Wagering System with Three Dimensional Display Feature
Claim Score by NHIP
Abstract
A gaming system and method allowing use of three dimensional objects in a wagering game. The three dimensional object includes multiple sides which are viewable by a player. Each of the multiple sides includes a symbol. An active payline contains one of the symbols. The symbols contained by the active payline are used to represent a randomly-determined result from the wagering game.

Term
4.4 yearsto projected expiry
Projected expiry 3 March 2031, counted from filing; an application has no term until it is granted.
- Priority
- Filed
- Published
- Today
- Projected expiry
34 claims: 13 independent, 21 dependent
- 1A gaming system for a wagering game, comprising:a first three dimensional reel in a loop shape having a plurality of symbols viewable from a front side and a back side of a reel strip of the first three dimensional reel, wherein the first three dimensional reel is offset to display symbols from both the front side and the back side of the reel strip;an active payline containing at least one symbol of the first three dimensional object;and a controller to represent a randomly selected outcome of the wagering game via the at least one symbol contained in the active payline.
- 10A method of conducting a wagering game having a randomly-selected outcome, the method comprising:using a user interface device to accept the player input, and transforming the player input to electronic data signals indicative of a wager to play the wagering game;using one or more processors to interpret the wager from the data signals and to cause the recording of a digital representation of the wager in one or more storage devices;using at least one of the processors to initiate the game sequence of the wagering game on the gaming apparatus;displaying on a display of a gaming machine a first three dimensional reel in the shape of a mobius strip having a plurality of symbols viewable from a front side and a back side of a reel strip of the first three dimensional reel;and using at least one of the processors to provide an active payline containing at least one symbol of the first three dimensional object;and using at least one of the processors to represent the randomly selected outcome game via the at least one symbol contained in the active payline.
- 19Broadest claimClaim Score 83, broad(NHIP)A gaming system for playing a wagering game, the system comprising:a plurality of three dimensional loop shaped reels, each of the plurality of reels having multiple viewable symbols;and an active payline containing one viewable symbol on each of the plurality of three-dimensional loop shaped reels.
- 22A gaming system for a wagering game comprising:a three dimensional object including at least three visible sides, each of the three sides including at least one symbol and in a different dimension from the other sides;an active payline containing at least one symbol on one of the three visible sides;and a controller to represent a randomly-determined outcome by the one symbol contained in the active payline;wherein the three dimensional object has a plurality of removable layers, each of the plurality of layers having two faces, each of the faces being part of one of the three visible sides.
- 31A method of conducting a wagering game for a human player, the wagering game including a game sequence in which a player provides an input and a wagering game outcome is determined, the method comprising the acts of:using a user interface device to accept the player input, and transforming the player input to electronic data signals indicative of a wager to play the wagering game;using one or more processors to interpret the wager from the data signals and to cause the recording of a digital representation of the wager in one or more storage devices;using at least one of the processors to initiate the game sequence of the wagering game on the gaming apparatus;using at least one of the processors to cause at least one of a plurality of display devices of the gaming apparatus to display a first three dimensional object having at least two visible dimensional sides with at least one symbol on each visible dimensional side, wherein the first three dimensional object has a plurality of layers, each of the plurality of layers having two faces, each of the faces being part of one of the two visible dimensional sides;using at least one of the processors to provide an active payline containing at least one symbol of the first three dimensional object;using at least one of the processors to represent the randomly selected outcome game via the at least one symbol contained in the active payline;and using at least one of the processors to add a new layer having a different symbol and causing the different symbol to be contained in the active payline.
Independent claims5
97 paragraphs in 6 sections, as filed
COPYRIGHT
0001A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever.
FIELD OF THE INVENTION
0002The present invention relates generally to wagering games, and more particularly, to a wagering game system with three dimensional display features.
BACKGROUND OF THE INVENTION
0003Gaming machines, such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines with players is dependent on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are likely to be attracted to the most entertaining and exciting machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines, features, and enhancements available because such machines attract frequent play and hence increase profitability to the operator. Therefore, there is a continuing need for gaming machine manufacturers to continuously develop new games and improved gaming enhancements that will attract frequent play through enhanced entertainment value to the player.
0004One concept that has been successfully employed to enhance the entertainment value of a game is the concept of a “secondary” or “bonus” game that may be played in conjunction with a “basic” game. The bonus game may comprise any type of game, either similar to or completely different from the basic game, which is entered upon the occurrence of a selected event or outcome in the basic game. Generally, bonus games provide a greater expectation of winning than the basic game and may also be accompanied with more attractive or unusual video displays and/or audio. Bonus games may additionally award players with “progressive jackpot” awards that are funded, at least in part, by a percentage of coin-in from the gaming machine or a plurality of participating gaming machines. Because the bonus game concept offers tremendous advantages in player appeal and excitement relative to other known games, and because such games are attractive to both players and operators, there is a continuing need to develop gaming machines with new types of bonus games to satisfy the demands of players and operators.
0005Gaming machines have also utilized a variety of enhanced graphics to provide excitement to and attract players. Current video displays are inherently limited to displaying two dimensional graphics. Three dimensional graphics may sometimes be provided, but the properties of three dimensional virtual space have not been fully utilized.
0006Thus, a need exists for a game system having enhanced three dimensional features to allow a player additional paylines based on symbols in different dimensions. There is a further need for a game system allowing the rendering of three dimensional objects for player manipulation as a part of a wager.
SUMMARY OF THE INVENTION
0007According to one example disclosed a gaming system for a wagering game includes a first three dimensional object having at least two visible dimensional sides with at least one symbol on each visible dimensional side. The gaming system includes an active payline containing at least one symbol of the first three dimensional object. A controller is provided to represent a randomly selected outcome of the wagering game via the at least one symbol contained in the active payline
0008Another example disclosed is a method of conducting a wagering game having a randomly-selected outcome. A first three dimensional object is displayed having at least two visible dimensional sides with at least one symbol on each visible dimensional side. An active payline is provided containing at least one symbol of the first three dimensional object. The randomly selected outcome game is represented via the at least one symbol contained in the active payline.
0009Another example disclosed is a gaming system for playing a wagering game. The system includes a plurality of three dimensional loop shaped reels, each of the plurality of reels having multiple viewable symbols. An active payline is provided containing one viewable symbol on each of the plurality of three-dimensional loop shaped reels.
0010Another example is a gaming system for a wagering game having a three dimensional object including at least three visible sides. Each of the three sides includes at least one symbol in a different dimension from the other sides. An active payline contains at least one symbol on one of the three visible sides. A controller represents a randomly-determined outcome by the one symbol contained in the active payline.
0011Yet another example is a gaming system for playing a wagering game including a three dimensional gameboard graphic. A three dimensional playing piece graphic is positioned relative to the gameboard graphic. A controller represents a randomly-determined outcome by the position of the three dimensional playing piece on the gameboard graphic.
0012Additional aspects of the invention will be apparent to those of ordinary skill in the art in view of the detailed description of various embodiments, which is made with reference to the drawings, a brief description of which is provided below.
BRIEF DESCRIPTION OF THE DRAWINGS
<figref idrefs="DRAWINGS">FIG. 1</figref><i>a </i>is a perspective view of a free standing gaming machine;
<figref idrefs="DRAWINGS">FIG. 1</figref><i>b </i>is a perspective view of a handheld gaming machine;
<figref idrefs="DRAWINGS">FIG. 2</figref> is a block diagram of a control system suitable for operating the gaming machines of <figref idrefs="DRAWINGS">FIGS. 1</figref><i>a </i>and <b>1</b><i>b; </i>
<figref idrefs="DRAWINGS">FIG. 3</figref> is an illustration of a graphic display for a three dimensional slot wagering game;
<figref idrefs="DRAWINGS">FIG. 4</figref> is an illustration of a graphic display for a second example three dimensional slot wagering game;
<figref idrefs="DRAWINGS">FIG. 5A-5B</figref> are illustrations of a graphic display for an example three dimensional Pachinko style wagering game;
<figref idrefs="DRAWINGS">FIG. 6A-6C</figref> are illustrations of a graphic display for an example three dimensional cube wagering game;
<figref idrefs="DRAWINGS">FIG. 7A-7B</figref> are illustrations of a graphic display for another example three dimensional reel type wagering game;
<figref idrefs="DRAWINGS">FIG. 8A-8D</figref> are illustrations of graphic displays for exemplary 3D wagering game with cascading blocks;
<figref idrefs="DRAWINGS">FIG. 9</figref> is an illustration of a graphic display for another example coin or token operated three dimensional wagering game; and
<figref idrefs="DRAWINGS">FIG. 10A-10B</figref> are illustrations of graphic displays for example dice type three dimensional wagering games; and
<figref idrefs="DRAWINGS">FIG. 11</figref> is an illustration of a graphic display for an example board game adapted for a three dimensional wagering game.
DETAILED DESCRIPTION
0025While this invention is susceptible of embodiment in many different forms, there is shown in the drawings and will herein be described in detail preferred embodiments of the invention with the understanding that the present disclosure is to be considered as an exemplification of the principles of the invention and is not intended to limit the broad aspect of the invention to the embodiments illustrated.
0026Referring to <figref idrefs="DRAWINGS">FIG. 1</figref><i>a</i>, a gaming machine <b>10</b> is used in gaming establishments such as casinos. With regard to the present invention, the gaming machine <b>10</b> may be any type of gaming machine and may have varying structures and methods of operation. For example, the gaming machine <b>10</b> may be an electromechanical gaming machine configured to play mechanical slots, or it may be an electronic gaming machine configured to play a video casino game, such as blackjack, slots, keno, poker, blackjack, roulette, etc.
0027The gaming machine <b>10</b> comprises a housing <b>12</b> and includes input devices, including a value input device <b>18</b> and a player input device <b>24</b>. For output the gaming machine <b>10</b> includes a primary display <b>14</b> for displaying information about the basic wagering game. The primary display <b>14</b> can also display information about a bonus wagering game and a progressive wagering game. The gaming machine <b>10</b> may also include a secondary display <b>16</b> for displaying game events, game outcomes, and/or signage information. While these typical components found in the gaming machine <b>10</b> are described below, it should be understood that numerous other elements may exist and may be used in any number of combinations to create various forms of a gaming machine <b>10</b>.
0028The value input device <b>18</b> may be provided in many forms, individually or in combination, and is preferably located on the front of the housing <b>12</b>. The value input device <b>18</b> receives currency and/or credits that are inserted by a player. The value input device <b>18</b> may include a coin acceptor <b>20</b> for receiving coin currency (see <figref idrefs="DRAWINGS">FIG. 1</figref><i>a</i>). Alternatively, or in addition, the value input device <b>18</b> may include a bill acceptor <b>22</b> for receiving paper currency. Furthermore, the value input device <b>18</b> may include a ticket reader, or barcode scanner, for reading information stored on a credit ticket, a card, or other tangible portable credit storage device. The credit ticket or card may also authorize access to a central account, which can transfer money to the gaming machine <b>10</b>.
0029The player input device <b>24</b> comprises a plurality of push buttons <b>26</b> on a button panel for operating the gaming machine <b>10</b>. In addition, or alternatively, the player input device <b>24</b> may comprise a touch screen <b>28</b> mounted by adhesive, tape, or the like over the primary display <b>14</b> and/or secondary display <b>16</b>. The touch screen <b>28</b> contains soft touch keys <b>30</b> denoted by graphics on the underlying primary display <b>14</b> and used to operate the gaming machine <b>10</b>. The touch screen <b>28</b> provides players with an alternative method of input. A player enables a desired function either by touching the touch screen <b>28</b> at an appropriate touch key <b>30</b> or by pressing an appropriate push button <b>26</b> on the button panel. The touch keys <b>30</b> may be used to implement the same functions as push buttons <b>26</b>. Alternatively, the push buttons <b>26</b> may provide inputs for one aspect of the operating the game, while the touch keys <b>30</b> may allow for input needed for another aspect of the game.
0030The various components of the gaming machine <b>10</b> may be connected directly to, or contained within, the housing <b>12</b>, as seen in <figref idrefs="DRAWINGS">FIG. 1</figref><i>a</i>, or may be located outboard of the housing <b>12</b> and connected to the housing <b>12</b> via a variety of different wired or wireless connection methods. Thus, the gaming machine <b>10</b> comprises these components whether housed in the housing <b>12</b>, or outboard of the housing <b>12</b> and connected remotely.
0031The operation of the basic wagering game is displayed to the player on the primary display <b>14</b>. The primary display <b>14</b> can also display the bonus game associated with the basic wagering game. The primary display <b>14</b> may take the form of a cathode ray tube (CRT), a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the gaming machine <b>10</b>. As shown, the primary display <b>14</b> includes the touch screen <b>28</b> overlaying the entire display (or a portion thereof) to allow players to make game-related selections. Alternatively, the primary display <b>14</b> of the gaming machine <b>10</b> may include a number of mechanical reels to display the outcome in visual association with at least one payline <b>32</b>. In the illustrated embodiment, the gaming machine <b>10</b> is an “upright” version in which the primary display <b>14</b> is oriented vertically relative to the player. Alternatively, the gaming machine may be a “slant-top” version in which the primary display <b>14</b> is slanted at about a thirty-degree angle toward the player of the gaming machine <b>10</b>.
0032A player begins play of the basic wagering game by making a wager via the value input device <b>18</b> of the gaming machine <b>10</b>. A player can select play by using the player input device <b>24</b>, via the buttons <b>26</b> or the touch screen keys <b>30</b>. The basic game consists of a plurality of symbols arranged in an array, and includes at least one payline <b>32</b> that indicates one or more outcomes of the basic game. Such outcomes are randomly selected in response to the wagering input by the player. At least one of the plurality of randomly-selected outcomes may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
0033In some embodiments, the gaming machine <b>10</b> may also include a player information reader <b>52</b> that allows for identification of a player by reading a card with information indicating his or her true identity. The player information reader <b>52</b> is shown in <figref idrefs="DRAWINGS">FIG. 1</figref><i>a </i>as a card reader, but may take on many forms including a ticket reader, bar code scanner, RFID transceiver or computer readable storage medium interface. Currently, identification is generally used by casinos for rewarding certain players with complimentary services or special offers. For example, a player may be enrolled in the gaming establishment's loyalty club and may be awarded certain complimentary services as that player collects points in his or her player-tracking account. The player inserts his or her card into the player information reader <b>52</b>, which allows the casino's computers to register that player's wagering at the gaming machine <b>10</b>. The gaming machine <b>10</b> may use the secondary display <b>16</b> or other dedicated player-tracking display for providing the player with information about his or her account or other player-specific information. Also, in some embodiments, the information reader <b>52</b> may be used to restore game assets that the player achieved and saved during a previous game session.
0034Depicted in <figref idrefs="DRAWINGS">FIG. 1</figref><i>b </i>is a handheld or mobile gaming machine <b>110</b>. Like the free standing gaming machine <b>10</b>, the handheld gaming machine <b>110</b> is preferably an electronic gaming machine configured to play a video casino game such as, but not limited to, blackjack, slots, keno, poker, blackjack, and roulette. The handheld gaming machine <b>110</b> comprises a housing or casing <b>112</b> and includes input devices, including a value input device <b>118</b> and a player input device <b>124</b>. For output the handheld gaming machine <b>110</b> includes, but is not limited to, a primary display <b>114</b>, a secondary display <b>116</b>, one or more speakers <b>117</b>, one or more player-accessible ports <b>119</b> (e.g., an audio output jack for headphones, a video headset jack, etc.), and other conventional I/O devices and ports, which may or may not be player-accessible. In the embodiment depicted in <figref idrefs="DRAWINGS">FIG. 1</figref><i>b</i>, the handheld gaming machine <b>110</b> comprises a secondary display <b>116</b> that is rotatable relative to the primary display <b>114</b>. The optional secondary display <b>116</b> may be fixed, movable, and/or detachable/attachable relative to the primary display <b>114</b>. Either the primary display <b>114</b> and/or secondary display <b>116</b> may be configured to display any aspect of a non-wagering game, wagering game, secondary games, bonus games, progressive wagering games, group games, shared-experience games or events, game events, game outcomes, scrolling information, text messaging, emails, alerts or announcements, broadcast information, subscription information, and handheld gaming machine status.
0035The player-accessible value input device <b>118</b> may comprise, for example, a slot located on the front, side, or top of the casing <b>112</b> configured to receive credit from a stored-value card (e.g., casino card, smart card, debit card, credit card, etc.) inserted by a player. In another aspect, the player-accessible value input device <b>118</b> may comprise a sensor (e.g., an RF sensor) configured to sense a signal (e.g., an RF signal) output by a transmitter (e.g., an RF transmitter) carried by a player. The player-accessible value input device <b>118</b> may also or alternatively include a ticket reader, or barcode scanner, for reading information stored on a credit ticket, a card, or other tangible portable credit or funds storage device. The credit ticket or card may also authorize access to a central account, which can transfer money to the handheld gaming machine <b>110</b>.
0036Still other player-accessible value input devices <b>118</b> may require the use of touch keys <b>130</b> on the touch-screen display (e.g., primary display <b>114</b> and/or secondary display <b>116</b>) or player input devices <b>124</b>. Upon entry of player identification information and, preferably, secondary authorization information (e.g., a password, PIN number, stored value card number, predefined key sequences, etc.), the player may be permitted to access a player's account. As one potential optional security feature, the handheld gaming machine <b>110</b> may be configured to permit a player to only access an account the player has specifically set up for the handheld gaming machine <b>110</b>. Other conventional security features may also be utilized to, for example, prevent unauthorized access to a player's account, to minimize an impact of any unauthorized access to a player's account, or to prevent unauthorized access to any personal information or funds temporarily stored on the handheld gaming machine <b>110</b>.
0037The player-accessible value input device <b>118</b> may itself comprise or utilize a biometric player information reader which permits the player to access available funds on a player's account, either alone or in combination with another of the aforementioned player-accessible value input devices <b>118</b>. In an embodiment wherein the player-accessible value input device <b>118</b> comprises a biometric player information reader, transactions such as an input of value to the handheld device, a transfer of value from one player account or source to an account associated with the handheld gaming machine <b>110</b>, or the execution of another transaction, for example, could all be authorized by a biometric reading, which could comprise a plurality of biometric readings, from the biometric device.
0038Alternatively, to enhance security, a transaction may be optionally enabled only by a two-step process in which a secondary source confirms the identity indicated by a primary source. For example, a player-accessible value input device <b>118</b> comprising a biometric player information reader may require a confirmatory entry from another biometric player information reader <b>152</b>, or from another source, such as a credit card, debit card, player ID card, fob key, PIN number, password, hotel room key, etc. Thus, a transaction may be enabled by, for example, a combination of the personal identification input (e.g., biometric input) with a secret PIN number, or a combination of a biometric input with a fob input, or a combination of a fob input with a PIN number, or a combination of a credit card input with a biometric input. Essentially, any two independent sources of identity, one of which is secure or personal to the player (e.g., biometric readings, PIN number, password, etc.) could be utilized to provide enhanced security prior to the electronic transfer of any funds. In another aspect, the value input device <b>118</b> may be provided remotely from the handheld gaming machine <b>110</b>.
0039The player input device <b>124</b> comprises a plurality of push buttons <b>126</b> on a button panel for operating the handheld gaming machine <b>110</b>. In addition, or alternatively, the player input device <b>124</b> may comprise a touch screen mounted to a primary display <b>114</b> and/or secondary display <b>116</b>. In one aspect, the touch screen is matched to a display screen having one or more selectable touch keys <b>130</b> selectable by a user's touching of the associated area of the screen using a finger or a tool, such as a stylus pointer. A player enables a desired function either by touching the touch screen at an appropriate touch key <b>130</b> or by pressing an appropriate push button <b>126</b> on the button panel. The touch keys <b>130</b> may be used to implement the same functions as push buttons <b>126</b>. Alternatively, the push buttons <b>126</b> may provide inputs for one aspect of the operating the game, while the touch keys <b>130</b> may allow for input needed for another aspect of the game. The various components of the handheld gaming machine <b>110</b> may be connected directly to, or contained within, the casing <b>112</b>, as seen in <figref idrefs="DRAWINGS">FIG. 1</figref><i>b</i>, or may be located outboard of the casing <b>112</b> and connected to the casing <b>112</b> via a variety of hardwired (tethered) or wireless connection methods. Thus, the handheld gaming machine <b>110</b> may comprise a single unit or a plurality of interconnected parts (e.g., wireless connections) which may be arranged to suit a player's preferences.
0040The operation of the basic wagering game on the handheld gaming machine <b>110</b> is displayed to the player on the primary display <b>114</b>. The primary display <b>114</b> can also display the bonus game associated with the basic wagering game. The primary display <b>114</b> preferably takes the form of a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the handheld gaming machine <b>110</b>. The size of the primary display <b>114</b> may vary from, for example, about a 2-3″ display to a 15″ or 17″ display. In at least some aspects, the primary display <b>114</b> is a 7″-10″ display. As the weight of and/or power requirements of such displays decreases with improvements in technology, it is envisaged that the size of the primary display may be increased. Optionally, coatings or removable films or sheets may be applied to the display to provide desired characteristics (e.g., anti-scratch, anti-glare, bacterially-resistant and anti-microbial films, etc.). In at least some embodiments, the primary display <b>114</b> and/or secondary display <b>116</b> may have a 16:9 aspect ratio or other aspect ratio (e.g., 4:3). The primary display <b>114</b> and/or secondary display <b>116</b> may also each have different resolutions, different color schemes, and different aspect ratios.
0041As with the free standing gaming machine <b>10</b>, a player begins play of the basic wagering game on the handheld gaming machine <b>110</b> by making a wager (e.g., via the value input device <b>18</b> or an assignment of credits stored on the handheld gaming machine via the touch screen keys <b>130</b>, player input device <b>124</b>, or buttons <b>126</b>) on the handheld gaming machine <b>10</b>. In at least some aspects, the basic game may comprise a plurality of symbols arranged in an array, and includes at least one payline <b>132</b> that indicates one or more outcomes of the basic game. Such outcomes are randomly selected in response to the wagering input by the player. At least one of the plurality of randomly selected outcomes may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
0042In some embodiments, the player-accessible value input device <b>118</b> of the handheld gaming machine <b>110</b> may double as a player information reader <b>152</b> that allows for identification of a player by reading a card with information indicating the player's identity (e.g., reading a player's credit card, player ID card, smart card, etc.). The player information reader <b>152</b> may alternatively or also comprise a bar code scanner, RFID transceiver or computer readable storage medium interface. In one presently preferred aspect, the player information reader <b>152</b>, shown by way of example in <figref idrefs="DRAWINGS">FIG. 1</figref>, comprises a biometric sensing device.
0043Turning now to <figref idrefs="DRAWINGS">FIG. 2</figref>, the various components of the gaming machine <b>10</b> are controlled by a central processing unit (CPU) <b>34</b>, also referred to herein as a controller or processor (such as a microcontroller or microprocessor). To provide gaming functions, the controller <b>34</b> executes one or more game programs stored in a computer readable storage medium, in the form of memory <b>36</b>. The controller <b>34</b> performs the random selection (using a random number generator (RNG)) of an outcome from the plurality of possible outcomes of the wagering game. Alternatively, the random event may be determined at a remote controller. The remote controller may use either an RNG or pooling scheme for its central determination of a game outcome. It should be appreciated that the controller <b>34</b> may include one or more microprocessors, including but not limited to a master processor, a slave processor, and a secondary or parallel processor.
0044The controller <b>34</b> is also coupled to the system memory <b>36</b> and a money/credit detector <b>38</b>. The system memory <b>36</b> may comprise a volatile memory (e.g., a random-access memory (RAM)) and a non-volatile memory (e.g., an EEPROM). The system memory <b>36</b> may include multiple RAM and multiple program memories. The money/credit detector <b>38</b> signals the processor that money and/or credits have been input via the value input device <b>18</b>. Preferably, these components are located within the housing <b>12</b> of the gaming machine <b>10</b>. However, as explained above, these components may be located outboard of the housing <b>12</b> and connected to the remainder of the components of the gaming machine <b>10</b> via a variety of different wired or wireless connection methods.
0045As seen in <figref idrefs="DRAWINGS">FIG. 2</figref>, the controller <b>34</b> is also connected to, and controls, the primary display <b>14</b>, the player input device <b>24</b>, and a payoff mechanism <b>40</b>. The payoff mechanism <b>40</b> is operable in response to instructions from the controller <b>34</b> to award a payoff to the player in response to certain winning outcomes that might occur in the basic game or the bonus game(s). The payoff may be provided in the form of points, bills, tickets, coupons, cards, etc. For example, in <figref idrefs="DRAWINGS">FIG. 1</figref>, the payoff mechanism <b>40</b> includes both a ticket printer <b>42</b> and a coin outlet <b>44</b>. However, any of a variety of payoff mechanisms <b>40</b> well known in the art may be implemented, including cards, coins, tickets, smartcards, cash, etc. The payoff amounts distributed by the payoff mechanism <b>40</b> are determined by one or more pay tables stored in the system memory <b>36</b>.
0046Communications between the controller <b>34</b> and both the peripheral components of the gaming machine <b>10</b> and external systems <b>50</b> occur through input/output (I/O) circuits <b>46</b>, <b>48</b>. More specifically, the controller <b>34</b> controls and receives inputs from the peripheral components of the gaming machine <b>10</b> through the input/output circuits <b>46</b>. Further, the controller <b>34</b> communicates with the external systems <b>50</b> via the I/O circuits <b>48</b> and a communication path (e.g., serial, parallel, IR, RC, 10bT, etc.). The external systems <b>50</b> may include a gaming network, other gaming machines, a gaming server, communications hardware, or a variety of other interfaced systems or components. Although the I/O circuits <b>46</b>, <b>48</b> may be shown as a single block, it should be appreciated that each of the I/O circuits <b>46</b>, <b>48</b> may include a number of different types of I/O circuits.
0047Controller <b>34</b>, as used herein, comprises any combination of hardware, software, and/or firmware that may be disposed or resident inside and/or outside of the gaming machine <b>10</b> that may communicate with and/or control the transfer of data between the gaming machine <b>10</b> and a bus, another computer, processor, or device and/or a service and/or a network. The controller <b>34</b> may comprise one or more controllers or processors. In <figref idrefs="DRAWINGS">FIG. 2</figref>, the controller <b>34</b> in the gaming machine <b>10</b> is depicted as comprising a CPU, but the controller <b>34</b> may alternatively comprise a CPU in combination with other components, such as the I/O circuits <b>46</b>, <b>48</b> and the system memory <b>36</b>. The controller <b>34</b> may reside partially or entirely inside or outside of the machine <b>10</b>. The control system for a handheld gaming machine <b>110</b> may be similar to the control system for the free standing gaming machine <b>10</b> except that the functionality of the respective on-board controllers may vary.
0048The gaming machines <b>10</b>, <b>110</b> may communicate with external systems <b>50</b> (in a wired or wireless manner) such that each machine operates as a “thin client,” having relatively less functionality, a “thick client,” having relatively more functionality, or through any range of functionality therebetween. As a generally “thin client,” the gaming machine may operate primarily as a display device to display the results of gaming outcomes processed externally, for example, on a server as part of the external systems <b>50</b>. In this “thin client” configuration, the server executes game code and determines game outcomes (e.g., with a random number generator), while the controller <b>34</b> on board the gaming machine processes display information to be displayed on the display(s) of the machine. In an alternative “thicker client” configuration, the server determines game outcomes, while the controller <b>34</b> on board the gaming machine executes game code and processes display information to be displayed on the display(s) of the machines. In yet another alternative “thick client” configuration, the controller <b>34</b> on board the gaming machine <b>110</b> executes game code, determines game outcomes, and processes display information to be displayed on the display(s) of the machine. Numerous alternative configurations are possible such that the aforementioned and other functions may be performed onboard or external to the gaming machine as may be necessary for particular applications. It should be understood that the gaming machines <b>10</b>,<b>110</b> may take on a wide variety of forms such as a free standing machine, a portable or handheld device primarily used for gaming, a mobile telecommunications device such as a mobile telephone or personal daily assistant (PDA), a counter top or bar top gaming machine, or other personal electronic device such as a portable television, MP3 player, entertainment device, etc.
0049The principles described herein enhance wagering games using three dimensional (3D) features. The “mechanical-like” feel of 3D instills confidence in players who play traditional mechanical wagering games in that, among other things, they have an opportunity to see the wagering game results displayed by symbols which appear fixed.
0050According to other aspects of the present invention, the player can rotate the views of a scene depicted on the video display such as with a virtual camera or following moving objects with a virtual camera and can also manipulate 3D objects displayed on the video screen. By rotating views, players can view the wagering game from all viewing angles and can even view wagering game elements that cannot be seen in existing mechanical gaming machines or gaming machines that display two dimensional images. Another advantage to three dimensional images is that they add a dimension of realism that can create the impression that a wagering game is less “random” than it actually is. The realistic environment helps cement the impression that other factors (such as skill, placement of player-selectable objects, timing of selections, and the like) may affect the ultimate game outcome, even though it is in fact unaffected by these perceived factors.
0051<figref idrefs="DRAWINGS">FIG. 3</figref> is an illustration of an exemplary display graphic <b>300</b> in conjunction with a slot-type wagering game played on the gaming machine <b>10</b> or <b>110</b>. The display graphic <b>300</b> may be displayed on the primary display <b>14</b> or the secondary display <b>16</b> of the gaming machine <b>10</b>. The display graphic <b>300</b> portrays a three dimensional slot game having a number of three dimensional objects related to the wagering game, such as 3D reels <b>302</b>, <b>304</b>, and <b>306</b>. Although three reels are shown in this example, it is to be understood that additional reels, such as five, may be used. The reels <b>302</b>-<b>306</b> each have a number of symbols, such as symbols <b>308</b>, <b>310</b>, <b>312</b>, distributed on the reel surface. Because the reels <b>302</b>-<b>306</b> are rendered in three dimensions, all or substantially all of the symbols <b>308</b> on each of the reels <b>302</b>-<b>306</b> may be viewed by the player. Thus, reel symbols that are traditionally obscured by mechanical displays or 2D video displays are visible to the player. Because the perspective view of the reels is slightly offset, the symbols behind the front portion of the reel are visible.
0052The player's ability to see additional reel symbols greatly increases the number of possible paylines that can be made available to the player because the payline combinations can include combinations that include previously hidden or obscured symbols. It also increases the player's sense of anticipation and excitement, because instead of seeing just three or five symbols per reel, the player can see all or nearly all of the symbols. The combination of the symbols <b>308</b> on the different reels <b>302</b>, <b>304</b> and <b>306</b> may be used to represent a predetermined outcome from the wagering game. The symbols <b>308</b> may be attractive icons which enhance the gaming experience. In this example, the symbols <b>308</b> are fruit-type symbols, though any other thematic symbols can be used. Preferably, the symbols displayed on the rear portion of the reels <b>302</b>-<b>306</b> are reversed as if they are being transparently viewed through the back of the reel itself. Alternately, the symbols displayed on the rear portion of the reels <b>302</b>-<b>306</b> can be righted so that they display to the player as if the player viewed them from the front. In this alternate arrangement, words and letters on symbols, for example, on the rear portions of the reels will be displayed properly so that they can be read by the player. As that symbol moves from the rear to the front portion of the reel <b>302</b>, <b>304</b>, <b>306</b>, the controller <b>34</b> reverses the image displayed on the symbol as it transitions from the rear to the front visible area of the reel display <b>300</b>.
0053In this example, a player makes a first wager input via the value input device <b>18</b> that is associated with a first group of active 3D paylines <b>320</b><i>a,b,c </i>that are selected by a player. Only three 3D paylines are shown here for clarity purposes; fewer or additional 3D paylines can be shown and are selectable by the player. Compared to traditional reel-based wagering games, many more payline combinations are possible with aspects of the present invention because every or nearly every symbol disposed about the reels <b>302</b>, <b>304</b>, <b>306</b> is visible to the player and therefore can be involved in the game outcome. The 3D paylines <b>320</b><i>a,b,c </i>include groups of three symbols from each of the reels <b>302</b>-<b>306</b>. In response to receiving the wager input, a randomly-selected outcome is selected from a plurality of outcomes including at least one winning outcome. The plurality of outcomes is represented via the symbols arranged in the reels <b>302</b>, <b>304</b> and <b>306</b>. The 3D paylines <b>320</b><i>a,b,c </i>each contain a plurality of symbols that indicate a randomly selected outcome that is arranged from left-to-right on the reels <b>302</b>, <b>304</b> and <b>306</b>.
0054In the example shown, 3D payline <b>320</b><i>a </i>begins at front symbol <b>308</b><i>a</i>, appears to run “behind” symbol <b>309</b>, runs through rear symbol <b>308</b><i>b</i>, and ends at front symbol <b>308</b><i>c</i>. The 3D payline therefore appears to “bend” as it traverses from the front of the first reel <b>302</b> to the back of the second reel <b>304</b> and finally back to the front of the third reel <b>306</b>. Similarly, 3D payline <b>320</b><i>b </i>begins at front symbol <b>310</b><i>a </i>on the first reel <b>302</b>, runs through front symbol <b>310</b><i>b </i>on the second reel <b>304</b>, and ends at rear symbol <b>310</b><i>c </i>on the third reel <b>306</b>. 3D payline <b>320</b><i>c </i>begins at front symbol <b>312</b><i>a </i>on the first reel <b>302</b>, appears to run behind symbol <b>311</b>, runs through rear symbol <b>312</b><i>b </i>on the second reel <b>304</b>, and ends at front symbol <b>312</b><i>c </i>on the third reel <b>306</b>. The 3D paylines can crisscross one another in a virtual 3D space, passing through symbols that would normally be obscured on the back of a traditional reel, allowing a great number of interesting payline possibilities.
0055The option of wagering on multiple 3D paylines, such as 3D paylines <b>320</b><i>a,b,c</i>, may be selected by a player via a button on the push-buttons <b>26</b> or via the touch-screen <b>28</b>. Alternatively, the 3D paylines, such as 3D paylines <b>302</b>, <b>304</b>, <b>306</b>, may be activated automatically, such as when a player makes a wager input at the gaming machine <b>10</b>, <b>110</b>. It should be noted that conventional 2D paylines (paylines along a single plane) can also be shown and be selected by the player in addition to the 3D paylines that appear to run across multiple planes.
0056Still referring to <figref idrefs="DRAWINGS">FIG. 3</figref>, the reels <b>302</b>-<b>306</b>, which are also referred to as symbol-bearing reels or spinning reels, are in a stopped position. The reels <b>302</b>-<b>306</b> may be activated by the player after making a wager and a 3D image representation of the reels <b>302</b>-<b>306</b> spinning may be displayed. As the reels are spinning, symbols located in the rear portions of the reels, such as symbols <b>308</b><i>b</i>, <b>312</b><i>b</i>, and <b>310</b><i>c</i>, also appear to be spinning with the reels. During the wagering game, to achieve a winning symbol combination according to an implementation, two or more symbols on the reels <b>302</b>-<b>306</b>, starting from the leftmost reel <b>302</b> must be contained in an active payline. As shown in <figref idrefs="DRAWINGS">FIG. 3</figref>, three 3D paylines <b>320</b><i>a</i>-<i>c </i>have been selected by the player and are, therefore, active. A payline indicator is used to indicate whether a particular payline is active. For example, the payline indicator may include a highlighting (e.g., a highlighted or colored border) on a particular symbol to indicate that each one of the 3D paylines <b>320</b><i>a</i>-<i>c </i>is active, and an assigned number to indicate a respective payline to the player (e.g., the payline <b>320</b><i>a </i>is indicated to the player as an active payline).
0057An aspect of the present invention utilizes 3D paylines that appear to bend into the plane of the reels and, as a result, can involve rear symbols “behind” the front-facing symbols. The rear symbols, such as symbols <b>308</b><i>b</i>, <b>312</b><i>b</i>, and <b>310</b><i>c</i>, are in a plane generally parallel to the plane on which the front symbols, such as symbols <b>308</b><i>a</i>, <b>310</b><i>a</i>, <b>312</b><i>a</i>, <b>310</b><i>b</i>, <b>308</b><i>c</i>, <b>312</b><i>c</i>, are located.
0058The three dimensional nature of the reels <b>302</b>-<b>306</b> allows a player to activate any payline such as any of paylines <b>320</b><i>a</i>-<i>c</i>, which may contain any of the visible symbols on any of the reels <b>302</b>-<b>306</b> including symbols on the opposite side of the reels, such as symbols <b>308</b><i>b</i>, <b>312</b><i>b</i>, and <b>310</b><i>c</i>. These paylines <b>320</b><i>a</i>-<i>c </i>may contain a combination of visible symbols anywhere on the reels <b>302</b>-<b>306</b>, including the front, top, bottom, and back. Because the 3D-rendered display shows all or substantially all of the symbols of the reels <b>302</b>-<b>306</b> to a player, numerous paylines may be activated. The paylines may contain symbols in different dimensions because visible symbols on the reels <b>302</b>-<b>306</b> are in three dimensions. In this manner, a player may wager more credits to cover many more paylines than a two dimensional display, encompassing symbol combinations that are not possible with traditional reel displays because the majority of the symbols are hidden from view and only permit paylines that exist in a single plane.
0059<figref idrefs="DRAWINGS">FIG. 4</figref> shows video slot graphic <b>400</b>, which may be displayed on the primary display <b>14</b> or the secondary display <b>16</b> of the gaming machines <b>10</b> or <b>110</b>. In an aspect, the graphic <b>400</b> includes a modified reel <b>402</b>, which may be used for any of the reels <b>302</b>, <b>304</b>, or <b>306</b> in the wagering game shown in <figref idrefs="DRAWINGS">FIG. 3</figref>. In another aspect, the graphic <b>400</b> includes a modified reel <b>410</b>, which may be used for any of the reels <b>302</b>, <b>304</b>, or <b>306</b> in the wagering game shown in <figref idrefs="DRAWINGS">FIG. 3</figref>. The modified reel <b>402</b> has symbols <b>404</b>, <b>406</b>, <b>408</b> which are distributed on a ribbon or strip, which resembles a Möbius strip with a half twist <b>409</b> along its length forming a single continuous surface, and thus the symbols <b>404</b>, <b>406</b>, <b>408</b> are viewable on both sides of the reel <b>402</b>. As is known, a Möbius strip has a surface with only one side and only one boundary component. Accordingly, there are symbols <b>404</b> on one side of the ribbon <b>402</b> as well as different symbols <b>406</b> on the opposite side of the ribbon <b>402</b>. Likewise, the modified reel <b>410</b> also resembles a Möbius strip that has been joined with a half twist <b>412</b>. The doubling of symbols on the strips <b>402</b>, <b>410</b> allows for many more paylines in conjunction with other conventional reels with symbols only on one side of the reel. The reels <b>402</b>, <b>410</b> shown in <figref idrefs="DRAWINGS">FIG. 4</figref> are termed “Möbius reels.”
0060As the Möbius reels <b>408</b>, <b>410</b> appear to “spin,” the symbols <b>404</b>, <b>406</b>, <b>408</b> follow a single, continuous curve (the only boundary present in a Möbius strip). In this manner, the symbols <b>404</b>, <b>406</b>, <b>408</b> are disposed on only one side, but double the number of symbols can be displayed compared to a non-Möbius reel because of the properties of a Möbius strip. By exploiting these properties, this implementation adds a new twist to the wagering game experience with numerous more possible winning combinations and more options for the player. The Möbius reel can also create the impression in the player that because double the number of symbols are present compared to traditional reels, the probabilities of winning are higher, even though in reality the probabilities of winning may be no greater than compared to traditional reel games.
0061The half twist <b>409</b>, <b>412</b> necessary to form the Möbius reel <b>402</b>, <b>410</b>, respectively, may be positioned such that it is displayed at the back of the virtual 3D space, such as shown in Möbius reel <b>402</b> or in the front of the virtual 3D space, such as shown in Möbius reel <b>410</b>. The symbols on the reels <b>402</b>, <b>410</b> appear to twist and invert as they pass the twist point <b>409</b>, <b>412</b> and will seem to disappear from view until they come back into view after two revolutions. Preferably, the modified reels <b>402</b>, <b>410</b> are non-transparent in order to permit the maximum number of symbols on the Möbius strip. For example, if there are normally 27 symbols on one surface of a traditional reel strip, there can be up to 54 symbols on the only surface of a Möbius reel strip having the same dimensions as the traditional reel strip in accordance with aspects of the present invention. But it would take twice as long for a symbol, e.g., symbol <b>416</b><i>b</i>, to reappear in the same location where it was last seen because it has to traverse the entire Möbius surface along with the other 53 symbols. By exploiting the intriguing properties of a Möbius strip, aspects of the present invention greatly enhance the sense of anticipation and excitement in the player, and makes possible more many symbol possibilities and winning combinations compared to traditional slot games.
0062Also shown in <figref idrefs="DRAWINGS">FIG. 4</figref> are two exemplary 3D paylines <b>420</b><i>a </i>and <b>420</b><i>b </i>that appear to extend into the viewing plane so that they involve symbols on any part of the surface of the Möbius reels <b>402</b>, <b>410</b>—e.g., the front, top, bottom, or rear portions of the surface or anything in between. For example, 3D payline <b>420</b><i>a </i>begins on symbol <b>414</b><i>a</i>, extends behind the reel <b>410</b>, and ends at symbol <b>414</b><i>b</i>, which is on a plane behind the plane in which symbol <b>414</b><i>a </i>disposed. The payline <b>420</b><i>a </i>appears to bend in the virtual 3D space from the front of the graphic <b>400</b> to the rear.
0063As with the previous example, a player makes a first wager input via the value input device <b>18</b> that is associated with a first group of paylines <b>420</b><i>a</i>, <b>420</b><i>b </i>that are activated by a player. The use of the modified reels <b>402</b>, <b>410</b> increases the number of paylines which may be activated by a player if the modified reel <b>402</b> is substituted for any of the reels <b>302</b>-<b>306</b>. Of course it is to be understood that replacing all of the reels <b>302</b>-<b>306</b> in <figref idrefs="DRAWINGS">FIG. 3</figref> with modified reels such as the modified reel <b>402</b> or <b>410</b> will increase greatly the number of available paylines for activation by the player and the number of symbols that can be displayed on the reels.
0064<figref idrefs="DRAWINGS">FIGS. 5A and 5B</figref> are perspective and side illustrations, respectively, of a three dimensional display graphic <b>500</b>, which may be displayed on the primary display <b>14</b> or the secondary display <b>16</b> and which may be used to show a predetermined outcome of a wagering game played on the gaming machine <b>10</b> or <b>110</b>. The 3D display graphic <b>500</b> in this case resembles a Pachinko-type wagering game that includes a gameboard <b>502</b>. As with the previous examples, a player makes a first wager input via the value input device <b>18</b> that is associated with a ball or balls <b>504</b> which are shown by the graphic <b>500</b>. In this example, the ball <b>504</b>, once launched through a chute <b>506</b>, may fall into any one of different cups arranged at the bottom of the gameboard <b>502</b>. As with other wagering games, a randomly-selected outcome is determined in response to receiving a wager input from a player. The randomly-selected outcome is selected from a plurality of outcomes including at least one winning outcome which may be one of the cups that the ball <b>504</b> may land in.
0065Each ball <b>504</b> is 3D-rendered to appear to be spring-inserted into the gameboard <b>502</b> via the chute <b>506</b>, which deposits the ball at the top of the gameboard <b>502</b>. In order to create the appearance of a random path, various obstacles are located on two transparent side walls <b>508</b> and <b>510</b> between the top and bottom of the gameboard <b>502</b>. The obstacles include various pegs <b>512</b> and guides <b>514</b> which affect the path in three dimensions of the ball <b>504</b> from the top to the bottom of the gameboard <b>502</b>. Because the transparent side walls <b>508</b> and <b>510</b> form the gameboard <b>502</b> and are rendered in three dimensions, the ball <b>504</b> may travel in the two dimensions from the top to the bottom of the gameboard <b>502</b> as well as in the third dimension of the space between the transparent side walls <b>508</b> and <b>510</b>. Thus, the pegs <b>512</b> and the guides <b>514</b> may be mounted on either transparent side wall <b>508</b> or <b>510</b> and extend partially or wholly between the transparent side walls <b>508</b> or <b>510</b>. Likewise, different target cups <b>522</b> may be located at different areas of the bottom surface. In this example, there are two rows of cups <b>522</b> which are roughly two ball lengths in width but it is to be understood that widths of greater than two ball lengths may be used with appropriately more complicated mazes of pegs and guides in the gameboard <b>502</b>. The wagering game allows a player to purchase a certain number of balls and send the balls through the gameboard <b>502</b>. Hitting a cup <b>522</b> with the ball <b>504</b> results in an award while no award results by missing all the cups <b>504</b> and falling to the bottom of the gameboard <b>502</b>.
0066<figref idrefs="DRAWINGS">FIGS. 6A-6C</figref> illustrate a wagering game display graphic <b>600</b> that may be shown on the primary display <b>14</b> or the secondary display <b>16</b> of the gaming machine <b>10</b> or <b>110</b>. A randomly-selected outcome is determined in response to receiving the wager input. The randomly-selected outcome is selected from a plurality of outcomes including at least one winning outcome. The wagering game display graphic <b>600</b> includes a 3D object that is a puzzle-type cube <b>602</b> similar to a RUBIK'S CUBE® that allows rotation of different faces of the cube components. The primary cube <b>602</b> has six distinct faces <b>604</b>, <b>606</b>, <b>608</b>. <b>610</b>, <b>612</b> and <b>614</b>. Each face, such as the face <b>604</b>, is composed of a nine different cubes <b>620</b> that have various symbols on the sides of the cubes <b>620</b> visible to the player. In <figref idrefs="DRAWINGS">FIGS. 6A-6C</figref>, some symbols are not shown for clarity purposes, though it is contemplated that all or some of exposed surfaces of the cubes <b>620</b> include a fixed or changing wagering-game symbol.
0067The wagering game using the graphic <b>600</b> allows a player to activate different paylines that may extend across the faces <b>604</b>-<b>614</b> of the cube <b>602</b>. For example, paylines <b>624</b><i>a</i>-<b>624</b><i>c </i>are shown on the primary cube <b>602</b>. A payline may extend across a 2D row of cubes on one of the faces such as the payline <b>624</b><i>a </i>on the face <b>604</b>. Alternatively, a payline may be a diagonal through the nine cubes such as the payline <b>624</b><i>b </i>on the face <b>612</b>. Finally, the payline may be extended over more than one plane by being bent or wrapped around two or more faces of the primary cube <b>602</b> such as the payline <b>624</b><i>c </i>which wraps around the faces <b>606</b> and <b>614</b>. The symbols on the primary cube <b>602</b> may be assigned after an initial wager is received and different winning outcomes may be determined and displayed by the appearance of identical symbols on the faces of the primary cube <b>602</b>.
0068For additional wager inputs or as a bonus game, the player via the player controls <b>24</b> may manipulate the graphic of the primary cube <b>602</b> by rotating and reorienting each of the faces to align new symbols with active paylines to achieve a potentially winning outcome. For example, <figref idrefs="DRAWINGS">FIG. 6A</figref> shows the cube <b>602</b> in an initial orientation where the payline <b>624</b><i>a </i>is a winning payline (identical CHERRY symbols), but suppose that payline <b>624</b><i>d </i>is not a winning payline. A player may insert additional wagers or as part of a bonus game manipulate the primary cube <b>602</b> to reorient the cubes to create a second winning payline as shown in <figref idrefs="DRAWINGS">FIG. 6B</figref> where a group of cubes <b>626</b> is being rotated to align a winning set of symbols on the payline <b>624</b><i>d</i>. The graphic <b>600</b> simulates movement of the cube as shown in <figref idrefs="DRAWINGS">FIG. 6B</figref> and the final result may be shown in <figref idrefs="DRAWINGS">FIG. 6C</figref> which shows the new winning payline <b>624</b><i>d </i>on the side <b>606</b>.
0069The player may be shown a limited number of faces of the cube <b>602</b> as in <figref idrefs="DRAWINGS">FIG. 6A</figref> which only shows three faces of the primary cube <b>602</b>. The player may select paylines containing symbols on any of the three visible faces or combinations thereof (faces <b>604</b>, <b>606</b> and <b>608</b> in <figref idrefs="DRAWINGS">FIG. 6A</figref>). Additionally, the player may play simultaneously three wagering games on the three visible faces by selecting paylines associated with each face. A modified payline may be offered where a three-symbol payline such as the payline <b>624</b><i>a </i>may become a four-symbol payline with the fourth symbol continuing around a corner of the face <b>604</b> on which the three symbols are located to another face such as the face <b>606</b>.
0070Alternatively, a player may have the option to manipulate the views of the cube <b>602</b> in three dimensions via rotation of the entire cube <b>602</b> and hence view all of the faces of the primary cube <b>602</b>. Alternatively, after a winning outcome, the faces of the cube <b>602</b> may be automatically rotated to display new symbols and present the player with the possibility of other winning combinations on the active paylines. Further, the entire cube <b>602</b> may be rotated to present a new face of nine symbols to the player
0071In various embodiments, a payline can wrap around any number of faces (from 1 to 6), whether adjacent or non-adjacent, and in any direction. The number of symbols within a payline can be variable, varying from three to 12 or more than 12. For example, a payline could extend across one face, wrap around to an adjacent face, and terminate on a single symbol on the adjacent face rather than continuing to extend across all symbols of that adjacent face. The number of cubes on each face can be more than three, such as four or five. The symbols may be colors as on a traditional RUBIK'S CUBE®, animated or fixed designs such as fruit-themed symbols, numbers such as in the Sudoku game, or any other suitable symbol that conforms to a desired theme of the wagering game.
0072<figref idrefs="DRAWINGS">FIGS. 7A-7B</figref> illustrate a wagering game graphic <b>700</b> that may be shown on the primary display <b>14</b> or on the secondary display <b>16</b> of the gaming machine <b>10</b> or <b>110</b>. A randomly-selected outcome is determined in response to receiving the wager input. The randomly-selected outcome is selected from a plurality of outcomes including at least one winning outcome. The plurality of outcomes may be shown on the different faces of a reel array <b>702</b>. The reel array <b>702</b> has a plurality of reels <b>704</b>, <b>706</b>, <b>708</b>, <b>710</b> and <b>712</b>, which each present a number of symbols <b>714</b>. In this example, the reels <b>704</b>-<b>712</b> display three symbols in the vertical direction and five symbols in the horizontal direction resulting in fifteen overall symbols being displayed. The randomly selected outcome is displayed via symbols on the different rows and combinations of symbols on the reels <b>704</b>-<b>712</b>. A player may activate one or more paylines, such as the paylines <b>720</b><i>a</i>-<i>c</i>, incorporating the different symbol combinations of the reel array <b>702</b>. After a player makes a wager, the reels <b>704</b>-<b>712</b> are spun and brought to a stop position. The symbols <b>714</b> are shown on the reels <b>704</b>-<b>712</b> in the stop position in <figref idrefs="DRAWINGS">FIG. 7A</figref>. The player is awarded wins along active paylines which have three or more of the same symbols starting from the leftmost reel <b>704</b>.
0073After the reels <b>704</b>-<b>712</b> are stopped, the player may be given the option to rotate the two side reels <b>704</b> and <b>712</b> around a center array <b>722</b> that forms a 3×3 array of symbols <b>714</b> as shown in <figref idrefs="DRAWINGS">FIG. 7A</figref>. The rotation may achieve more winning outcomes via the different paylines <b>730</b><i>a</i>-<b>730</b><i>c </i>which now run through the fixed center array <b>722</b> and the now top and bottom symbol reels <b>704</b> and <b>712</b>. The center array <b>722</b> may be used for subsequent plays of the wagering game in the new orientation.
0074In another implementation, the reel array <b>702</b> shown in <figref idrefs="DRAWINGS">FIG. 7A</figref> as a 3×5 array is rotated 90 degrees after the reels in the reel array <b>702</b> stop spinning. After the rotation, the reel array <b>702</b> becomes a 5×3 array as shown in <figref idrefs="DRAWINGS">FIG. 7B</figref>. The center array <b>722</b> remains static during the rotation, though in other embodiments, the center array <b>722</b> can rotate with the other symbols or can rotate in a direction opposite to the rotation of the other symbols in the reel array <b>702</b>. The center array <b>722</b> may be used for subsequent rounds including bonus rounds or may be populated with new symbols in a subsequent round.
0075<figref idrefs="DRAWINGS">FIGS. 8A-8D</figref> are additional examples of wagering game display graphics <b>800</b>, <b>850</b>, which may be shown on the primary display <b>14</b> or the secondary display <b>16</b> of the gaming machine <b>10</b> or <b>110</b>. A randomly-selected outcome is determined in response to receiving the wager input. The randomly-selected outcome is selected from a plurality of outcomes including at least one winning outcome. The display graphic <b>800</b> includes a three dimensional object that resembles a stack structure <b>802</b>. The stack structure <b>802</b> has a number of visible faces having different layers <b>804</b>, <b>806</b>, <b>808</b>, <b>810</b>, and <b>812</b>, each of which has symbols <b>814</b> on each exposed face of the stack structure <b>802</b>. Each layer includes three longitudinal blocks that are arranged in a crisscross pattern relative to the adjacent blocks. Fruit-themed symbols are disposed on the ends of each block and along each exposed side of the block (though of course any symbol theme is contemplated by the present invention, including card symbols, numbers, colors, characters, and so forth). The plurality of outcomes may be represented by symbols on the different faces of the stack structure <b>802</b> visible to the player. In this example, two faces <b>816</b> and <b>818</b> are visible to the player. The combinations of symbols on the faces <b>816</b> and <b>818</b> composed of the layers <b>804</b>-<b>812</b> represent potential paylines that may be activated by a player. Of course it is understood that the entire stack structure <b>800</b> may be rotated to show the player other faces such as the opposite faces from faces <b>816</b> and <b>818</b> for additional symbols and potential winning paylines. Alternately or additionally, a predetermined combination of symbols on a layer (e.g., a banana symbol on each end block in one layer as well as banana symbols on each exposed side of that layer), may represent a randomly selected winning outcome. This aspect is explained in more detail in connection with <figref idrefs="DRAWINGS">FIGS. 8C and 8D</figref> below.
0076After an initial wager, the fruit-themed symbols are shown on the faces of the blocks in the layers <b>804</b>-<b>812</b> of the stack structure <b>802</b> and winning active paylines with multiple identical symbols such as the payline <b>820</b><i>a </i>yield an award. In this example, the layers <b>804</b>-<b>812</b> include a winning payline <b>820</b><i>a </i>containing identical symbols displayed as bananas along the payline <b>820</b><i>a</i>. As part of a subsequent round or a bonus game, the player may elect to replace a layer or part of a layer to change the symbols contained by any of the active paylines. Alternately, the wagering game may automatically replace a layer or a column or any portion of the stack structure <b>802</b> in subsequent rounds or as part of a bonus game. Note that in the illustrated example, the payline <b>820</b><i>a </i>spans along a column of the stack structure <b>802</b>. Of course, paylines can span horizontally across the stack structure <b>802</b>, but the illustration shows how it is possible for paylines to run vertically across the stack structure <b>802</b> as well. Additionally, paylines can run diagonally, or any combination of horizontal, diagonal, and vertical. Paylines can bend across multiple planes, such as bending from the face <b>816</b> to face <b>818</b>.
0077<figref idrefs="DRAWINGS">FIG. 8B</figref> shows the result of replacing new layers on the stack structure <b>802</b>. In <figref idrefs="DRAWINGS">FIG. 8B</figref>, the original layers <b>804</b> and <b>806</b> have been dropped from the top two layers in <figref idrefs="DRAWINGS">FIG. 8A</figref> and are now the bottom two layers in <figref idrefs="DRAWINGS">FIG. 8B</figref>. Three new layers <b>822</b>, <b>824</b> and <b>826</b> have been dropped onto the original layers <b>804</b> and <b>806</b>. The old layers <b>808</b>-<b>812</b> in <figref idrefs="DRAWINGS">FIG. 8A</figref> have been dropped out of the graphic. The new layers <b>822</b>-<b>826</b> have new symbols which may form additional winning combinations and can be used in subsequent rounds or in a bonus game. As explained above, the payline <b>820</b><i>a </i>can span any surface of the stack structure <b>802</b> and can even bend around multiple faces, such as faces <b>816</b> and <b>818</b>. The blocks in the stack structure <b>802</b> can be removed and replaced according to a cascade effect whereby blocks that are removed cause nearby blocks to fill the space where the previous blocks once occupied (typically the blocks fall in a downward motion as if by gravity, though in other embodiments, blocks can move upwards, sideways, or diagonally to fill empty spaces left by previous blocks). The space causes the entire stack structure <b>802</b> to include gaps (usually at the top of the structure <b>802</b>), and these gaps are filled by new blocks, such as block <b>830</b> shown in <figref idrefs="DRAWINGS">FIG. 8B</figref>, which can be filled on a block-by-block basis or on a layer-by-layer basis. The new blocks create new symbol combinations that build upon the previous symbol combinations.
0078Instead of replacing an entire layer, replacing a part of a particular layer (such as a single block or group of blocks) may be offered. For example, in <figref idrefs="DRAWINGS">FIG. 8B</figref>, a block of the layer <b>822</b> has been removed and is being replaced by dropping a new block <b>830</b> to replace the space vacated by the previous block. The replacement of individual blocks or even individual cubes (each block comprising three cubes in the illustrated example) provides the opportunity for additional winning paylines by changing the symbols contained by the active paylines. While the blocks shown in <figref idrefs="DRAWINGS">FIG. 8A</figref> are arranged in a crisscross pattern relative to one another, in other implementations, the blocks can be arranged in other patterns.
0079In <figref idrefs="DRAWINGS">FIGS. 8C and 8D</figref>, a wagering display graphic <b>850</b> is shown that includes a stack structure <b>852</b> like the stack structure <b>802</b> shown in <figref idrefs="DRAWINGS">FIGS. 8A-8B</figref>. The stack structure <b>850</b> includes five layers <b>854</b>, <b>856</b>, <b>858</b>, <b>860</b>, <b>862</b> comprising three blocks per layer. The blocks are arranged in a crisscross pattern relative to one another as shown. The bottommost layer <b>862</b> bears identical symbols across the exposed surfaces of the blocks comprising that layer <b>862</b>. In an implementation, this combination represents a winning outcome, and in a subsequent round or a bonus game, the wagering game uses a cascading effect to rearrange the blocks as follows. The bottom layer <b>862</b> disappears, and an animation to that effect may be displayed, such as the bottom layer <b>862</b> may appear to slowly fade or disintegrate until it is no longer visible. Then, the layers above the now missing bottom layer <b>862</b> appear to move downward until the layer <b>860</b> replaces the previous layer <b>862</b>. The subsequent layers <b>858</b>, <b>856</b>, <b>854</b> move down accordingly such that at the top of the stack structure <b>852</b> there is a space for a new layer <b>864</b> to be placed. The new layer <b>864</b> can be animated to move as a layer onto the top of the layer <b>854</b> or can be animated to move block-by-block onto the top of the layer <b>854</b>. For example, the last block to be placed on top of the layer <b>854</b> is block <b>866</b>. As these new blocks cascade onto the top of the stack structure <b>850</b>, replacing previously removed blocks, new possible winning outcomes are presented based on the previous blocks. By building upon the stack structure <b>850</b> in accordance with the implementations described in connection with <figref idrefs="DRAWINGS">FIGS. 8A-8D</figref>, the player desires to continue playing the wagering game because there is continuity from one round to another. The 3D aspect added by the present invention creates multiple new possible winning combinations and paylines that can bend around multiple faces, enhancing player retention and interest in the wagering game. Furthermore, multiple surfaces of a wagering-game element are now usable. The viewing angle of the stack structure <b>802</b> or <b>852</b> can be controlled by the player, giving the player a sense of control and manipulation over the wagering-game elements being displayed and creating the impression of control over the game outcome. Such control of course would be merely perceived and would not necessarily reflect reality.
0080<figref idrefs="DRAWINGS">FIG. 9</figref> is another example of a wagering-game display <b>900</b>, which may be utilized on the primary display <b>14</b> or the secondary display <b>16</b> of the gaming machine <b>10</b> or <b>110</b>. A player may insert a physical token or coin <b>902</b> or other object via a physical coin slot <b>904</b> on a coin/token accepter that may be placed near the display <b>14</b> on the gaming machine <b>10</b>. When the physical coin <b>902</b> is inserted in the coin slot <b>904</b>, the wagering game renders a three dimensional graphic of a coin <b>906</b> or other appropriate token on the display <b>900</b>. In this manner, a player may view a visual three dimensional representation of their wager as it transitions from the physical world into the virtual world displayed on the display <b>900</b>. The physical coin <b>902</b> continues to be received within the gaming machine <b>10</b> or <b>110</b> and is not actually viewed by the player once received by the coin/token acceptor, but the animation on the display <b>900</b> simulates the travel path of the coin as if it were to continue traveling down a chute. The coin graphic <b>906</b> may be animated to be displayed as dropping into the display <b>900</b>. For example, the graphic <b>900</b> shows a table with stacks of different denominations of coins that may represent player wagers or payouts. The display <b>900</b> may also display different levels that appear to catch the coin <b>906</b> to represent different wagers by the player. The graphic display <b>900</b> may be used in conjunction with a randomly selected outcome, which is determined in response to receiving the wager input. The randomly-selected outcome is selected from a plurality of outcomes including at least one winning outcome. In the illustration, the graphic display <b>900</b> is a part of a simulated card-wagering game where a three dimensional deck of cards <b>908</b> may be shown to be shuffled in front of the player to provide a player hand <b>910</b>. The player may make the coin wager and simulate the dealing of cards for the player hand <b>910</b>.
0081<figref idrefs="DRAWINGS">FIG. 9</figref> can be adapted to display a wagering game with paylines at different levels that represent coin sizes. For example, the first level can stop all dimes, the second level stops all nickels, the third level stops all quarters, and so forth. As a player drops in coins or tokens into the coin/token acceptor of the gaming machine <b>10</b>, <b>110</b>, they are transitioned into a virtual representation of the coin and stop at the level according to their denomination. To create a horizontal payline at the first level, for example, the player would deposit three dimes (representing three columns of wagering-game elements), and the wagering game would draw a horizontal payline at the first level.
0082<figref idrefs="DRAWINGS">FIG. 10A</figref> is another example of a wagering-game display graphic <b>1000</b> associated with a dice-related game, which may be shown on the primary display <b>14</b> or the secondary display <b>16</b> of the gaming machine <b>10</b> or <b>110</b>. A randomly selected outcome is determined in response to receiving the wager input. The randomly selected outcome is selected from a plurality of outcomes including at least one winning outcome. The plurality of outcomes may be shown on the different faces of a stack of dice <b>1002</b>. The stack of dice <b>1002</b> may be rendered to be “thrown” by a player to scatter resulting in different dice <b>1004</b>, <b>1006</b>, <b>1008</b>, <b>1010</b> and <b>1012</b> landing in the display <b>1000</b>. Each of the dice such as the die <b>1004</b> has different faces with conventional symbols of pips on each face. Of course other types of symbols may be used for the die faces. A player may make wagers and roll the dice to obtain payoffs based on outcomes shown on the face of the dice <b>1004</b>-<b>1012</b>. Numerous dice games may utilize the graphic <b>1000</b> such as YAHTZEE®, Sic Bo, craps, etc. to simulate the roll of the dice. A variation of the dice throw may be to render a graphic of a single die that breaks up into multiple dice cubes when it is thrown. The number of dice cubes may be predetermined or variable and unknown to the player at the time the player throws the single die. A player may select how many pieces the dice may be broken up into and place a wager based on the faces of the component cubes.
0083<figref idrefs="DRAWINGS">FIG. 10B</figref> is another example of a wagering game graphic <b>1050</b> associated with a dice-related game, which may be shown on the primary display <b>14</b> or the secondary display <b>16</b> of the gaming machine <b>10</b> or <b>110</b>. A randomly selected outcome is determined in response to receiving the wager input. The randomly selected outcome is selected from a plurality of outcomes including at least one winning outcome. In this example, the player is allowed to roll 3D-rendered polyhedron multi-sided dice <b>1052</b>, <b>1054</b>, and <b>1056</b>. The sides of the dice such as the die <b>1052</b> have different symbols that represent different combinations. In this example, the dice <b>1052</b>-<b>1056</b> have twenty sides representing different combinations of up to twenty symbols on each of the faces of the dice. A player may select different combinations of symbols on the different faces of the dice in order to make wagers to be awarded winning outcomes.
0084<figref idrefs="DRAWINGS">FIG. 11</figref> is an illustration of a three-dimensional display graphic <b>1100</b> that may be displayed on either the primary display <b>14</b> or the secondary display <b>16</b> on the gaming machine <b>10</b> or <b>110</b>. The display graphic <b>1100</b> includes a gameboard <b>1102</b>, which in the illustrated example resembles a chessboard. The chessboard <b>1102</b> includes a number of spaces <b>1104</b> that can be occupied by various pieces <b>1106</b>, such as pieces associated with the game of Chess. Each piece <b>1106</b> represents a wagering-game element of the wagering game. In this example, the pieces <b>1106</b> are three-dimensional representations of chess pieces such as a ROOK, a BISHOP, a KNIGHT, and various PAWNS. A randomly selected outcome is determined in response to receiving a wager input from the player. The randomly selected outcome is selected from a plurality of outcomes including at least one winning outcome. The winning outcome may be represented by the position of the pieces <b>1106</b> in relation to a payline <b>1108</b>. The payline <b>1108</b> can span across multiple dimensions of the chessboard <b>1102</b> such as through the ROOK and the BISHOP chess pieces as shown. The player may be awarded an extra option to move a piece according to chess rules to make a losing payline <b>1108</b> to a winning payline. A player may also earn awards or bonuses by capturing or eliminating other pieces via their moves. Of course other variations involving the movement of game pieces for other board games in three dimensions may be used.
0085Additionally, wagering-game elements may interact with one another in 3D space. For example, in <figref idrefs="DRAWINGS">FIG. 11</figref>, the KNIGHT chess piece is shown interacting with the BISHOP chess piece, and the interaction reveals which wagering-game elements are involved and the completion of the interaction results in a modification of the wagering-game element position or graphic. For example, the KNIGHT chess piece begins the interaction with the BISHOP, and the interaction may be animated to show a short battle scene whereby the KNIGHT attacks the BISHOP and they begin to do battle. At the completion of the battle, the KNIGHT has moved into the position previously occupied by the BISHOP and the BISHOP piece is removed from the chessboard <b>1102</b>. Thus, as a result of the 3D interaction, the position of the KNIGHT has changed (it moved from the position shown in <figref idrefs="DRAWINGS">FIG. 11</figref> to the position occupied by the BISHOP), and the BISHOP wagering-game element has been removed from the display. In that respect, the BISHOP wagering-game element was modified in that it was actually removed from the chessboard <b>1102</b>. Another modification may be the promotion of a PAWN to a QUEEN when a pawn reaches the opposite end of the chessboard <b>1102</b> in accordance with the rules of Chess. These modifications can be predictable (such as following rules of Chess) or unpredictable/unknown to the player. The modifications resulting in interactions among wagering-game elements can occur prior to or subsequent to the display of an active payline, such as payline <b>1108</b>.
0086Other three dimensional graphics displaying multiple dimension winning outcomes or other highlights of three dimensional graphical objects may be rendered. These may include a player's choosing the lighting of different 3D-rendered objects in a 3D-rendered display. For example, the color of the symbols or objects may be altered by a lighting effect. The player may select a low, medium, or high lighting as a wager (each demanding a progressively higher wager amount). During the wagering game, the lighting will be directed at colored wagering-game symbols in accordance with the intensity reflected by the player's wager amount. The light source(s) may be movable by the player either as a function of a wager amount or independent of a wager amount. The player's ability to move the light source creates the perception in the player in a sense of control over the game outcome. The lighting effects are rendered in real-time according to algorithms that simulate how colored objects reflect light according to different intensities and based upon the angle of the light source.
0087Another variation involves a player's placing a wager by buying different colors to highlight an object in a wagering game. Different colors may represent different payments for winning outcomes. For example, triple payment of an award may be given for lighting an object with three different colors. In an implementation, the light sources can be regularly roving around in a predetermined or random or pseudo-random pattern, and when a light source illuminates an object displayed in the 3D environment, an award can be made. Player wagers can be based upon the number of light sources or the type of object to be illuminated by a light source to achieve a payout. The roving light sources resemble moving or movable paylines.
0088In another implementation, a wagering game includes 3D symbols that appear to float in 3D space. A winning outcome can be defined by a 3D payline that extends across a combination of 3D symbols floating in 3D space.
0089In another implementation, a wagering game resembles a 3D bowling game, where the winning outcome is represented by how many pins and what pattern of pins remain after a virtual bowling ball is thrown down the virtual lane. A gutter ball may represent a winning outcome or no winning outcome. The direction and speed of the ball may be controlled by the player, giving the player the mere perception of control over the game outcome, even though the game outcome may already be predetermined.
0090In another implementation, a player selects one or more shapes as part of a wager on a wagering game. After the wager has been placed and the player has selected the desired shape(s), the wagering game displays a “shower” of 3D-rendered shapes that fall down the display. As the shape(s) selected by the player pass by, the player keeps that shape and it is stored or accumulated in a shape counter. The player's award is determined by the number of shapes in the shape counter (which can be graphically displayed as a bucket, for example). The player may regret choosing a shape that has a lower pay award at the completion of a wagering game. For example, squares may have a lower pay award but a higher frequency while stars may have a higher pay award but a lower frequency. The player may select squares as part of a wager, but may only accumulate a few squares during the wagering game in addition to one or more squares, which, had the player selected squares, would have yielded a larger award. The player can adjust the wager to accommodate a higher risk but greater award in subsequent rounds. The 3D shower shows to the player all the shapes that could have been accumulated during a wagering game. This type of wagering game can exploit psychological or “eye trick” effects on a player, whereby the player visually perceives one shape appearing more often than others (even though it actually may not be), motivating the player to wager on that shape in a subsequent round even though it may actually present a lower probability of an award.
0091Preferably, the gaming machine <b>10</b> according to the present invention generates the 3D effects in real-time with a 3D engine. The result is a much more interactive and interesting environment for the gaming player. In one embodiment, the 3D virtual controls may be implemented using a game design package such as RenderWare Studio 2.0 running, for example, on a processor designed by Intel or AMD. The views of the 3D graphics described above on the display <b>14</b> are 3D views of the gaming environment designed or configured to a desired theme or game. The theme is filmed in a 3D gaming environment using at least one virtual camera that renders a sequence of two-dimensional (2D) images or photographs derived from 3D objects (e.g., the themed reels) in the 3D gaming environment. A 3D position of each 3D object in the 3D gaming environment in the sequence of 2D images is defined by a position of the virtual camera in the 3D gaming environment. A sequence of positions of the virtual camera in the 3D gaming environment used to film the theme may be pre-selected, or the sequence of positions of the virtual camera may be controlled by a player at the gaming machine <b>10</b>. Alternatively, a physics engine may be implemented that realistically animates physical objects within the gaming environment.
0092The 3D views of the gaming environment of the present invention are displayed in real-time on the display <b>14</b> in <figref idrefs="DRAWINGS">FIG. 1</figref><i>a</i>. In a real-time determination and display embodiment, game activity is shown on the display <b>14</b> at substantially the same time that the underlying mathematical basis for the displayed game activity is being calculated. Furthermore, according to the present invention, the activities and movement of each of the objects shown in the display <b>14</b> occur simultaneously. For example, a first sequence of photographs for the first reel generated from a virtual camera in the gaming environment is displayed simultaneously with a second sequence of photographs for the second reel generated from the virtual camera. More than one virtual camera may also be used. This technique is sometimes referred to as “rendering on the fly.”
0093In conjunction with any or all of the above examples, graphics may be rendered using a physics engine as part of the CPU <b>34</b> and/or the 3D engine. For example, the controller <b>34</b> may access rules relating to a world from the system memory <b>36</b> and forward those rules to the 3D engine for graphical rendering of the effects of the rules on graphical objects within a simulated world. Alternatively, the 3D engine may be designed to run simulations within a simulated world with physical properties closely mimicking the real world, so that the same general rules, such as the effects of gravity or the results of collisions, can be carried out from game to game without any need to update the 3D engine with new rules for different game types. At this point, the 3D simulation world may be merely numerical in nature, with the 3D engine using the numerical world information to form a geometric world which can be shown to the player via the display.
0094The mathematical basis of a gaming activity portrayed via the above examples may be based on real-world physics describing the interactions between physical objects. The mathematical basis for physical interactions between objects portrayed by a gaming machine may be based on a readily available “physics engine” or program which is designed to realistically simulate a wide variety of physical phenomena, or separate underlying mathematical rules may be provided on a specialized basis for specific game actions to be simulated. A variety of types of data may be used to simulate game activities. Several general data types are particularly beneficial such as physical object data, motion capture data, and simulation rule data. These types of data are used together, though it is to be understood that these types of data may be used in other combinations or alone. Physical object data may comprise a variety of types of information about physical objects whose motions and interactions are to be simulated. The mass, dimensions, elasticity, and center of gravity of a simulated object may be taken together or separately to comprise the physical object data.
0095Physical object data may be used in combination with manual animation of simulated objects, or it may be combined with motion capture data. Further, a combination of motion capture data and manual animation may be used to create more realistic or more stylized depictions of game activities. Motion capture data includes data that is acquired from observation of physical objects, actors, or animals. Several techniques are available for capturing digital information on motion, including optical and electronic motion capture as is known in the field of computer animation.
0096Simulation rule data comprises a set of parameters describing how simulated objects should work together within a simulated environment to provide an entertaining activity for wagering. According to one example, the simulation rule data comprises rule data designed to mimic as closely as possible activities within the real world.
0097Each of these embodiments and obvious variations thereof is contemplated as falling within the spirit and scope of the claimed invention, which is set forth in the following claims.
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| US12415139B2 | Cited by | United States of America | Applicant |
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| AU2013200280B2 | Cited by | Australia | Search report |
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| US12277835B2 | Cited by | United States of America | Applicant |
| US2014335940A1 | Cited by | United States of America | Pre-grant |
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| US11749055B2 | Cited by | United States of America | Applicant |
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| US11024132B2 | Cited by | United States of America | Applicant |
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| US10497219B2 | Cited by | United States of America | Applicant |
| US2010087243A1 | Cited by | United States of America | Pre-grant |
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| US2017084110A1 | Cited by | United States of America | Pre-grant |
| US8784206B1 | Cited by | United States of America | Applicant |
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| US9916722B2 | Cited by | United States of America | Applicant |
| US2001016513A1 | Cites | United States of America | Pre-grant |
| US2004009804A1 | Cites | United States of America | Pre-grant |
| US2004102244A1 | Cites | United States of America | Pre-grant |
| US2004102245A1 | Cites | United States of America | Pre-grant |
| US2005245307A1 | Cites | United States of America | Pre-grant |
| US2006135242A1 | Cites | United States of America | Pre-grant |
| US2006199638A1 | Cites | United States of America | Pre-grant |
| US2007225062A1 | Cites | United States of America | Pre-grant |
| US2009104969A1 | Cites | United States of America | Pre-grant |
| US2009125163A1 | Cites | United States of America | Pre-grant |
| US2011300920A1 | Cites | United States of America | Pre-grant |
| US6887157B2 | Cites | United States of America | Pre-grant |
| US6960134B2 | Cites | United States of America | Pre-grant |
| US6981635B1 | Cites | United States of America | Pre-grant |
3 members in 2 offices
Priority claims10
| Document | Office | Kind | Date |
|---|---|---|---|
| 89974207 | United States of America | P | |
| 89974207 | United States of America | P | |
| 2008001571 | United States of America | W | |
| 2008001571 | United States of America | W | |
| 52609808 | United States of America | A | |
| 60899742 | – | – | – |
| PCTUS0801571 | – | – | – |
| US20070899742P | – | – | – |
| US20080526098 | – | – | – |
| WO2008US01571 | – | – | – |
Members3
| Document | Office | Kind | |
|---|---|---|---|
| WO2008097577A1 | World Intellectual Property Organization (WIPO) | A1 | |
| US2011053675A1 | United States of America | A1 | |
| US8628399B2 | United States of America | B2 |
64 transactions on the USPTO file
Allowed after 2 non-final rejections and 1 final rejection.
- Non-final rejections
- 2
- Final rejections
- 1
- RCEs
- 0
- Appeals
- 0
Over time
Point at a mark for the transactionTransactions
| Event | Code | |
|---|---|---|
| Payment of Maintenance Fee, 12th Year, Large EntityM1553 | M1553 | |
| Payment of Maintenance Fee, 8th Year, Large EntityM1552 | M1552 | |
| Mail-Record a Petition Decision of Granted for Patent Term Adjustment after AllowanceMP025 | MP025 | |
| Record a Petition Decision of Granted for Patent Term Adjustment after AllowanceP025 | P025 | |
| Mail O.P. Petition DecisionMOPPT | MOPPT | |
| O.P. Petition DecisionOPPT | OPPT | |
| Petition EnteredPET2 | PET2 | |
| Mailing Corrected Notice of AllowabilityMCNOA | MCNOA | |
| Recordation of Patent Grant MailedPGM/ | PGM/ | |
| Patent Issue Date Used in PTA CalculationAllowedPTAC | PTAC | |
| Reasons for AllowanceEX.R | EX.R | |
| Interview Summary- Applicant InitiatedEXIA | EXIA | |
| Corrected Notice of AllowabilityCNOA | CNOA | |
| Issue Notification MailedAllowedWPIR | WPIR | |
| Dispatch to FDCD1935 | D1935 | |
| Application Is Considered Ready for IssuePILS | PILS | |
| Response to Reasons for AllowanceREAS | REAS | |
| Issue Fee Payment VerifiedN084 | N084 | |
| Issue Fee Payment ReceivedIFEE | IFEE | |
| Mail Notice of AllowanceAllowedMN/=. | MN/=. | |
| Notice of Allowance Data Verification CompletedAllowedN/=. | N/=. | |
| Interview Summary- Applicant InitiatedEXIA | EXIA | |
| Reasons for AllowanceEX.R | EX.R | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Final ActionA.NE | A.NE | |
| Mail Final Rejection (PTOL - 326)Final rejectionMCTFR | MCTFR | |
| Final RejectionFinal rejectionCTFR | CTFR | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Non-Final ActionA... | A... | |
| Mail Interview Summary - Applicant Initiated - TelephonicMEXAT | MEXAT | |
| Interview Summary- Applicant InitiatedEXIA | EXIA | |
| Interview Summary - Applicant Initiated - TelephonicEXAT | EXAT | |
| Mail Non-Final RejectionNon-final rejectionMCTNF | MCTNF | |
| Non-Final RejectionNon-final rejectionCTNF | CTNF | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Non-Final ActionA... | A... | |
| Mail Applicant Initiated Interview SummaryMEXIA | MEXIA | |
| Interview Summary- Applicant InitiatedEXIA | EXIA | |
| Mail Non-Final RejectionNon-final rejectionMCTNF | MCTNF | |
| Non-Final RejectionNon-final rejectionCTNF | CTNF | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| PG-Pub Issue NotificationPG-ISSUE | PG-ISSUE | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| Application Return from OIPEWROIPE | WROIPE | |
| Filing ReceiptFLRCPT.O | FLRCPT.O | |
| Notice of DO/EO Acceptance MailedM903 | M903 | |
| Application Return TO OIPEROIPE | ROIPE | |
| Application Return from OIPEWROIPE | WROIPE | |
| Application Return TO OIPEROIPE | ROIPE | |
| Application Dispatched from OIPEOIPE | OIPE | |
| Sent to Classification ContractorPGPC | PGPC | |
| 371 Completion Date371COMP | 371COMP | |
| Additional Application Filing FeesADDFLFEE | ADDFLFEE | |
| A statement by one or more inventors satisfying the requirement under 35 USC 115, Oath of the ApplicOATHDECL | OATHDECL | |
| Notice of DO/EO Missing Requirements MailedM905 | M905 | |
| Information Disclosure Statement consideredIDSC | IDSC | |
| Preliminary AmendmentA.PE | A.PE | |
| Request for Foreign Priority (Priority Papers May Be Included)RQPR | RQPR | |
| Reference capture on IDSRCAP | RCAP | |
| Information Disclosure Statement (IDS) FiledM844 | M844 | |
| Information Disclosure Statement (IDS) FiledWIDS | WIDS | |
| Cleared by OIPE CSRL194 | L194 | |
| IFW Scan & PACR Auto Security ReviewSCAN | SCAN | |
| Initial Exam Team nnIEXX | IEXX |
29 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Maintenance fee paymentMAFP | MAFP | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| Maintenance fee paymentMAFP | MAFP | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| Fee paymentFPAY | FPAY | |
| Certificate of correctionCC | CC | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| Information on status: patent grantGrantedPATENTED CASESTCF | STCF | |
| AssignmentAS | AS | |
| AssignmentAS | AS |
Numbers
- Publication
- 20110053675
- Publication, DOCDB
- 2011053675
- Publication, EPODOC
- US2011053675
- Application
- 12526098
- Application, DOCDB
- 52609808
- Application, EPODOC
- US20080526098
Titles
- English
- Wagering System with Three Dimensional Display Feature
Patent term adjustment
- A delay
- +599 daysthe office missed an examination deadline
- B delay
- +526 dayspendency past three years
- Overlap
- −4 daysdelays counted once
- Net adjustment
- 1,121 days
Classification
- CPC, 6
- G07F17/3206
- G07F17/3202
- G07F17/3211
- G07F17/3213
- G07F17/3237
- G07F17/3244
- IPC, 2
- A63F13 00
- A63F9 24
- USPC, 2
- 463020000
- 463032000