US2016232740A1PendingUtilityA1

Pattern Matching Slot Mechanic

Assignee: Blue Crystal LabsPriority: Feb 3, 2014Filed: Apr 19, 2016Published: Aug 11, 2016
Est. expiryFeb 3, 2034(~7.5 yrs left)· nominal 20-yr term from priority
Inventors:Jesse Janosov
G07F 17/326G07F 17/34G07F 17/3213
33
PatentIndex Score
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Cited by
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References
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Claims

Abstract

A pattern matching mechanic for touch screen slot machines. A pattern consisting of a sequence of randomly selected cells in a displayed symbol matrix is generated and momentarily displayed to a player as their spin is ending. The sequence can be displayed whether the spin is lost or won. A player sequence is received and compared to the pattern. A reward is provided to the player if the player sequence matches the pattern sequence. The pattern sequence can be generated with a cadence that must be matched by the player sequence. The pattern can be generated at different levels, and the reward based on the level of the pattern generated. The level can be increased when a number of consecutive patterns are matched, and decreased when a number of consecutive patterns are not matched.

Claims

exact text as granted — not AI-modified
We claim: 
     
         1 . A computer implemented method for providing a pattern matching mechanic on a slot machine, comprising:
 determining that a spin of the slot machine has ended;   displaying a pattern matching sequence to a player of the slot machine, the pattern matching sequence corresponding to a random sequence of cells in a symbol matrix displayed on a display device of the slot machine;   receiving a player generated input sequence, the player generated input sequence corresponding to a sequence of cells in the symbol matrix selected by the player;   determining whether the player generated input sequence matches the pattern matching sequence; and   providing the player with a reward if the player generated input sequence matches the pattern matching sequence.   
     
     
         2 . The computer implemented method of  claim 1 , wherein displaying the pattern matching sequence to the player further comprises highlighting each cell in the pattern matching sequence by flashing each cell on and off, dimming and brightening each cell, superimposing an element of an alphanumerical sequence over the image in each cell, or highlighting the border of each cell. 
     
     
         3 . The computer implemented method of  claim 2 , wherein highlighting each cell in the pattern matching sequence further comprises sequentially highlighting each cell for a period of time. 
     
     
         4 . The computer implemented method of  claim 1 , wherein the pattern matching sequence further comprises a cadence for the pattern matching sequence. 
     
     
         5 . The computer implemented method of  claim 4 , wherein displaying the pattern matching sequence further comprises displaying the pattern matching sequence according to the cadence for the pattern matching sequence. 
     
     
         6 . The computer implemented method of  claim 5 , wherein receiving a player generated input sequence further comprises measuring the cadence of the received player generated input sequence. 
     
     
         7 . The computer implemented method of  claim 6 , wherein determining whether the player generated input sequence matches the displayed pattern matching sequence further comprises determining whether the cadence of the player generated input sequence matches the cadence of the pattern matching sequence. 
     
     
         8 . The computer implemented method of  claim 1 , wherein determining whether the player generated input sequence matches the pattern matching sequence further comprises:
 measuring a period of time between displaying the pattern matching sequence to the player and receiving the player generated input sequence; and   determining that the player generated input sequence does not match the pattern matching sequence if the period of time exceeds a first time threshold.   
     
     
         9 . The computer implemented method of  claim 1 , wherein determining whether the player generated input sequence matches the pattern matching sequence further comprises:
 measuring a period of time during which the player generated input sequence is received; and   determining that the player generated input sequence does not match the pattern matching sequence if the period of time exceeds a second time threshold.   
     
     
         10 . The computer implemented method of  claim 1 , further comprising generating the pattern matching sequence according to a level of play. 
     
     
         11 . The computer implemented method of  claim 10 , wherein providing the player a reward if the player generated input sequence matches the pattern matching sequence further comprises providing the player a reward based on the level of play at which the pattern matching sequence was generated. 
     
     
         12 . The computer implemented method of  claim 10 , further comprising decreasing the level of play if the player generated input sequence does not match the pattern matching sequence. 
     
     
         13 . The computer implemented method of  claim 12 , wherein decreasing the level of play if the player generated input sequence does not match the pattern matching sequence further comprises:
 determining a consecutive number of failed plays in which the player generated input sequence did not match the pattern matching sequence;   comparing the consecutive number of failed plays to a first play threshold; and   decreasing the level of play if the consecutive number of failed plays is greater than the first play threshold.   
     
     
         14 . The computer implemented method of  claim 10 , further comprising increasing the level of play if the player generated input sequence matches the pattern matching sequence. 
     
     
         15 . The computer implemented method of  claim 14 , wherein increasing the level of play if the player generated input sequence matches the pattern matching sequence further comprises:
 determining a consecutive number of plays in which the player generated input sequence matched the pattern matching sequence;   comparing the consecutive number of plays to a second play threshold; and   increasing the level of play if the consecutive number of plays is greater than the second play threshold.   
     
     
         16 . The computer implemented method of  claim 1 , wherein providing the player with a reward if the player generated input sequence matches the pattern matching sequence further comprises provided the player with casino comp time, enhanced casino comp time, experience points, bonus points, extended play, or a free spin. 
     
     
         17 . The computer implemented method of  claim 1 , wherein providing the player with a reward if the player generated input sequence matches the pattern matching sequence further comprises:
 deleting a cell from the displayed symbol matrix;   moving a cell immediately above the deleted cell down in the displayed symbol matrix to generate a new symbol matrix, the moved cell including a symbol that moves with the cell;   determining whether a sequence of symbols in the new symbol matrix matches a payout sequence in the pay table of the slot machine; and   paying a bet wagered on the spin of the slot machine if the sequence of symbols in the new symbol matrix matches a payout sequence in the pay table.   
     
     
         18 . A computer program product, stored on a non-transitory computer readable medium, comprising instructions operable to cause a programmable processor to:
 determine that a spin of the slot machine has ended;   display a pattern matching sequence to a player of the slot machine, the pattern matching sequence corresponding to a random sequence of cells in a symbol matrix displayed on a display device of the slot machine;   receive a player generated input sequence, the player generated input sequence corresponding to a sequence of cells in the symbol matrix selected by the player;   determine whether the player generated input sequence matches the pattern matching sequence; and   provide the player with a reward if the player generated input sequence matches the pattern matching sequence.   
     
     
         19 . An electronic gaming device,
 comprising:
 a memory for storing computer instructions; 
 a processor executing the instructions stored in the computer memory in order to:
 determine that a spin of the slot machine has ended; 
 display a pattern matching sequence to a player of the slot machine, the pattern matching sequence corresponding to a random sequence of cells in a symbol matrix displayed on a display device of the slot machine; 
 receive a player generated input sequence, the player generated input sequence corresponding to a sequence of cells in the symbol matrix selected by the player; 
 determine whether the player generated input sequence matches the pattern matching sequence; and 
 providing the player with a reward if the player generated input sequence matches the pattern matching sequence.

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