwise referred to as a logic cage).
As will be
appreciated by those skilled in the gaming industry, the logic cage 201
includes a box-
like mechanical structure that has slots to guide logic cards into the proper
location for
10 electronically plugging into a backplane mounted at the rear of the cage
structure. The
logic cards may contain hardware configured to perform specific functions, and
may
include sound cards, video cards, network cards, hard drives or other memory
storage.
The backplane has connectors for accepting mating connectors on the logic
cards. The
logic cage 201 and associated logic cards form one of the basic components of
the
gaming machine 100 and is securely housed within the cabinet of the gaming
machine
100.
Central to the logic cage 201 is a processor 202 which may be a central
processing unit,
a microcontroller-based platform, a suitable integrated circuit, or one or
more
application-specific integrated circuits (ASIC's).
In this particular example, the processor 202 is in communication with or
operable to
access or to exchange signals with: memory 204, an audio control component
209, a
hard meter interface 206, a random number generator 210, a user input
component 216,
a video display component 212, a credit input component 220 and a payout
component
224.
Instructions and data to control operation of the processor 202 are stored in
a memory
204 which is in data communication with processor 202. Memory 204 typically
comprises both volatile and non-volatile memory and more than one of each type
of
memory. For example, the memory 204 may comprise RAM, ROM, and non-volatile
memory in the form of a memory card, such as compact flash. RAM may include
non-
volatile RAM (NVRAM), magnetic RAM (MRAM), ferroelectric RAM (FeRAM), and
other forms as commonly understood in the gaming industry. Memory 204
comprises a
game software module 231 storing executable code, which when executed by the
processor 202, provides the game on the gaming machine 100.

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In particular, processor 202 runs executable code residing in game software
module
231 of memory 204 that facilitates play of a game by a player through display
unit 104
and/or push buttons 106 and touch sensors 108 mounted in the screen of display
unit
104. Game software module 231 contains executable program code that defines
the
rules of the game, defines the sequence of gameplay, communicates with
external
systems, monitors peripheral equipment, and maintains integrity of the
software code,
among other things.
Audio control component 209 is in communication with audio output 208. Audio
control component 209 may have its own digital signal processor, analogue to
digital
converters, amplifiers and other circuitry necessary to broadcast the output
from the
speakers.
.. Hard meter interface 206 communicates with hard meters 207. Hard meters 207
contain
the gaming machine parameters which are required to be stored on a hard meter
for
regulatory reasons, which may include values such as total credit in and total
credit out
in some jurisdictions, for example. The values in hard meters 207 are only
ever
incremented, and cannot be reset or decremented.
Random number generator 210 generates random or pseudo-random numbers for the
purpose of determining the outcome of chance-based games played on gaming
machine
100, as well as for determining when a return-to-player levelling event is to
occur for
skill-based games played on gaming machine 100. While presenting a skill-based
game
on gaming machine 100 allows for increased player satisfaction by allowing
players to
exercise and improve their skill, awarding monetary prizes to players on a
skill based
game makes it difficult to regulate the return-to-player (RTP) amount awarded
by the
gaming machine. An RTP levelling event (as described in further detail below)
allows
the RTP to be maintained at the desired level, while allowing for a game of
skill to be
presented.
In some embodiments, random number generator 210 may be implemented in
software
as part of game software module 231. In some other embodiments, random number
generator 210 may be implemented in firmware or in hardware. In some
embodiments,
the form that random number generator 231 takes may be dictated by gaming
regulations.

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User input component 216 communicates with user inputs 218, which may include
pushbuttons 106 and touch screen sensors 108, among other inputs. Received
inputs are
decoded by user input component 216 and communicated to processor 202.
Video display component 212 communicates with video display unit 104.
Processor
202 sends instructions to video display component 212, in order to cause
images that
make up the game sequence to be displayed on video display unit 104. These
images
may be pre-generated images retrieved by processor 202 from memory 204, or the
images may be generated in real-time by processor 202 executing code modules
stored
in memory 204, as described below with reference to Figure 4. In some
embodiments,
the displayed images may be made up of a pre-generated background retrieved
from
memory 204 in combination with an animated sequence generated in real-time by
processor 202.
Credit input component 220 receives signals from credit input mechanism 221,
which
may include bill collector 114 in some embodiments. Credit input component 220
may
use the signals to determine whether or not a player has provided sufficient
credit to
commence or continue gameplay, for example.
Payout component 224 communicates with payout mechanism 225, which may include
coin tray 116. Payout component 224 may send instructions to payout mechanism
225,
to cause payout mechanism 225 to dispense payment to a player. The payout may
be in
the form of cash, tokens or tickets in some embodiments. In some embodiments,
the
player may receive a code which they can use to collect their payout from a
designated
kiosk. In some embodiments, a player card or account may be credited with the
payout
amount. In some embodiments, a player may be able to finish game play and
request a
payout at various stages throughout the game. In some embodiments, players may
be
able to request a payout at any stage of the game. The player may be able to
use user
input 118 to request the payout.
According to some embodiments, payout component 224 may further be in
communication with a prize pool meter 230. Prize pool meter 230 may be
external to
gaming controller 201, and may be external to gaming machine 100 in some
embodiments. In some embodiments, prize pool meter 230 may be an allocated

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segment of memory 204, and may be stored as part of feature game prize data
408, as
described in further detail below with reference to Figure 4.
Prize pool meter 230 may store one or more prize pool values relating to the
monetary
amount that a player can win when playing gaming machine 100. According to
some
embodiments, prize pool meter 230 may further be in communication with credit
input
component 220, and one or more values stored in prize pool meter 230 may be
incremented each time that gaming machine 100 accepts a wager from a player
through
credit input mechanism 221.
According to some embodiments, prize pool meter 230 may store one or more
values
relating to a multi-stage prize pool, and at least one value relating to a
percentage based
prize pool. When a winning event or payout occurs, one or more of the values
stored in
prize pool meter 230 may be decremented or set to zero, depending on the
amount won
by the player and paid out by payout mechanism 225. According to some
embodiments,
the player may win the entirety of the prize pool, in which case the prize
pool meter
may be reset to a start-up value, which may be zero or a non-zero value. On a
winning
event or payout event being determined by the processor 202, processor 202 may
instruct payout component 224 to determine the amount to be paid out based on
at least
one value stored in prize pool meter 230, and a percentage or portion
determined by
processor 202. For example, processor 202 may instruct payout component 224 to
payout 50% of a percentage based prize pool. Payout component 224 may be
configured to determine the monetary amount that is equivalent to 50% of the
value
stored as the percentage based prize pool value in prize pool meter 230, and
to pay out
this value via payout mechanism 225. According to some embodiments, the
percentage
of a prize pool value to be paid out to a player may be determined by
processor 202
based on a skill score achieved by the player in the feature game, as
described in further
detail below with reference to Figures 14 and 15.
In some embodiments, a player may insert an identification card or ticket into
a card
reader (not shown) of the gaming machine 100, in order to load information
onto
gaming machine 100. For example, the identification card or ticket may be
associated
with a player account containing credit, player settings, and player progress
in a game.
Such an identification card may be a smart card having a programmed microchip,
a
coded magnetic strip, or coded rewritable magnetic strip, wherein the
programmed
microchip or magnetic strips are coded with a player's identification, credit
totals (or

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related data), and/or other relevant information. In another embodiment, a
player may
carry a portable device, such as a mobile phone, a radio frequency
identification tag, or
any other suitable wireless device, that communicates a player's
identification, credit
totals (or related data), and other relevant information to the gaming device.
One or more of the method steps described in this disclosure may be
implemented by
game software module 231 stored in memory 204. Instructions stored in game
software module 231 may be executed by processor 202 or any other processor.
Further, the processor 202, the memory 204, the game software module 231
stored
therein, or a combination thereof, may serve as a means for perfolining one or
more of
the method steps described herein.
Figure 3 shows a gaming system 300 in accordance with an alternative
embodiment.
The gaming system 300 includes a network 302, which for example may be or
include
an Ethernet, powerline, multimedia over Coax (MoCA), WiFi, or other type of
network. The network 302 may also comprise a wide area network ("WAN"), the
plain-old-telephone-system ("POTS), a local area network ("LAN"), a wireless
LAN,
the Internet, or any combination of these and other types of networks. Gaming
machines 304 are connected to the network 302. The gaming machines 304 provide
a
player operable interface and may be the same as the gaming machines 100 shown
in
Figure 1 or may have simplified functionality depending on the requirements
for
implementing game play.
Gaming machines 304 may include game logic circuitry 200 as described above
with
reference to Figure 2. Gaming machines 304 may further include a console
similar to
console 102 which contains all or most components required to implement a game
play
whereby, at least during part of the game play, a player wins or loses a
wager. Access
to the components may be by way of a hinged door, which may be similar to
hinged
door 105. Mounted to the exterior of the console may be a display means in the
form of
at least one visual display unit, which may be similar to display unit 104, on
which one
or more games is played. The display unit may be implemented as a liquid
crystal
display, a plasma screen, or other high quality digital video display. There
may be
more than one visual display unit on each gaming machine 304. For example, in
some
embodiments, gaming machines 304 may have one visual display unit for
displaying
the game being played, and an additional visual display unit in the form of
artwork
similar to artwork 120 (described below) for displaying advertising or other
material. In

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some embodiments, the additional visual display unit may be a video display
unit.
What is displayed on the visual display unit will depend on what the intended
goal of
the unit is in relation to the player and any other potential participants in
the gaming
system. In some embodiments, a plurality of gaming machines 304 may
communicate
5 with a central display screen (not shown), which may allow for portions
of gameplay to
be displayed to a wider audience in a gaming venue.
Gaming machines 304 may include a tactile input for a player to interact via
touch with
the gaming machines 304. The tactile input may be in the form of a combination
of
10 pushbuttons and a touch screen similar to push-buttons 106 and a touch
screen 108, for
enabling a player to play one or more games. The touch screen may be an
electronic
visual display that can detect the presence and location of a touch within the
display
area. The touch screen may be used during game setup, user browsing, or during
the
game play between start of a game and the end of a game, for example. Certain
15 functions of the push-button may include: initiation of game play,
credit output,
gameplay selection, completion of gameplay etc. A midtrim of the machine 304,
similar to midtrim 112, may house the push-buttons.
The tactile input may optionally or further include a joystick comprising a
stick that
pivots on a base and reports its angle or direction to the device it is
controlling. The
tactile input may optionally or further include a trackpad/touchpad being a
pointing
device featuring a tactile sensor to translate the motion and position of a
user's fingers
to a relative position on screen. In some embodiments, tactile input may
further include
a keyboard, electronic mouse, or other input mechanism. In some embodiments,
the
user interface may be a user configurable interface having multiple user input
options.
The midtrim of gaming machine 304 may house a credit input mechanism including
a
bill collector, similar to credit input mechanism 221 and bill collector 114.
The credit
input mechanism may alternatively or additionally include a coin input chute,
a card
and/or ticket reader, a magnetic reading head for reading a magnetic stripe
card, an
electronic reader for a proximity card, a near field communications reader or
any other
form of electronic, wireless or contact that can input credit to the gaming
machine.
A payout mechanism including a coin tray, similar to payout mechanism 225 and
coin
tray 116, may be mounted beneath the console and may be provided for cash or
other
payouts from the machine 304 to the player. A hopper device may be provided
which

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dispenses coins, or tokens equal to the amount of credit currently on the
machine, into
the coin tray. Aside from the coin tray, the payout mechanism may
alternatively or
additionally include a ticket dispenser for issuing a ticket dispensed by a
printer which
the user can redeem for cash, a note dispenser, a near field communications
transmitter
or means to enable remote credit transfer. Other suitable payout mechanisms,
such as
fund transfers to the player's electronically recordable identification card
or smart card,
may be implemented in accordance with described embodiments.
The gaming machine 304 may include a top box similar to top box 118 on which
artwork similar to artwork 120 or other images may be carried in the form of
electronic
visual display units. The artwork could also comprise physical materials such
as
paper, plastic banners or posters. The artwork may have generic information
related to
the machine or gaming system or the artwork may be specifically made for a
particular
game to be played on the machine 304. While the artwork is shown as being
carried on
the top box, the art work can also be positioned in or on the bottom panel of
the door,
or any other part of the gaming machine 304 visible to the player. In some
embodiments, the artwork may be a second digital display, which may show
jackpot
information, for example, or other supplemental video.
The gaming machines 304 further include an auditory unit in the form of
auditory
output 208 (see Figure 2) to provide auditory feedback to the player of the
gaming
machine 304.
In a thick client embodiment, game server 308 implements part of the game
played by a
player using a gaming machine 304 and the gaming machine 304 implements part
of
the game. With this embodiment, as both the game server 308 and the gaming
machine
100 implement part of the game, they collectively provide a game controller
having
similar functions to controller 201. A database management server 310 may
manage
storage of game programs and associated data for downloading or access by the
gaming
devices 304 in a database 318.
In a thin client embodiment, game server 308 implements most or all of the
game
played by a player using a gaming machine 304 and the gaming machine 304
essentially provides only the player interface. With this embodiment, the game
server
308 provides the game controller. The gaming machine 304 will receive player
instructions, pass these to the game server 305 which will process them and
return
game play outcomes to the gaming machine 304 for display. In a thin client

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embodiment, the gaming machines could be computer terminals, e.g. PCs running
software that provides a player interface operable using standard computer
input and
output components.
Additional servers may be provided to assist in the administration of the
gaming
network 300, including for example a gaming floor management server 320, and a
licensing server 322 to monitor the use of licenses relating to particular
games. An
administrator terminal 324 is provided to allow an administrator to run the
network 302
and the devices connected to the network.
The gaming system 300 may communicate with other gaming systems, other local
networks, for example a corporate network, and/or a wide area network such as
the
Internet, for example through a firewall 330.
In some embodiments, functionality at the server side of the network may be
distributed over a plurality of different physical computers. For example,
functional
software elements may be run as a single "engine" on one server or a separate
server
may be provided. For example, the game server 308 could run a random number
generator engine. Alternatively, a separate random number generator server
could be
provided. Further, in some embodiments a plurality of game servers could be
provided
to run different games or a single game server may run a plurality of
different games as
required by game machines 304.
A functional block diagram 400 illustrating software components of gaming
machine
100 is shown in Figure 4. Memory 204 stores game software module 231 which
comprising a number of executable code modules. Memory 204 also stores various
Game data.
Game data stored by memory 204 includes symbol data 401, base game pay-table
data
402, meta-game pay-table data 403, meta-game task data 404, character data
405,
virtual location data 406, feature game map data 407, feature game prize data
408, and
skill score data 409. In some embodiments, memory 204 may further store
information
about one or more game themes or game scenarios, which may be selectable by a
player of the game, or automatically selected prior to game commencement. A
theme
may include a number of conceptually linked game aspects that contribute to
the
overall appearance and/or style of the game, as well as the specific
appearance of

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various aspects of the game, as described below. A scenario may be linked to a
game
theme, or vice versa, and may include details of the game style, game
objectives, and
storyline of the game.
Symbol data 401 may include data relating to the symbols to be displayed on
visual
display unit 104 of gaming machine 100 during the base game. For example, the
particular images used for each symbol may be stored, as well as an
identification code
relating to the symbol, and a value of the symbol in the base game. The visual
appearance of the symbols may be dependent on the theme of the game.
Base game pay-table data 402 may include data relating to the pay-table used
in the
base game played on gaming machine 100. Base game pay-table data 402 may be
used
to calculate an amount of points, credits or other awards to be won by a
player of
gaming machine 100 when playing the base game. Base game pay-table data 402
may
be used to determine the amount won based on which combination of symbols
appear
on visual display unit 104. Base game pay-table data 402 may be related to
symbol data
401, as the amount won by a player as determined by the value of the symbols
as stored
in symbol data 401.
Meta-game pay-table data 403 may include data relating to the pay-table used
in the
meta-game played on gaming machine 100. Pay-table data 403 may be used to
calculate an amount of points, credits or other awards to be won by a player
of gaming
machine 100 when playing the meta-game. Pay-table data 403 may be used to
determine the amount won based on which combination of symbols appear on
visual
display unit 104. Meta-game pay-table data 403 may be related to symbol data
401. In
some embodiments, meta-game pay-table data 403 may also be related to base
game
pay-table data 402, so that outcomes of the meta-game may be related to
outcomes of
the base game.
Meta-game task data 404 may include data relating to tasks to be completed by
the
player during a meta-game played on gaming machine 100. For example, meta-game
task data 404 may include information about how many tasks a player needs to
complete before they receive an award or obtain a particular level. Task data
404 may
further include information about the symbol outcomes that may cause a task to
be
determined to have been completed. In some embodiments, meta-game task data
404
may be related to meta-game pay-table data 403, in order to allow the
completion tasks

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to be completed based on outcomes as determined from the meta-game pay-table
data
403. Meta-game task data 404 may also be related to location data 406 and
character
data 405, as the specific tasks to be completed may depend on the location and
character selected by the player. In some embodiments, meta-game task data 404
may
relate to game theme or game scenario data as well as or instead of location
data 406.
The tasks may also be dependent on the current theme of the game. The theme of
the
game may change over the course of playing the game. For example, once a
player has
completed one or more meta-game objectives and the feature game in a
particular map
location (having a particular associated theme), the player may elect to move
to another
map location that has a different associated theme. In some alternative
embodiments,
the theme and/or scenario of the game may be selectable by a player
independent of or
instead of the location.
Character data 405 may include data relating to a character selected by a
player for
playing a game on gaming machine 100. Character data 405 may include
information
about available characters including a character name, the appearance of the
character,
and initial skill levels of the character. In some embodiments, character data
405 may
include data relating to the character selected by the player, and any
modified attributes
of the character, such as an increased level or increased skill set achieved
through game
play. The characters available in a particular game may be dependent on the
theme of
the game. In some embodiments, the character may be an avatar or player
persona with
graphical representation. The avatar may be a graphical representation of a
human,
animal, fictional being, vehicle, object, or other type of graphical
representation in
some embodiments.
Virtual location data 406 may include data relating to a virtual location
selected by a
player for playing a game on gaming machine 100. Virtual location data 406 may
include information about available locations including a location name, one
or more
images of the location, and characteristics about the location. Virtual
location data 406
may be related to character data 405, as the available characters may depend
on the
chosen location or vice versa. Virtual location data 406 may also be related
to the meta-
game task data 404, as the tasks presented during the meta-game may depend on
the
location selected. Virtual location data 406 may further be related to the
symbol data
401, as the symbols presented during the base game may depend on the location
selected. The current theme of a particular game may be dependent on the
current
selected virtual location of the game. Alternatively, locations available in a
particular

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game may be dependent on the theme of the game. In some embodiments, the
virtual
location may change based on a scenario selected by the player. In some
embodiments,
the same virtual location may be used in all or some of a number of game
scenarios.
5 Feature game map data 407 may include data relating to a map of a game
play location
for a feature game played on gaming machine 100. Feature game map data 407 may
include information about the layout of a feature game location, including
where game
objects may be located within the virtual location. Feature game map data 407
may be
related to virtual location data 406, as the feature game theme may be
determined based
10 on the virtual location selected or vice versa. Feature game map data
407 may further
be related to character data 405, as the feature game location may be
deteimined based
on the character selected, and the level of the character. Feature game map
data 407
may also be dependent on the current theme of the game.
15 Feature game prize data 408 may include data relating to an amount of
points, credits
or other awards to be won by a player of gaming machine 100 when playing the
feature
game. According to some embodiments, feature game prize data may include some
or
all of the values stored in prize pool meter 230. In some embodiments, feature
game
prize data 408 may store only non-monetary prize information. Feature game
prize data
20 408 may include information about how many awards are to be included in
the feature
game, and where they should be located. Feature game prize data 408 may be
related to
feature game map data 407, in order to allow for the awards to be placed at
various
locations within the feature game location as defined by feature game map data
407.
Feature game prize data 408 may also include information regarding the
awarding of
skill points during the feature game to contribute toward a player's skill
score. In
particular, feature game prize data 408 may include data relating to
predefined
relationships between a player's actions in a feature game, and the amount of
skill
points such actions may add or subtract from the player's skill score. For
example,
feature game prize data 408 may define that skill points are to be added or
subtracted
from a player's skill score value stored in skill score data 409 based on a
number of in-
game items collected by the player in the feature game, a number of in-game
opponents
defeated by the player in the feature game, a time in which a player completes
a task in
the feature game, a difficulty of an action sequence or movement executed by
the
player in the feature game, an amount of damage inflicted upon an opponent by
the
player in the feature game, an amount of in-game consumables used by the
player in

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the feature game, and an amount of damage inflicted upon the player in the
feature
game.
Skill score data 409 may store one or more skill score values relating to a
player's
performance in the feature game. According to some embodiments, an individual
skill
score value may be stored for each avatar that a player uses within the
feature game. In
some embodiments, only a single skill score may be stored for each player.
According
to some embodiments, a skill score may only exist during the length of a
feature game,
and may be reset every time a feature game ends. According to some alternative
embodiments, a previously achieved skill score (or a residual part or
percentage of that
score) may persist over the duration of more than one feature game. Processor
202 may
be configured to add or subtract points from the skill score values stored in
skill score
data 409 based on the relationships defined by feature game prize data 408, as
described above.
In this document, a skill score relates to a score, rating, grade, mark,
level, measure,
degree or indicator, which is determined based on an assessment of the
performance of
a player in a feature game. The skill score may be a skill indicator.
According to some
embodiments, the skill score or skill indicator may be stored as a number,
such as a
number of points earned or a numerical level reached by a player corresponding
to a
measure of the player's performance in a feature game. In some embodiments,
the skill
score or skill indicator may be stored as a letter, word, or description
corresponding to a
measure of the player's performance in a feature game.
In some embodiments, the game machine 100/304 may have an overall theme for
all of
the game play, plus a number of sub-themes for different parts or stages of
base game
play and/or meta-game play and/or feature game play.
In some embodiments, code modules within game software module 231 may include
base game module 411, meta-game module 412, feature game module 413, character
generation module 414, virtual location generation module 415, feature game
map
generation module 416, and other code modules.
Base game module 411 may be executable by processor 202 to cause a base game,
which may be a reel-type game in some embodiments, to be displayed on visual
display
unit 104. The base game may be any chance-based game, in which a symbol sub-
set,

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such as a two-dimensional array of symbols, is randomly selected from a larger
symbol
set for display on visual display unit 104, with or without the appearance of
spinning
reels. The symbol set from which the displayed symbol subset is randomly
selected for
the base game is sized to permit a reasonable degree of variation among the
selected
symbols across a significant number of instances of symbol sub-set generation.
The
symbol sub-set may include multiple instances of the same symbol.
Base game module 411 may be executed when a player initiates game play using
user
input 218. Base game module 411 may allow a player to make a bet or wager
using
credit input mechanism 221, input mechanisms 106, and user input 218, and may
determine a random game outcome using random number generator 210. Executing
base game module 411 may cause processor 202 to determine whether the player
won
any credits or other awards using base-game pay-table data 402. Processor 202
may
then cause gaming machine 100 to credit the player with any winnings using
payout
mechanism 225.
Meta-game module 412 may be executable by processor 202 to cause a meta-game
to
be shown on visual display unit 104. In some embodiments, the meta-game may
include a reel-based game, and may use the same reels as those used for the
base game.
The meta-game may be any chance-based game, in which a symbol sub-set, such as
a
two-dimensional array of symbols, is randomly selected from a larger symbol
set for
display on visual display unit 104 with or without the appearance of spinning
reels. The
symbol set from which the displayed symbol subset is randomly selected for the
meta-
game is sized to permit a reasonable degree of variation among the selected
symbols
across a significant number of instances of symbol sub-set generation. The
symbol sub-
set may include multiple instances of the same symbol.
In some embodiments, meta-game module 412 may be executed when a player
initiates
game play using user input 218. Meta-game module 412 may include a series of
tasks
which must be completed. In some embodiments, the completion of the tasks is
dependent on the appearance of certain symbols or combinations of symbols in a
randomly generated symbol sub-set in the base game. For example, a particular
symbol
or combination of symbols appearing as part of the base game may contribute to
the
completion of a task. The base game and meta-game may therefore rely on the
same
randomly generated symbol sub-set, although a winning symbol combination in
the
base game may not also be a winning symbol combination in the meta-game. In
other

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words, the same symbol subset upon which the outcomes of the base game and
meta-
game are based can lead to different results in each of the base game and meta-
game.
For example, a winning result in the base game may not correspond with a
winning
result in the meta-game and vice versa. Additionally, while a winning result
in the base
game provides monetary reward, a winning result in the meta-game provides non-
monetary reward, such as advancement of the player's character toward a
character
achievement milestone, such as a level increase or a skill or attribute
increase. The non-
monetary rewards earned in the meta-game can lead to a greater prospect of
earning
monetary rewards in the skill-based feature game, as described below.
The rules basis and paradigm for determining a winning outcome in the meta-
game
may be different from the rules and paradigm to determine a winning outcome in
the
base game. For example, a winning outcome in the meta-game may be due to the
appearance of only one symbol among the randomly generated symbol subset,
without
necessarily relying on a combination of symbols being present in the symbol
subset.
Further a winning outcome in the meta-game may be due to the appearance of a
symbol
combination among the randomly generated symbol subset that does not align
with a
particular play line (i.e. predetermined linear sequence of symbols), whereas
the base
game may rely on a combination of symbols being present in the symbol subset
along a
predetermined play line in order to be determined to be a winning outcome.
Executing
meta-game module 412 may cause processor 202 to determine whether the player
completed a meta-game task using meta-game pay-table data 403.
Feature game module 413 may be executable by processor 202 to cause a feature
game
to be shown on visual display unit 104. In some embodiments, the feature game
may be
a dungeon crawl or treasure hunt type game, where a player must navigate
through a
virtual location and interact with virtual objects to win credits or other
awards. In some
embodiments, feature game module 413 may cause a virtual location to be shown
on
visual display unit 104 based on feature game map data 407. Prizes may be
distributed
throughout the virtual location based on feature game prize data 408. In some
embodiments, the prizes may be hidden in virtual chests, boxes or other
objects that the
player must open or otherwise interact with in order to retrieve the prizes.
In some
embodiments, only some of the virtual chests, boxes or other objects will
contain
prizes. In some embodiments, a player may need to solve puzzles, battle
villains, or
complete other tasks in order to obtain prizes. In some embodiments, the
prizes may
include either or both monetary and non-monetary prizes.

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According to some embodiments, feature game module 413 may include skill score
determination sub-module 417. Processor 202 executing skill score
determination sub-
module 417 may be configured to read data from, operate on, and store data to
skill
score data 409 based on rules defined by feature game prize data 408. For
example,
feature game prize data 408 may define a rule that a player's avatar is to be
awarded
five skill points if it discovers and opens a particular treasure chest in a
dungeon crawl
style feature game. Processor 202 may execute feature game module 413 to cause
the
feature game to be shown on visual display unit 104, and may further execute
feature
game map generation module 416 to determine the layout of the game and where
the
treasure chest is to be virtually positioned. If the avatar finds the treasure
chest,
processor 202 reads feature game prize data 408 to determine the applicable
event rule
and thereby determine what prize is to be awarded to the avatar for the event
of finding
the chest. Based on the stored event rule specifying what happens when the
event of the
treasure chest being found occurs, processor 202 determines that the prize is
an award
of skill points, and executes skill score determination sub-module 417 to read
skill
score data 409, add five points to the value read, and store the new value
back to skill
score data 409. Processor 202 may execute skill score determination sub-module
417
based on the occunence of a skill score determination triggering event. This
may be
only at the end of a feature game, if the triggering event is the end or
completion of the
feature game. Alternatively, processor 202 may execute skill score
determination sub-
module 417 throughout the feature game, so that the skill score is calculated
in real
time. According to some embodiments, processor 202 may execute skill score
determination sub-module 417 every time a triggering event occurs. A
triggering event
may be any event that has been predetermined according to stored event rules
to alter
the skill score. This may include an occurrence, action or achievement (either
success
or failure) by the character or avatar, such as defeating an opponent, finding
a hidden
item, using a consumable, or receiving damage, for example.
Character generation module 414 may be executable by processor 202 to cause
one or
more characters to be generated and displayed on gaming machine 100 for
selection
and/or modification by a player. In some embodiments, character generation may
include a player being able to generate a unique character based on a number
of
configurable character attributes, such as character type (e.g. wanior,
wizard, troll, elf
etc.) body shape, skin tone, hair colour, sex and clothing. In some
alternative
embodiments, pre-generated characters may be retrieved from character data 405
and

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displayed for a player to select. Selected character data may be stored in
character data
405.
Virtual location generation module 415 may be executed by processor 202 to
cause one
5 or more virtual locations to be generated and displayed on gaming machine
100 for
selection by a player. In some embodiments, the one or more virtual locations
may be
displayed on a map. The virtual locations may be generated based on virtual
location
data 406.
10 Feature game map generation module 416 may be executed by processor 202
to cause
virtual location images to be generated and displayed on gaming machine 100
for
playing the feature game. The feature game map may be generated based on
feature
game map data 407.
15 Referring now to Figure 5, there is shown a flow diagram illustrating a
method 500 of
gaming by implementing a game at a gaming system, such as gaming machine 100
illustrated in Figure 1 and gaming machines 304 illustrated in Figure 3.
The method 500 of gaming may comprise an initial step 501 of a player
providing
20 credit at credit input mechanism 221 of the gaming machine 100, and
selecting a
character for game play. In some embodiments, this may also include entering a
name
to be associated with the character. Processor 202 may execute character
generation
module 414, which may read from character data 405. The character may be
selected
by scrolling through a series of available characters on the touchscreen
display of
25 gaming machine 100. In some embodiments, the character may be created by
the player
by choosing from a number of different options for character components. For
example, the player may be able to generate a character by selecting from
various body
shapes, facial features, hairstyles, and clothing for the character to have.
The character
created by the player may be stored in character data 405.
In some embodiments, the player may be able to select a previously created
character
that has been stored by the system in character data 405. In some embodiments,
the
player may be able to scan a ticket that stores data related to a previously
created
character. Gaming machine 100 may be configured to access data from a stored
player
account or player profile based on the data read from the ticket. Processor
202 may

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retrieve the player account information based on a database lookup using the
data read
from the ticket.
In some embodiments, each selectable character may have a number of
predetermined
base attribute ratings stored in character data 405. For example, characters
may have
attributes such as strength, agility and speed. In some embodiments, different
or
additional attributes may exist. For example, in some embodiments, characters
may
have attributes such as wisdom, dexterity, and/or endurance. These attributes
may be
measured on a scale of 1 to 10, for example. Each character may have a base
rating for
each attribute. A particular character may have a strength rating of 6, an
agility rating
of 3 and a speed rating of 4, for example. In some alternative embodiments,
the
attributes may be measured based on a different numerical scale (1 to 5, 1 to
20, or 1 to
100, for example), or on a non-numerical scale, which might be a graphical
representation of the attribute on a bar, a number of stars, or some other
scale. The
character may also have a predetermined base level. In some embodiments, all
characters start at base level 1.
In some embodiments, the selected character may be able to be changed during
gameplay using user input 218. If a character is changed, they may retain some
or all of
the levels and skills of the previously selected character.
In some embodiments, the player may also be able to select a virtual game play
location from a map. Processor 202 may execute virtual location generation
module
415, which may read from virtual location data 405 to display images of a map
showing a number of selectable locations on visual display unit 104. For
example, the
selectable locations may include a forest, desert, castle, and/or swamp in
some
embodiments. Virtual game play locations may be tailored to a general theme of
the
game. In some embodiments, the selection of the character may determine the
virtual
game play starting location. For example, selecting a knight character may
result in
game play beginning in a virtual castle, while selecting an elf may result in
game play
in a virtual forest, and selecting a troll may result in game play beginning
in a virtual
swamp.
After a character selection has been made, in some embodiments a tutorial game
may
be presented to the player at step 502, based on predetermined selection
criteria. In
some embodiments, the tutorial game may be a simulation of the feature game,
or an

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aspect of the feature game. In some embodiments, the tutorial game may not
allow the
player to win any monetary rewards. In some embodiments, entry into the
tutorial game
may be determined based upon whether or not the player is a new player or an
experienced player, the level of the player's character, how long it has been
since the
player played the game last, or other criteria. In some embodiments, entry
into the
tutorial game may be at the election of the player. If the criteria for
entering the tutorial
game is met, the method moves to step 510, and a tutorial game is presented to
the
player.
The tutorial game may help a player become familiar with the controls used and
gameplay style of the feature game, as described below. In some embodiments,
the
tutorial game may teach a player new tricks, skills or combinations that they
can apply
during the feature game. Once the tutorial game is over, the method moves to
step 503.
If the criteria is not met, a tutorial game is not played, and the method
moves to step
503.
According to some embodiments, the tutorial game may be presented to the
player at
various stages of game play, and not only at the start of gameplay. For
example, in
some embodiments the tutorial game may be presented to the player when their
character or avatar achieves a new level, learns a new skill or receives a new
weapon.
At step 503, a base game is implemented on gaming machine 100 by processor 202
executing base game module 411. In some embodiments, the base game may be a
reel
game, which may be generated using symbol data 401. In some embodiments, the
base
game may be a different chance based game in which symbols are randomly
selected
from a symbol set for display on visual display unit 104, without the
appearance of
spinning reels.
At step 504, a player causes an instance of base game module 411 to be
initiated by
processor 202, through interaction with user input 118. The amount bet by the
player
may be split up into two prize pools, being a base game prize pool, and a
feature game
prize pool. Some of the wager may also be kept by the house, being the
business or
establishment that owns and/or controls gaming machines 100/304. The amount
kept
by the house may be varied based on the regulatory rules in the jurisdiction
the game is
being played in.

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As the base game is initiated, processor 202 may also initiate meta-game
module 412
based on meta-game task data 404. The meta-game may comprise a series of tasks
to be
completed by the player. Progress and completion of the tasks may be
determined
based on outcomes of the base game as determined with reference to meta-game
pay-
table data 403.
At step 505, base game module 411 is executed by processor 202 to cause a
plurality of
symbols derived from symbol data 401 to be selected by processor 202 for
display at a
plurality of display positions on a visual display unit 104. In some
embodiments, where
the base game is a reel game, base game module 411 may be executed by
processor 202
to cause the reels to appear to virtually spin on visual display unit 104. The
selection of
the symbols may be performed randomly, for example by the random number
generator
414.
In a further step 506, a game outcome is determined based on the randomly
displayed
symbols on the display. The game outcome may consist of a base game outcome,
determined by processor 202 based on base game pay-table data 402, and a meta-
game
outcome determined by processor 202 based on meta-game pay-table data 403. The
base game outcome may result in the awarding of a monetary prize to the
player, based
on the particular symbols displayed. If a base game outcome results in the
winning of a
monetary reward, this may be credited to the player immediately in some
embodiments
through payout mechanism 225. In some other embodiments, the amount won may be
stored and accumulated during the game session, and the total amount may be
awarded
at the end of the game session. The amount won may be taken out of the base
game
prize pool. The amount won may be awarded as cash, or as credits that can be
redeemed for cash.
The meta-game outcome may allow the player to progress towards and/or complete
one
or more tasks or quests set in the meta-game, as determined by meta-game
module 412
based on meta-game task data 404. The progress made toward the completion of
each
task may be displayed to the player in the form of a fraction, percentage,
progress bar,
or other means of showing the advancement through the task. If the meta-game
outcome results in the completion of all of the set tasks, the player level as
stored in
character data 405 may be increased. In some embodiments, some or all of the
player
attributes stored in character data 405 may also be increased.

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In some embodiments, the meta-game outcome may alternatively or in addition
allow a
player to achieve other rewards. This may be on the completion of all tasks
within a
quest, each time a task is completed, or simply based on the combination of
symbols
displayed during the game. In some embodiments, the meta-game outcome may
allow a
player to win a reward, such as an aesthetic reward or skill-based reward,
that they can
apply to their character. In some embodiments, the player may be able to win
one or
more units of an in-game virtual currency, which the player may later be able
to use to
purchase an aesthetic or skill based reward. For example, a game may allow a
player to
win in-game credits, coins, jewels, tokens, or another form of virtual
currency.
Different aesthetic and skill based rewards may be able to be virtually
purchased, and
may each cost a different amount. For example, a cloak may cost 3 coins, a
healing
potion might cost 5 coins, and a pair of boots that increases player speed may
cost 10
coins, in some embodiments.
At step 507, processor 202 may determine whether a threshold has been reached
that
allows for entry into a feature game. In some embodiments, the entry to the
feature
game may be by a predetermined symbol or symbol combination appearing on the
reels. In some alternative embodiments, entry to the feature game may be based
on
reaching a time-based threshold (that the player has been playing the game for
at least 5
minutes, 10 minutes, 15 minutes, 20 minutes, 25 minutes or 30 minutes, for
example), a
spend based threshold (that the player has spent a particular amount of money)
or a
games played threshold (that the player has played a particular number of base
games).
Multiple different threshold conditions may be applied in combination. In some
embodiments, entry to a feature game may be semi-randomised after the
threshold
condition has been met, for example where the entry is selected at random from
a range
in addition to or on top of the threshold. For example, for a given base spend
threshold,
such as 100 credits, entry into the feature game may occur at a randomly
selected time
between 5 minutes and 10 minutes after reaching the base spend threshold.
If the threshold has not been reached, game play returns to step 503, with
processor 202
causing base game module 411 to re-initiate and the player having a further
opportunity
to place a wager and play the base game.
If the threshold has been reached, at optional step 508 the player is given
the
opportunity to enter the feature game. If the player chooses not to enter the
feature
game, which may be to allow themselves time to meet more meta-game objectives,
for
example, the play returns to step 503, with processor 202 causing base game
module

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411 to re-initiate and the player having a further opportunity to place a
wager and play
the base game. In some embodiments, the player is not given the option to
enter the
feature game, but is forced to enter the feature game once the threshold has
been
reached at step 507. In some embodiments, the player may initially be given
the option
5 to enter the game after a threshold is reached, but may subsequently be
forced to enter
the feature game after a predetermined limit has been reached. For example,
the player
may be forced to enter the feature game after a predetermined amount of time,
after a
predetermined number of base games have been played, once the player's
character
reaches a predetermined level, or after the player has spent a predetermined
amount of
10 money or credits, for example.
If the player chooses to enter the feature game, at step 509 processor 202
determines
whether or not to generate a return-to-player (RTP) levelling event. According
to some
embodiments, this step may be performed at any time before or during play of
the
15 feature game. An RTP levelling event is a randomly generated event that
causes a
relatively large payout to the player to occur, so that the RTP percentage of
gaming
machine 100 meets regulatory requirements. According to some embodiments, the
generation of a RTP levelling event may cause a predetermined percentage of
one or
more monetary prize pools as defined by prize pool meter 230 to be paid out to
the
20 player. For example, an RTP levelling event may cause a value of between
60% and
100%, which may be 60%, 70%, 80%, 90% or 100%, of a prize pool to be paid out
to
the player. According to some embodiments, the RTP levelling event may cause
skill
score determination sub-module 417 to multiply the skill score achieved by the
player
by a pre-determined amount, which may be 100, 500, 1000 or 2000, for example.
In
25 some embodiments, the RTP levelling event may otherwise affect the
execution of
feature game module 413, such as causing a characteristic of the avatar to be
changed
in favour of the player, for example, by making the avatar invulnerable to
attacks,
giving the avatar increased speed or increased strength, or otherwise causing
the skill
score achieved by the player to be substantially increased when compared to a
regular
30 session of the feature game.
Processor 202 may communicate with random number generator 210 to determine
whether a RTP levelling event should be generated. Random number generator 210
may randomly determine whether or not to generate an RTP event based on a
predetermined probability, which may be 1 in 100,0000, 1 in 150,000, 1 in
200,000, 1
in 250,000 1 in 300,000, or another probability, for example.

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If random number generator 210 determined that an RIP levelling event should
not be
generated, a regular feature game is initiated at step 510 by processor 202
executing
feature game module 413. The feature game may be a skill-based adventure game
in
some embodiments. In some alternative embodiments, the skill-based feature
game
may include an additional chance-based game.
Skill-based in this context means that a progression in the game depends on
the skill of
the player in relation to the game rules. In other words, the game rules
stored in game
software 231 define a set of conditions and the player aims to meet these
conditions by
use of user input 218. According to some embodiments, the conditions may be
dynamic, in which case the player may be required to 'chase' these dynamic
conditions.
For example, processor 202 may change the location or behaviour of characters
displayed on video display unit 104 . One dynamic condition may be that the
player
should move their player controlled avatar sufficiently close to the
character, and then
cause the avatar to initiate an attack in order to kill the character. The
player may use
user inputs 218 such as a joystick and one or more attack buttons to control
the avatar.
The skill of the player in this example is expressed in the ability to operate
the joystick
and attack button accurately and quickly in order to meet the condition.
Processor 202
receives the input signals generated by the joystick and button, or other user
input 218,
and calculates the resulting activities of the avatar in relation to the
conditions, such as
in relation to the computed location of other characters including opponents.
Other
player skills may include reaction time, combinatorial skill, knowledge,
vision and
many others. One aspect of a skill-based game is that the player has the
impression that
his or her skill can be improved and the chances of winning increased by
further
training on the gaming machine.
Player attributes stored in character data 405 may contribute to the
likelihood of
success in the feature game, whether it be skill or chance based. For example,
a
character with higher strength rating may be more likely to succeed in certain
actions in
the feature game than a character with a lower strength rating (for example,
breaking
open a treasure chest).
The feature game may allow the player to win both monetary and non-monetary
prizes.
The monetary prizes may be paid out of the feature game pool. Non-monetary
prizes
may include improvements to the visual appearance of the character, such as
new

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hairstyles, clothing and accessories. In some embodiments, the non-monetary
prizes
may also include direct or indirect improvements to the character's attribute
ratings.
For example, a non-monetary prize may be that the player's character's
strength is
increased by 10%. An example of an in-direct improvement may be that the
character
receives boots that improve their speed, or gloves that improve their
dexterity. The
prizes available in any feature game may be determined by processor 202 based
on
feature game prize data 408.
Non-monetary prizes may also include skill points that may contribute to a
player's
skill score. According to some embodiments, skill points may be won based on
an
avatar action or feat that is considered positive, skilful, or desirable based
on the game
rules. In some embodiments, skill points may be won based on demonstrating a
high
level of skill in the play of the skill based feature game, such as by
collecting in-game
items, defeating in-game opponents, completing tasks quickly or within a
predefined
time limit, executing difficult action sequences, and inflicting damage upon
opponents,
for example. Skill points may be lost based on an avatar action or feat that
is considered
negative, unskilful, or undesirable based on the game rules. In some
embodiments, skill
points may be lost by demonstrating a low level of skill in the play of the
skill based
feature game, such as by competing tasks slowly, or outside a predefined time
limit,
using in-game consumables, receiving damage, and being defeated by opponents,
for
example. An avatar action may include an inaction or omission by the avatar,
as well as
an action done to the avatar by another avatar, object or force within the
game.
According to some embodiments, the feature game may include a "treasure hunt"
type
game, in which a player must navigate through a virtual environment and
interact with
virtual objects to gain rewards. For example, in some embodiments the player
may
navigate through a dungeon-type environment, and open chests to gain rewards.
Each
chest may be predetermined to contain a monetary or non-monetary reward, or to
be
empty, for example. The player may navigate through the virtual environment
using
user input 218.
In some embodiments, the feature game may include an arena style battle game,
a
racing game, a first person shooter, or another type of game that allows a
player to
control one or more virtual objects or characters through one or more virtual
scenarios.

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The theme of the virtual environment navigable during the feature game may
depend
on the virtual game play location selected at step 503, the game scenario,
and/or
character level. For example, if the player selected a knight character, the
game play
may take place in a castle. A level 1 knight may need to navigate through the
dungeons
of the castle, for example, while a level 2 knight may navigate through the
servant's
quarters. A higher level knight, such as a level 8 knight, may need to
navigate through
the king's chamber. As the character progresses through the levels, the game
play
location may be altered appropriately. In some embodiments, the player may be
able to
select a particular virtual location for the feature game. The virtual
environment may be
pre-generated and stored in feature game map data 407.
If random number generator 210 determined that an RTP levelling event should
be
generated, an RTP levelling feature game is initiated at step 511 by processor
202
executing feature game module 413. The RTP levelling feature game may be a
skill-
based adventure game in some embodiments, as described above with reference to
step
510. In some alternative embodiments, the skill-based feature game may include
an
additional chance-based game.
The RTP levelling feature game may be substantially the same as a regular
feature
game as described above. However, the RTP levelling game is modified to ensure
that
a relatively large percentage of one or more monetary prize pools as defined
by prize
pool meter 230 is paid out to the player. As described above, this may be done
by
causing payout component 224 to pay out a predetermined percentage of one or
more
monetary prize pools as defined by prize pool meter 230, regardless of the
skill score
achieved by the player. This may be a value of between 60% and 100%, which may
be
60%, 70%, 80%, 90% or 100%, for example. According to some alternative
embodiments, the RTP levelling event may cause skill score determination sub-
module
417 to multiply the skill score achieved by the player by a pre-determined
amount,
which may be 100, 500, 1000 or 2000, for example. In some embodiments, the RTP
levelling event may otherwise affect the execution of feature game module 413
to super
power the avatar, such as by causing the player to be invulnerable to attacks,
giving the
player increased speed or increased strength, or otherwise causing the skill
score
achieved by the player to be substantially increased when compared to a
regular session
of the feature game.

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The regular or RTP levelling feature game may run until a predetermined
threshold is
reached at step 512. This may be a time-based threshold, or an achievement
based
threshold, for example.
In some embodiments, the player may be able to end the game session at any
point
during gameplay. According to some embodiments, when the player ends the game
session, the player's skill score is determined at step 512 by skill score
determination
sub-module 417, based on a record of the player's game play stored in memory
204.
According to some embodiments, the skill score may alternatively be calculated
in real-
time during game play based on the occurrence of a triggering event, as
described
above with reference to Figure 2.
Once the skill score has been determined, processor 202 determines whether the
player
should be awarded a monetary payout, and what the monetary payout should be.
The
.. monetary payout is calculated at step 514 by processor 202 and payout
component 224
based on the skill score and the prize pool data stored in prize pool meter
230.
According to some embodiments, the payout amount may be the amount stored in
one
or more multi-stage prize pools, as described below with reference to Figure
14.
According to some embodiments, the payout amount may be a percentage of a
percentage based prize pool, as described below with reference to Figure 15.
According
to some embodiments, processor 202 may determine whether the multi-stage prize
pools or the percentage based prize pool should be used based on whether one
or more
predetermined symbols were displayed during play of the base game or another
chance
based game. In some embodiments, processor 202 may randomly determine which
prize pools should be used. According to some embodiments, processor 202 may
present the user with a display screen allowing a user to select which prize
pool to play
for. According to some embodiments, the monetary payout value may
alternatively be
calculated in real-time during game play based on the occurrence of a
triggering event.
In some embodiments, processor 202 may be further configured to determine
whether
the player should be awarded a non-monetary reward based on their skill score
or
performance throughout the feature game. For example, in some embodiments that
skill
score may be used to determine whether a level of a player avatar should be
increased,
whether a game influencing item should be awarded to the player, or whether an
amount of in-game currency should be awarded to the player.

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Where an RIP levelling event has occurred, the payout amount may be determined
without reference to the skill score achieved. According to some embodiments,
where a
RIP levelling event has occurred, the payout amount may be 100% of each of the
multi-stage prize pool segments described below with reference to Figure 14,
or 100%
5 of the percentage based prize pool described below with reference to
Figure 15.
Any accumulated winnings may be paid out to the player, in the form of cash or
credits
using payout mechanism 225. In some embodiments, gaming machine 100 may also
issue a ticket corresponding to the player's character in the game. The ticket
may allow
10 a player to load their character into the game at their next gaming
session, as described
above with reference to step 501. In some embodiments, the player may be able
to use
the ticket to upload their character into an online gaming environment. In
some
embodiments, only character aesthetics, and not attributes earned through
playing the
base game, may be able to be transferred. In some alternative embodiments,
character
15 ability ratings, in addition to or instead of character aesthetics, may
be able to be
transferred via the ticket.
Once any winnings have been paid, the game will be directed back to the base
game at
step 503 by processor 202 re-initiating base game module 411. In some
embodiments, a
20 player may choose to defer receiving any payout until after one or more
further gaming
sessions.
In some embodiments, instead of a ticket, character data may be stored in
another form,
such as using a QR code, smart card, magnetic stripe card, near field
transfer, or
25 another electronic or non-electronic means of data storage, that the
player can use to
store their character data to load their character into the game at their next
gaming
session.
Figure 16 illustrates an alternative method 1600 of gaming by implementing a
game at
30 a gaming system, such as gaming machine 100 illustrated in Figure 1 and
gaming
machines 304 illustrated in Figure 3.
The method 1600 of gaming may comprise an initial step 1618 of processor 202
executing code to generate a graphical display on video display 104 of gaming
machine
35 100/304 to prompt a player to indicate whether the player is a returning
player or a new
player. The prompt may be in the form of a text-based question displayed on
video

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display 104 of gaming machine 100/304, and may ask the player to respond by
interacting with one or more user input components. For example, if the player
is a
returning player, the player may be able to scan a ticket or provide account
information,
such as a name and password, that stores data related to the player's account.
Processor
202 may be configured to authenticate a user account based on the provided
account
information. Processor 202 may be configured to use the stored data to access
a player
database, which may be stored on gaming machine 100/304 or on an external
device,
such as a server 308/310, to retrieve any required game information, such as
the
player's avatar and level. If the player is a new player, the player may be
able to
indicate this by clicking on a virtual button displayed on the prompt screen,
for
example.
At step 1601, processor 202 determines the player's returning player status
based on
the user input received. If processor 202 determines that the player is a
returning
player, processor 202 is configured to perform step 1605. If the player is
determined to
be a new player, processor 202 is configured to perform step 1602, which may
comprise processor 202 generating a prompt to display to the player via video
display
104 of gaming machine 100/300, prompting a player to create a new account,
which
may require the player to use user input 218 to enter details such as an
account name
and password, for example. According to some embodiments, processor 202 may be
configured to cause video display 104 to present the player the option of not
creating a
new account, and instead playing as a "guest", which would not require the
player to
enter any account information. According to some embodiments, gaming machine
100/304 may be configured to operate without creating user accounts. In some
embodiments, game play information may be written by processor 202 to a
physical or
virtual ticket, which the player may be able to use to store their progress in
the game
and to retrieve at least some of the player's past game progress, avatar
development
and/or equipment or other game items at the player's next gaming session.
Processor 202 is configured to generate a prompt, and cause video display 104
of
gaming machine 100/300 to display the prompt asking the player to select a
player
class at step 1603. The class may be a character type, such as a warrior,
hunter, rogue
or mage, for example. At step 1604, processor 202 may be configured to
generate and
cause video display 104 of gaming machine 100/304 to display a prompt to ask
the
player to create a character. In some embodiments, processor 202 may also be
configured to generate and cause video display 104 of gaming machine 100/304
to

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display a prompt to enter a name to be associated with the character.
Processor 202
may execute character generation module 414, which may read from character
data 405
to retrieve character information and display the character on video display
104 of
gaming machine 100/304. The character may be selected by scrolling through a
series
of available characters on the touchscreen display of gaming machine 100. In
some
embodiments, the character may be created by the player by choosing from a
number of
different options for character components. For example, the player may be
able to
generate a character by selecting from various body shapes, facial features,
hairstyles,
and clothing for the character to have. The character created by the player
may be
stored in the player's account infonnation, and/or stored in a temporary
memory
location in memory 204, and may be printed or otherwise written to a physical
or
virtual ticket at the end of the session to allow the player to retrieve the
player's saved
character for a subsequent gaming session.
According to some embodiments, steps 1603 and 1604 may be performed in a
single
step. For example, according to some embodiments, processor 202 may be
configured
to automatically select a character based on the player selection of a class.
In some
alternative embodiments, processor 202 may be configured to generate graphical
prompts for display on video display 104 to the player to select a character
first, and
may automatically select a class based on a class associated with the chosen
character.
Processor 202 is configured to implement a base game by executing base game
module
411 at step 1605. In some embodiments, the base game may be a reel game, which
may
be conducted by processor 202 executing base game module 411. Processor 202
may
be configured to retrieve symbol data 401 for conducting the base game. In
some
embodiments, the base game may be a different chance-based game in which
symbols
are randomly selected from a symbol set for display on visual display unit
104, without
the appearance of spinning reels. The player may cause an instance of base
game
module 411 to be initiated by processor 202, through interaction with user
input 118.
Base game module 411 is executed by processor 202 to cause a plurality of
symbols
derived from symbol data 401 to be selected by processor 202 for display at a
plurality
of display positions on a visual display unit 104. In some embodiments, where
the base
game is a reel game, base game module 411 may be executed by processor 202 to
cause
the reels to appear to virtually spin on visual display unit 104. The
selection of the
symbols may be performed randomly, for example by the random number generator
414.

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As described above with reference to Figure 5, a game outcome is determined
based on
the randomly displayed symbols on the display. The game outcome may consist of
a
base game outcome, determined by processor 202 based on base game pay-table
data
402, and a meta-game outcome determined by processor 202 based on meta-game
pay-
table data 403. The base game outcome may result in the awarding of a monetary
prize
to the player, based on the particular symbols displayed. If a base game
outcome results
in the winning of a monetary reward, this may be credited to the player
immediately in
some embodiments through payout mechanism 225. In some other embodiments, the
amount won may be stored and accumulated during the game session, and the
total
amount may be awarded at the end of the game session. The amount won may be
taken
out of the base game prize pool. The amount won may be awarded as cash, or as
credits
that can be redeemed for cash.
The meta-game outcome may allow the player to progress towards and/or complete
one
or more tasks or quests set in the meta-game, as determined by meta-game
module 412
based on meta-game task data 404. The progress made toward the completion of
each
task may be displayed to the player in the form of a fraction, percentage,
progress bar,
or other means of showing the advancement through the task. If the meta-game
outcome results in the completion of all of the set tasks, the player level as
stored in
character data 405 may be incremented. In some embodiments, some or all of the
player attributes stored in character data 405 may also be incremented or
increased.
In some embodiments, the meta-game outcome may alternatively or in addition
allow
for additional rewards to be awarded to the player. Additional rewards may be
awarded
on the completion of all tasks within a quest, each time a task is completed,
or simply
based on the combination of symbols displayed during the game. In some
embodiments, the meta-game outcome may allow for a reward that the player can
apply
to their character, such as an aesthetic reward or skill-based reward, to be
awarded. In
some embodiments, processor 202 may be configured to award the player one or
more
units of an in-game virtual currency, which the player may later be able to
use to
purchase an aesthetic or skill based reward. For example, processor 202 may be
configured to award in-game credits, coins, jewels, tokens, or another form of
virtual
currency. According to some embodiments, more than one different form of
virtual
currency may be awarded during the meta-game, and the different forms of
currency
may be used to purchase different types of items. Different aesthetic and
skill-based

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rewards may be able to be virtually purchased with the virtual currency, and
may each
cost a different amount. For example, a cloak may cost 3 coins, a healing
potion might
cost 5 coins, and a pair of boots that increases character or avatar speed may
cost 10
coins, in some embodiments.
At step 1606, processor 202 determines whether a trigger event has occurred
that
allows for entry into a feature game. In some embodiments, the trigger event
may be a
software event. According to some embodiments, the occurrence of the trigger
event
may be indicated to the player visually through video display 104 by the
display of a
predetermined symbol or symbol combination on the game display, for example on
the
reels. In some embodiments, as described above with respect to Figure 5, the
trigger
event may be configured to only occur after the player reaches a time-based
threshold,
a spend-based threshold, or a games-played threshold. According to some
embodiments, the trigger event may be configured to occur at a random or
pseudo-
random time. According to some embodiments, the trigger event may be
configured to
occur at a random or pseudo-random time within a set time period after the
player
reaches a time-based threshold, a spend-based threshold, or a games-played
threshold.
For example, the trigger event may be configured to occur at a random time
within a set
time period after the player reaches a time-based threshold, which may be a
time limit
of 5, 10 or 15 minutes, for example. According to some embodiments, the
trigger event
may be configured to have a predetermined probability of occurring within a
predetermined time period. For example, the trigger event may be configured to
have
an 80% probability of occurring within 5 minutes after a games-played
threshold is
reached, for example.
Until the trigger event occurs, game play continues at step 1605, with
processor 202
causing base game module 411 to continue play and the player having a further
opportunity to place a wager and play the base game.
If the trigger event occurs, at step 1607, processor 202 may optionally cause
video
display 104 to present an inventory screen to allow the player the opportunity
to edit
the player's inventory before entering the feature game. For example, the
inventory
screen may display virtual items owned by the player, such as weapons and
potions.
Processor 202 may be configured to display the virtual inventory items, and
provide the
player with an opportunity to purchase new items or discard existing items
from the
inventory. Once the player is satisfied with the contents of the inventory,
processor 202

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may receive input from the player to exit the inventory page, and in response,
processor
202 may cause video display 104 of gaming machine 100/300 to optionally
display a
pre-battle screen at step 1608, which may allow a user to make any final
character
adjustments before entering the feature game, such as upgrading weapons or
shields,
5 using potions or other special items.
According to some embodiments, the pre-battle screen may be displayed before
the
inventory screen. According to some embodiments, only one of the pre-battle
screen
and the inventory screen may be displayed. According to some embodiments, one
or
10 more of the pre-battle screen and the inventory screen may be displayed
for a limited
predetermined time period. Once the predetermined time period expires,
processor 202
may cause the method to automatically progress to the next step.
According to some embodiments, some selections made on the pre-battle screen
may
15 be modified during the feature game. For example, a player may be able
to select a
different weapon to use mid-way through the feature game, in some embodiments.
When a player indicates using user input 218 that the player is satisfied with
the pre-
battle selections, or the pre-determined time period has expired, the feature
game is
20 initiated at step 1609 by processor 202 executing feature game module
413. The feature
game may be a skill-based adventure game in some embodiments. The feature game
may be a battle, treasure hunt, first person shooter, quest, or other type of
skill-based
game, as described above with reference to Figure 5.
25 Gaming machine 100/3034 may cause the feature game to run until a
predetermined
threshold, triggering event or end event is reached. Once the feature game
ends, at step
1610 video display 104 of gaming machine 100/300 may optionally display a post-
battle screen, which may present the player with the ability to use any
virtual credits
earned during the course of the feature game, for example.
After viewing the post-battle results, at step 1610 video display 104 of
gaming machine
100/300 may optionally display an achievements screen such as screen 1700 as
shown
in Figure 17 or screen 1800 as shown in Figure 18, which may display
statistics about
the game play during the feature game, achievements earned and prize money
won.
After viewing achievements, processor 202 may cause video display 104 to
present the
inventory screen again at step 1612 according to some embodiments, to give the
player

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the opportunity to edit the inventory associated with the player's avatar.
After display
of the inventory screen, the sequence of gameplay reverts to step 1605 where
processor
202 causes gaming machine 100/304 to present the player with the base game
again via
video display 104.
A specific example of the method 500 and 1600 of gaming is described below
with
reference to screenshots of the display of the gaming system 100 shown in
Figures to 6
to 15, 17 and 18.
Figure 6 is an example screenshot of a character selection screen 600 of
gaming
machine 100, as generated by character generation module 414 based on
information
read by processor 202 from character data 405. Screen 600 shows a message 601
instructing a player of gaming machine 100 to select a character. A number of
characters 602 may be displayed for selection. Each character has a character
type
descriptor 604 (such as warrior, hunter, rogue or mage, for example). The
player may
scroll through the characters using user input 218. As the player scrolls
through the
available characters 602, one character may appear as the "selected" character
603 at
any given time. The selected character 603 is shown as being in front of
unselected
characters 602, and is shown highlighted by virtual markings 606. The name of
the
selected character 605 may appear bigger, in a different colour, or otherwise
distinguishable from the names of the unselected characters 604. Once the
player has
scrolled to their desired character, they may use user input 218 to confirm
their
selection and exit the character selection page.
Figure 7 is an example screenshot of a virtual location selection screen 700
of gaming
machine 100, as generated by virtual location generation module 415 based on
information read by processor 202 from virtual location data 406. Screen 700
displays
a message 701 instructing a player of gaming machine 100 to select a location.
A
number of locations 702 are displayed for selection. Each location has a
location name
or descriptor 704. The player may be able to scroll through the locations
using user
input 218. As the player scrolls through the available locations 702, one
location may
appear as the "selected" location 703 at any given time. The selected location
is shown
highlighted by virtual markings 706. The name of the selected location 705 may
appear
bigger, in a different colour, or otherwise distinguishable from the names of
the
unselected locations 704. Once the player has scrolled to their desired
location, they
may use user input 218 to confirm their selection and exit the location
selection page.

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Figure 8 is an example screenshot of a base game screen 800 of gaming machine
100,
as generated by base game module 411 based on information read by processor
202
from symbol data 401. Screen 800 displays a game title 801 and symbol sets 802
for a
base game. Symbol sets 802 are described in further detail below with
reference to
Figures 9 and 10. Screen 800 also displays a selected character 803, and
credit, bet and
win meters 804 which may display an amount of credit that a player has, an
amount
bet, and an amount won in a particular gaming session. Selected character 803
may be a
character selected by the player using character selection screen 600. Screen
800 may
have a map selection virtual button 805, which may be used to go back to
virtual
location selection screen 700. Screen 800 also shows level indicator 806 and
quest log
807. Level indicator 806 and quest log 807 are described in further detail
below with
reference to Figures 11 to 12C.
Figure 9 is a detailed view 900 of symbol sets 802. Symbol sets 802 display a
number
of symbols as generated by processor 202 based on symbol data 401. The symbols
may
include pictorial symbols, such as treasure chest symbol 901, torch symbol
902, and
sword symbol 905 as well as alphanumeric symbols, such as A symbol 903 and Q
symbol 904. In some embodiments, the alphanumeric symbols may correspond to
cards
from a standard deck of cards, such as Ace and Queen for A and Q respectively.
Figure 10 is an example screenshot of a base game screen 1000 of gaming
machine 100
showing a winning pay-line 1005 as determined by processor 202 based on base
game
pay-table data 402. The winning pay-line may appear on symbol sets 802 when
the
player of gaming machine 100 places a bet and causes symbol sets 802 to
generate a set
of symbols for display. Four treasure chest symbols 901 are shown intersecting
the
winning pay-line. The remaining symbols, including symbols 902, 903 and 904
are
shown not intersecting the winning pay-line. The winning pay-line may result
in the
player winning an amount of cash, credits, or other awards from gaming machine
100.
In some embodiments the winning pay-line may also result in progress in the
meta-
game, as described in further detail below with reference to Figures 11 to
12C.
Figure 11 is a detailed view 1100 of quest log 807. Quest log 807 tracks a
players
progression through a meta-game, as controlled by meta-game module 412 based
on
information from meta-game task data 404, during the play of the base game
displayed
on symbol sets 802. Quest log 807 shows a number of quests 1101, described as
tasks

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to be completed during the meta-game. The tasks may be tailored to the
character, the
game scenario and/or the virtual location of the game selected by the player.
For
example, if a farm location is selected, tasks may include "Defeat 10 boars",
"Defend
village", and "Repair farmhouse", for example. Each task may be displayed next
to a
symbol 1102. In some embodiments, the symbols displayed may correspond to
symbols
of the symbol sets 802, and may be related to the symbols that need to appear
on
symbol sets 802 in order to complete the tasks. The tasks or quests may
include a
progress meter 1103, which may show how many more successful symbol
appearances
are required until the task is completed. Processor 202 may determine what
amounts to
a successful symbol appearance based on meta-game pay-table data 403. For
example,
in the illustrated embodiment, each task requires 10 successful symbol
appearances to
become completed. The "Defend 10 Boars" task has been completed 3 times out of
a
required 10 times. The "Defend village" and "Repair faiiiihouse" tasks have
been
completed 5 and 8 times out of a required 10 times, respectively. In some
embodiments, once each or all of the quests have been completed, the player's
character may be caused to move up a level, or acquire an increased set of
abilities or
attributes. In some embodiments, the player may alternatively or in addition
be caused
to move up a level, or acquire an increased set of abilities or attributes,
during the
playing of the feature game, by completing objectives or earning points during
the
feature game.
Figure 12A is a detailed view of quest log 807, showing a task being
completed. The
"Defeat 10 boars" task 1201 is highlighted, as 10 of the 10 required
successful symbol
appearances have been achieved. Incomplete tasks 1202 are not highlighted.
Figure 12B is a detailed view of level indicator 806. Level indicator 806
shows a
cuirent level 1203 of the player's character, which is Level 1 in the
illustrated
embodiments. Level indicator 806 also shows a progress bar 1204, showing how
much
more progress is required in the meta-game and/or in the feature game before
the
character reaches the next level. Level indicator 806 also displays the next
level 1205
for the character to achieve.
Figure 12C shows an example screenshot of symbol sets 802 showing a winning
combination of symbols 1206 as determined by processor 202 based on meta-game
pay-table data 403, highlighting a winning meta-game combination. Symbols that
are
not part of the winning combination, such as symbols 1207, are not
highlighted. Based

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on the combination of symbols that appear on symbol sets 802, processor 202
determines, based on meta-game pay-table data 403, whether the symbol
combinations
are winning combinations. A winning combination may result in one or more
tasks
1101 (i.e. meta-game objectives) being completed in some embodiments, or
progress
being made towards the completion of one or more tasks.
Figure 13 is an example screenshot of a feature game screen 1300 of gaming
machine
100. Screen 1300 includes a character information display portion, including
an image
of the character 1301, the character name 1302, an indication of the
character's health
1303, an indication of the character's experience 1304, and a skill score
achieved by
the player 1305, stored in memory as skill score data 409. Screen 1300 also
shows a
countdown timer 1306 showing the time remaining for a player to navigate
through the
virtual environment in order to collect rewards before the feature game ends.
In some
embodiments, the feature game may end when timer 1306 runs out, or when the
player's health 1303 runs out, whichever occurs first. The amount of rewards
collected
by the player is shown by reward meter 1307. Collecting rewards may also
contribute
to an increase in the player skill score 1305. Messages may be displayed to a
player
playing the feature game using message bar 1308. As the player navigates
character
1310 through the virtual environment shown using user input 218, the character
may
interact with objects in the environment, such as treasure chests 1309 or
other reward-
triggering objects. Opening treasure chests 1309 may allow the player to
accumulate
rewards, including non-monetary rewards such as by collecting skill points to
increase
their skill score 1305, or other awards. In some embodiments, the rewards may
be
transferrable for cash or credits at the end of the game. In some embodiments,
chests
1309 may contain other non-monetary rewards, which may be aesthetic or game-
influencing, such as clothing, weapons, or other modifications to the
character 1310. In
some embodiments, the player may also be able to interact with other
characters or
objects in the feature game, such as by fighting bosses, villains or monsters,
opening
locks or doors, tripping traps, or solving puzzles, for example. The skill
score 1305
may be calculated and displayed in real-time in response to the actions of the
player, as
calculated by skill score determination sub-module 417, described above.
According to
some embodiments, a monetary payout amount as calculated based on a current
skill-
score may also be calculated and displayed in real-time.
Figure 17 is an example screenshot of an achievement screen 1700 of gaming
machine
100. Processor 202 may be configured to cause the display of screen 1700 after
play of

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the feature game is completed, to show scores, achievements, and money won
during
the feature game. Screen 1700 shows an achievements board 1701 and a
representation
of a player's character or avatar 1702. Achievements board 1701 has a title
1703, and a
series of selectable pages 1704, including a currently selected page 1705. The
symbol
5 .. for the currently selected page is shown as visually highlighted. A
player may be able
to scroll or flip through pages 1704 using controls 1706 and 1707. The
selected page
1705 shows a number of achievement icons 1708 as well as a progress meter 1709
for
each achievement. Progress meter 1709 may show how far the player is from a
particular achievement. For example, if one achievement is to defeat 10
enemies, and
10 the player defeated 5 enemies, progress meter 1709 may be half full for
that
achievement. A text description 1710 of each achievement 1708 may also be
displayed
when the player highlights or selects the achievement.
Once the player has finished viewing the player's achievements, the player may
15 activate virtual button 1711 to proceed to the next screen, which may
cause processor
202 to display a results screen on gaming machine 100/304. The results screen
may be
a battle results screen 1800 as described below with reference to Figure 18.
Figure 18 is an example screenshot of a battle results screen 1800 of gaming
machine
20 100. Screen 1800 may be displayed by processor 202 after play of the
feature game,
and in some embodiments after display of achievement screen 1700. Screen 1800
may
be configured to display the results of a feature game, which may include
scores,
points, achievements, and money won during the feature game. Screen 1800 shows
a
battle result heading 1801, with a score indicator 1802 and a winnings amount
indicator
25 1803. Score indicator 1802 may display a skill score retrieved from
skill score data
409, which may be determined by processor 202 during play of the feature game
as
described above with reference to step 513 of method 500. Winnings amount
indicator
1803 may display a dollar value corresponding to the payout amount won by the
player
during play of the feature game, calculated by processor 202 as described
above with
30 reference to step 514 of method 500.
Screen 1800 also displays an experience points indicator 1804 and a level
progress bar
1805. Experience points indicator 1804 may display the number of experience
points
the player's avatar has earned. Experience points may be calculated during the
play of
35 the feature game, and may contribute to the level of the player's
avatar. According to
some embodiments, experience points may be calculated based on rules defined
by

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feature game module 411. For example, feature game module 411 may define a
rule
that a player's avatar is to be awarded five experience points if it defeats
an enemy in
the feature game. According to some embodiments, processor 202 may modify the
stored number of experience points every time a triggering event occurs within
the
feature game. A triggering event may be any event that has been predetermined
according to stored event rules to alter the experience points. This may
include an
occurrence, action or achievement (either success or failure) by the character
or avatar,
such as defeating an opponent, finding a hidden item, using a consumable, or
receiving
damage, for example.
Level progress meter 1805 may show a player the progress they have made to
cause an
increment in the level of the player's avatar. Level progress meter 1805 may
show a
current level 1806 and a next level 1807, with a progress bar 1808 visually
depicting
how far the avatar is from getting to next level 1807. For example, in the
illustrated
embodiment, the avatar is around 1/7 of the way to getting from level 8 to
level 9.
According to some embodiments, the player level may be dependent on experience
points earned. For example, a level increase of the player's avatar may occur
when the
avatar achieves a predetermined number of experience points gained through
achievements of the avatar in the feature game. In the illustrated embodiment,
the
player avatar may need to achieve 5000 points before the avatar's level is
incremented
to level 9.
According to some embodiments, screen 1800 may also display an unlocked items
indicator 1809. The unlocked items indicator 1809 may display one or more
items that
are now available to the player to purchase for the avatar's inventory. Items
may be
unlocked based on the score 1802, winnings 1803 or experience points 1804
achieved
by the avatar during play of the feature game, or may be based on specific
actions or
achievements of the avatar during the feature game, such as defeating a
predetermined
number of opponents (such as 5 opponents), for example. The items may include
aesthetic items or game-influencing items, such as clothing, weapons, potions
or
modifications to the character 1310.
Once the player has finished viewing battle results 1801, the player may
activate virtual
button 1810 to proceed to the next screen, which may cause gaming machine
100/304
to display a prize pool screen as described below with reference to Figures 14
and 19.

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Figure 14 shows a screenshot 1400 displaying a multi-stage prize pool of the
feature
game that may be used to calculate a payout to a player based on skill score
data 409,
as described above with reference to step 514 of method 500. Screenshot 1400
shows
the major jackpot value 1401, a skill score meter 1402 having skill score
levels 1403, a
skill score value bar 1404, prize pool segment values 1405 and an avatar 1406.
Avatar
1406 may show the current appearance of the avatar of the player.
Jackpot display 1401 may show a monetary amount which may be the amount of
money in the percentage based prize pool as described below with reference to
Figure
15. The percentage based prize pool may be triggered instead of the multi-
stage prize
pool in some embodiments, based on the appearance of a particular trigger
symbol in
game play outside of the (feature) skill game. Skill score meter 1402 may be
used to
display a player's skill score as determined during play of the feature game,
in relation
to a number of monetary values that the player may be eligible to win. In
particular,
skill score levels 1403 are used to display a number of skill score values
that
correspond to segments of the multi-stage prize pool. Skill score levels 1403
may
correlate with a skill score range associated with the prize pool segments.
Each skill
score bracket may correspond to a particular payout amount to be awarded to
the
player. Skill score value bar 1404 depicts the skill score visually, and may
be in the
form of a shape that is partially filled with a colour or shade to correlate
to the value of
the skill score achieved.
Prize pool segment values 1405 may be determined by processor 202 based on
values
stored in prize pool meter 230, and may be calculated as a percentage of a
multi-stage
prize pool meter value, or may be stored as independent values in prize pool
meter 230.
When a player wins a particular prize pool segment, that prize pool segment
may be
reseeded with money from a secondary prize pool as stored in prize pool meter
230,
and the associations between each prize pool and each skill score range may be
modified so that the monetary value of each prize pool segment is related to
the skill
score range associated with that prize pool segment.
For example, in the illustrated embodiment, a player has achieved a skill
score of 200
points, winning Pool 2, being $52.00. Once this has occurred, Pool 2 will be
reseeded
with a monetary amount to a base level, which may be $5.00, for example. The
base
level will be the lowest (default) level, so when the prize pool is reordered
from lowest
to highest, the pool that was just won will be re-ordered to the bottom of the
list,

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becoming Pool 4. The monetary amount reseeded may be taken from a
supplementary
pool that is not available for winning by the player. Original Pool 4 will be
pushed up
and become Pool 3, and original Pool 3 will be pushed up and become Pool 2.
In an alternative embodiment, if a player wins Pool 2, Pool 2 will be
replenished with
the $26.00 from Pool 3, and Pool 3 will be replenished with the $16.00 from
Pool 4.
Pool 4 is reseeded with a default minimum monetary amount. This minimum amount
may be taken from the secondary prize pool, which may be $5.00, for example.
When
the player re-enters the base game, any wagers placed by the player are used
to increase
each of Pools 1, 2, 3, and 4, as well as adding to the secondary prize pool
stored in
prize pool meter 230.
If an RIP levelling event occurs, a player may be awarded the amounts in each
of
Pools 1, 2, 3 and 4, being a total of $299.00 in the illustrated embodiment.
Figure 19 shows a screenshot 1900 displaying an alternative multi-stage prize
pool of
the feature game that may be used to calculate a payout to a player based on
skill score
data 409, as described above with reference to step 514 of method 500.
Screenshot
1900 shows the major jackpot value 1901, skill score levels 1903, a skill
score value
indicator 1904, prize pool segment values 1905 and an avatar 1906. Avatar 1906
may
show the current appearance of the avatar of the player.
Jackpot display 1901 may show a monetary amount which may be the amount of
money in the percentage-based prize pool as described below with reference to
Figure
15. The percentage-based prize pool may be triggered instead of the multi-
stage prize
pool in some embodiments, based on the randomised occurence of a particular
trigger
symbol in game play outside of the (feature) skill game. Skill score levels
1903 and
skill score value indicator 1904 may be used to display a player's skill score
as
determined during play of the feature game, in relation to a number of
monetary values
that the player may be eligible to win. In particular, skill score value
indicator 1904
may be displayed as a bar with skill score levels 1903 used to display a
number of skill
score values that correspond to segments of the multi-stage prize pool. Skill
score
levels 1903 may correlate with a skill score range associated with the prize
pool
segments. Each skill score bracket may correspond to a particular payout
amount to be
awarded to the player. Skill score value indicator 1904 depicts the skill
score visually,

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and may be in the form of a shape or contour that is partially filled with a
colour or
shade to correlate to the value of the skill score achieved, for example.
Prize pool segment values 1905 may be determined by processor 202 based on
values
stored in prize pool meter 230, and may be calculated as a percentage of a
multi-stage
prize pool meter value, or may be stored as independent values in prize pool
meter 230.
When a player wins a particular prize pool segment, processor 202 may cause
that prize
pool segment to be reseeded with money from a secondary prize pool as stored
in prize
pool meter 230, and to modify the associations between each prize pool and
each skill
score range so that the monetary value of each prize pool segment is related
to the skill
score range associated with that prize pool segment.
For example, in the illustrated embodiment, a player has achieved a skill
score of over
10,000 points, winning Pool 1, being $3350.75. Once this has occurred,
processor 202
is configured to reseed Pool 1 with a monetary amount to a base level, which
may be
$5.00, for example. The base level will be the lowest (default) level, so
processor 202
reorders the prize pool from lowest to highest, processor 202 re-orders the
pool that
was just won (in this case, Pool 1) to the bottom of the list, becoming Pool
4. The
monetary amount reseeded may be taken from a supplementary pool that is not
available for winning by the player. Processor 202 causes original Pool 4 to
be visually
raised up to the second position from the bottom and renamed Pool 3, original
Pool 3 to
be visually raised up to the third position from the bottom and renamed Pool
2, and
original Pool 2 to be visually raised up to the highest position and renamed
Pool 1.
In an alternative embodiment, if a player wins Pool 2, processor 202
replenishes Pool 2
with the current amount ($114.00) from Pool 3, and replenishes Pool 3 with the
current
amount ($13.00) from Pool 4. Processor 202 also reseeds Pool 4 with a default
minimum monetary amount. This minimum amount may be taken from the secondary
prize pool, which may be $5.00, for example. When the player re-enters the
base game,
any wagers placed by the player are divided and used to increase each of Pools
1, 2, 3,
and 4, as well as adding to the secondary prize pool stored in prize pool
meter 230.
If an RTP levelling event occurs (as described above with reference to at step
509 of
Figure 5), a player may be awarded the total amounts in all of Pools 1, 2, 3
and 4, being
a summed total of $4005.15 in the illustrated embodiment.

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Figure 15 shows a screenshot 1500 displaying a percentage based prize pool of
the
feature game that may be used to calculate a payout to a player based on skill
score data
409, as described above with reference to step 514 of method 500. Screenshot
1500
shows the major jackpot value 1501, a skill score meter 1502 having skill
score levels
5 1503, a skill score value bar 1504, a percentage prize pool value 1505
and an avatar
1506. Avatar 1506 may show the current appearance of the avatar of the player.
Jackpot display 1501 may show a monetary amount which may be related to a
maximum monetary prize that can be won by a player in the feature game when
the
10 percentage based prize pool is triggered. According to some embodiments,
the
percentage-based prize pool may be triggered instead of the multi-stage prize
pool
when a specific symbol or symbol combination is displayed during the game of
chance.
According to some embodiments, the percentage-based prize pool may be
triggered
based on the occurrence of another random event. According to some
embodiments, the
15 percentage prize pool may be used instead of the multi-stage prize pool
based on a
pseudo-random event (e.g. a random event contingent on a no-random event),
such as a
randomly generated result after the player makes a selection or takes a
certain action.
For example, the percentage prize pool may be triggered when, after defeating
a
particular opponent during the skill based game, a randomly generated result
20 determines that the percentage prize pool should be used.
Skill score meter 1502 may be used to display a player's skill score as
determined
during play of the feature game, in relation to a percentage of a prize pool
the player
may be eligible to win. In particular, skill score levels 1503 are used to
display a
25 number of skill score values that correspond to percentages of the
percentage based
prize pool, such as 25%, 50%, 75% and 100%, for example. Each skill score
bracket
may correspond to a particular payout percentage to be awarded to the player.
Skill
score value bar 1504 depicts the skill score visually, and may be in the form
of a shape
that is partially filled with a colour or shade to correlate to the value of
the skill score
30 achieved.
Prize pool segment value 1505 may be determined as a percentage of the
percentage
based prize pool value stored in prize pool meter 230, and may be calculated
based on
the skill score bracket that the player's skill score falls into. According to
some
35 embodiments, prize pool segment value 1505 may display a percentage
rather than the
monetary amount corresponding to the percentage. When a player wins a
particular

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51
percentage of the prize pool, the prize pool may be decremented by the
corresponding
amount. If a player wins 100% of the prize pool, the prize pool may be
reseeded with
money from a secondary prize pool as stored in prize pool meter 230.
For example, in the illustrated embodiment, a player has achieved a skill
score of 200
points, winning $232.68 of the prize pool, which may correspond to 75% of the
prize
pool, for example. Once this has occurred, the prize pool is decreased by
$232.68,
leaving only 25% of the original prize pool, which would be $77.56 in the
present
example. When the player re-enters the base game, a proportion of any wagers
placed
by the player are used to increase the prize pool amount.
If an RTP levelling event occurs, a player may be awarded 100% of the prize
pool,
which may be $370.24 in the present example, and the prize pool may be
reseeded from
the secondary prize pool, as described above.
It will be appreciated by persons skilled in the art that numerous variations
and/or
modifications may be made to the above-described embodiments, without
departing
from the broad general scope of the present disclosure. The present
embodiments are,
therefore, to be considered in all respects as illustrative and not
restrictive.
While the foregoing description has been provided by way of example of the
preferred
embodiments as presently contemplated, which utilise gaming machines of the
type
found in casinos, those skilled in the relevant arts will appreciate that
described
embodiments also may have application to internet gaming and/or have
application to
gaming over a telecommunications network, where mobile handsets are used to
display
game outcomes and receive player inputs. Such mobile devices include smart
phones,
notebooks, tablets, iPads and laptop computers. For instance free mobile
device games
may be offered for download and play on a player's personal mobile device as a
bonus
game play. In some embodiments, these downloads may be made available on a
server
accessible via an internet connection. In some embodiments, gaming machine
100/304
may comprise a communication interface to enable interaction and data transfer
between the personal mobile devices and gaming machine 100/304, to allow
downloads
from gaming machine 100/304 to the personal mobile device. The communication
interface may be a wireless interface in some embodiments.

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Further embodiments may enable a player to upload the outcome of a game or
bonus
game to a social media site(s), post tournament scores etc.
Certain steps in the processes or process flows described in this disclosure
naturally
precede others for the embodiments to function as described. However,
embodiments
are not limited to the order of the steps described if such order or sequence
does not
alter the functionality of the described embodiments. That is, it is
recognized that some
steps may performed before, after, or parallel (substantially simultaneously
with) other
steps without departing from the scope and spirit of the present disclosure.
In some
instances, certain steps may be omitted or not performed. Further, words such
as
"thereafter", "then", "next", etc. are not intended to limit the order of the
steps. These
words are simply used to guide the reader through the description of the
exemplary
method.
In one or more exemplary aspects, the functions described may be implemented
in
hardware, software, firmware, or any combination thereof. If implemented in
software,
the functions may be stored on or transmitted as one or more instructions or
code on a
computer-readable medium. Computer-readable media include both computer
storage
media and communication media including any medium that facilitates transfer
of a
computer program from one place to another.
A storage media may be any available media that may be accessed by a computer.
By
way of example, and not limitation, such computer-readable media may comprise
RAM, ROM, EEPROM, CD-ROM or other optical disk storage, magnetic disk storage
or other magnetic storage devices, or any other medium that may be used to
carry or
store desired program code in the form of instructions or data structures and
that may
be accessed by a computer.
Also, any communication connection is properly termed a computer-readable
medium.
For example, if the software is transmitted from a website, server, or other
remote
source using a coaxial cable, fiber optic cable, twisted pair, digital
subscriber line
("DSL"), or wireless technologies such as infrared, radio, and microwave, then
the
coaxial cable, fiber optic cable, twisted pair, DSL, or wireless technologies
such as
infrared, radio, and microwave are included in the definition of medium.

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

2024-08-01:As part of the Next Generation Patents (NGP) transition, the Canadian Patents Database (CPD) now contains a more detailed Event History, which replicates the Event Log of our new back-office solution.

Please note that "Inactive:" events refers to events no longer in use in our new back-office solution.

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Event History , Maintenance Fee  and Payment History  should be consulted.

Event History

Description Date
Application Not Reinstated by Deadline 2022-03-01
Time Limit for Reversal Expired 2022-03-01
Letter Sent 2021-05-26
Deemed Abandoned - Failure to Respond to Maintenance Fee Notice 2021-03-01
Common Representative Appointed 2020-11-07
Letter Sent 2020-08-31
Inactive: COVID 19 - Deadline extended 2020-08-19
Inactive: COVID 19 - Deadline extended 2020-08-06
Inactive: COVID 19 - Deadline extended 2020-07-16
Inactive: COVID 19 - Deadline extended 2020-07-02
Inactive: COVID 19 - Deadline extended 2020-06-10
Inactive: COVID 19 - Deadline extended 2020-05-28
Inactive: COVID 19 - Deadline extended 2020-05-14
Letter sent 2019-12-05
Inactive: Cover page published 2019-12-04
Priority Claim Requirements Determined Compliant 2019-12-03
Priority Claim Requirements Determined Not Compliant 2019-12-03
Priority Claim Requirements Determined Not Compliant 2019-12-03
Inactive: IPC assigned 2019-12-03
Inactive: IPC assigned 2019-12-03
Inactive: IPC assigned 2019-12-03
Application Received - PCT 2019-12-03
Inactive: First IPC assigned 2019-12-03
Priority Claim Requirements Determined Compliant 2019-12-03
National Entry Requirements Determined Compliant 2019-10-30
Application Published (Open to Public Inspection) 2017-12-07

Abandonment History

Abandonment Date Reason Reinstatement Date
2021-03-01

Maintenance Fee

The last payment was received on 2019-10-30

Note : If the full payment has not been received on or before the date indicated, a further fee may be required which may be one of the following

  • the reinstatement fee;
  • the late payment fee; or
  • additional fee to reverse deemed expiry.

Patent fees are adjusted on the 1st of January every year. The amounts above are the current amounts if received by December 31 of the current year.
Please refer to the CIPO Patent Fees web page to see all current fee amounts.

Fee History

Fee Type Anniversary Year Due Date Paid Date
MF (application, 2nd anniv.) - standard 02 2019-05-27 2019-10-30
Basic national fee - standard 2019-10-30 2019-10-30
Reinstatement (national entry) 2019-10-30 2019-10-30
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
CHILL GAMING PTY LTD
Past Owners on Record
ANDREW WYER
DARYL BRIDGES
DARYL LEIGH BRUCE
JOSEPH RONALD CREPALDI
PETER JAMES HERRING
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Description 2019-10-29 53 3,870
Drawings 2019-10-29 19 3,284
Claims 2019-10-29 6 229
Abstract 2019-10-29 2 70
Representative drawing 2019-10-29 1 14
Courtesy - Letter Acknowledging PCT National Phase Entry 2019-12-04 1 586
Commissioner's Notice - Maintenance Fee for a Patent Application Not Paid 2020-10-12 1 537
Courtesy - Abandonment Letter (Maintenance Fee) 2021-03-21 1 553
Commissioner's Notice - Maintenance Fee for a Patent Application Not Paid 2021-07-06 1 563
International Preliminary Report on Patentability 2019-10-29 28 1,417
International search report 2019-10-29 8 266
Patent cooperation treaty (PCT) 2019-10-29 1 38
National entry request 2019-10-29 5 149