`{19) AUSTRALIAN PATENT OFFICE
`
`(11) Application No. AU 199917318 A1
`
`(54)
`
`Title
`Slot machine game with randomly-designated special symbols
`
`(51)6
`
`International Patent Classification(s)
`G07F 017 /34
`A63F 005/04
`
`(21)
`
`Application No: 199917318
`
`(22)
`
`Application Date: 1999.02.16
`
`(30)
`
`Priority Data
`
`(31)
`
`(43)
`(43)
`
`(71)
`
`(72)
`
`(74)
`
`Number
`PP2064
`
`(32) Date
`1998.02.27
`
`(33) Country
`AU
`
`1999.09.09
`Publication Date:
`Publication Journal Date : 1999.09.09
`
`Applicant(s)
`Aristocrat Leisure Industries Pty Ltd
`
`lnventor(s)
`Nicholas Luke Bennett
`
`Agent/ Attorney
`F BRICE and C0,605 Darling Street,BALMAIN NSW 2041
`
`IGT EX. 1006 - 1/24
`
`
`
`ABSTRACT
`
`A gaming machine having display means and game control means, the game control
`means being arranged to play a game wherein a plurality of symbols are randomly
`selected from a predetermined set of symbols and displayed in rows on the display
`means, and if a winning combination of symbols results, the machine pays a prize. In a
`first aspect, a triggering event invokes a game feature in which a sprite randomly
`designates one or more of the symbols displayed on the display means to be treated as
`special symbols for that particular game and a prize is awarded for any winning
`combinations fo1med with one or more of the special symbols. Embodiments of the
`special symbol include a wild card symbol and a scatter symbol. In a second aspect, the
`sprite designates the win meter or the credit meter, causing the amounts shown on the
`win meter and credit meter to increase .
`
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`1
`
`AUSTRALIA
`
`Patents Act 1990
`
`ARISTOCRAT LEISURE INDUSTRIES PTY LTD
`
`ORIGINAL
`
`COMPLETE SPECIFICATION
`STANDARD PATENT
`
`Invention Title:
`
`Slot machine game with randomly-designated special symbols
`
`The following statement is a full description of this invention
`including the best method of performing it known to us:-
`
`IGT EX. 1006 - 4/24
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`
`
`1
`
`·
`
`Slot Machine Garne With
`Randonily-Designated Special Sy1nbols
`Field of the Invention
`The present invention relates to gaming machines of the type arranged
`to play a game of poker, and in particular the invention provides an
`improvement to a game played on such a machine.
`Players who regularly play gaming machines frequently tire of
`particular games. It therefore becomes desirable for gaming machine
`manufacturers to come up with innovative game features that add interest to
`the games, thereby keeping the players amused and willing to continue
`playing .
`·
`10 Background of the Invention
`Gaming or poker machines have been well-known in the state of New
`South Wales for many years and have more recently gained considerable
`popularity throughout Australia, with quite substantial amounts of money
`being wagered on these machines. There is a growing tendency for State
`15 Governments to legalise the use of gaming machines by licensing operators,
`with resulting revenue gains through licence fees and taxation of monies
`invested. The licensed operation of gaming machines is the subject of State
`legislation and regulation. This regulation almost always dictates a
`minimum percentage payout for a gaming machine. For example, the
`regulatory controls may ensure a minimum of 85% of monies invested must
`be returned as winnings. :tv1anufacturers of gaming machines must therefore
`design their machines around these regulatory controls.
`With the growth that has occurred in the gaming machine market there
`is intense competition between manufacturers to supply the various existing
`and new venues. When selecting a supplier of gaming machines, the
`operator of a venue will often pay close attention to the popularity of various
`games with their patrons. Therefore, gaming machine manufacturers are
`keen to devise games which are popular with players, as a mechanism for
`improving sales.
`Many varied strategies have been tried in the past to make games more
`enticing to players. For example, in the commonly~known "double-up"
`feature a player is provided with the option of risking the winnings of a game
`in a double-or-nothing mode by gambling it on a subsequent and often
`
`5
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`20
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`25
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`30
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`IGT EX. 1006 - 5/24
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`2
`
`different game, such as whether a red or black card will be the next card
`drawn.
`Other techniques adopted in the past have been to provide complexity
`in the numbering and combinations of indicia which would result in a win,
`thereby hoping to convince the player that there is a greater chance of
`winning and keep their interest in a particular game .
`
`5
`
`10
`
`Summary of the Invention
`In a first aspect, the present invention consists in a gaming machine
`having display means and game control means, the game control means
`being arranged to play a game wherein a plurality of symbols are randomly
`selected from a predetermined set of symbols and displayed in rows on the
`display means, and if a winning combination of symbols results, the machine
`pays a prize, the game being characterised in that upon the occurrence of a
`predete1·mined biggering event, a game feature is invoked wherein a sprite
`randomly designates one or more of the symbols displayed on the display
`means to be treated as special symbols for that particular game and a prize is
`awarded for winning combinations formed with one or more of the special
`symbols.
`The sprite may designate special symbols by touching or pointing to
`each symbol individually or to a group of symbols generally. Alternatively,
`the sprite may touch or point to one symbol, thereby designating every
`occurrence of the symbol on the display means as being a special symbol.
`The biggering event may be the random display of one or more
`particular symbols in a particular arrangement on the display means.
`Optionally, the triggering event may instead be a separate random
`prompt unrelated to the symbols displayed on the display means.
`In a first embodiment, there is one special symbol which is a wild card
`symbol, and a prize is awarded for a winning combination fanned with the
`30 wild card symbol, wherein the symbols in the winning combination are
`located in the same horizontal row as the wild card symbol.
`In a second embodiment, there is one special symbol which is a scatter
`symbol, and a prize is awarded for each winning combination formed with
`the scatter symbol, wherein the symbols in each of the winning combinations
`are located in separate columns and may be scattered over any of the rows.
`
`15
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`20
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`25
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`35
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`IGT EX. 1006 - 6/24
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`
`•
`
`3
`
`In a third embodiment, pairs of symbols are randomly selected to be
`special symbols and the symbols in each pair are swapped with each other.
`In a fourth embodiment, the special symbols are all of those symbols
`appearing on a randomly-chosen simulated rotatable reel, and the simulated
`reel is made to appear to rotate a random number of times. The simulated
`rotatable reel may consist of a vertical column of symbols or a horizontal row
`of symbols.
`In a fifth embodiment, the special symbols are the symbols occurring
`in a randomly-chosen row, and any winning combination formed in that row
`during the next game played will be awarded a prize which is double or triple
`the value of the normal prize for that winning combination .
`In a second aspect, the present invention consists in a gaming machine
`having display means and game control means the game control being means
`arranged to play a game wherein a plurality of symbols are randomly selected
`from a predetermined set of symbols and displayed on the display means,
`and if a winning combination of symbols results, the machine pays a prize,
`the game being characterised in that upon the occurrence of a predetermined
`triggering event, a game feature is invoked wherein a sprite designates a win
`meter for indicating winnings, or a credit meter for indicating the amount of
`available credit, and increases the amount shown on both the win meter and
`credit meter.
`In one embodiment, the sprite randomly doubles or triples the amount
`shown on the win meter.
`The present invention is applicable to video gaming machines of the
`traditional poker machine style (also known as slot machines or fruit
`machines) in which the display means comprises a video simulation of a set
`of rotatable reels, each carrying a plurality of symbols. The invention is
`equally applicable to video draw poker machines in which a poker hand is
`displayed on the screen, the cards of the hand being selected from a standard
`52 or 53 card deck.
`The sprite may be a l'eprnsentation of a symbol or character which
`moves across the display means and touches or otherwise designates the
`special symbol.
`In a particular embodiment the sprite depicts a fairy holding a wand
`and the symbols touched by the wand become the special symbols.
`Brief Description of the Drawings
`
`5
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`20
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`25
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`30
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`35
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`IGT EX. 1006 - 7/24
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`4
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`5
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`10
`
`An embodiment of the invention will now be described, by way of
`example with reference to the accompanying drawings, in which.:-
`Figure 1 illustrates a gaming machine with a video simulation of a
`rotating reel display incorporating a first embodiment of the invention;
`Figure 2 is a video display as seen before a feature game is invoked;
`Figure 3 is a video display of a draw poker machine, showing the sprite
`(a fairy) which appears at the top of the screen when the game feature is
`invoked;
`Figure 4 is a video display with the Scatter :tv'Iagic game feature,
`showing an example in which a fairy designates a symbol as being a scatter
`symbol. resulting in a winning combination .
`Figure 5 is a video display with the Wild Wander game feature,
`showing an example in which a fairy designates a symbol as being a wild
`card, resulting in a winning combination .
`Figures 6(a)~(c) show a third embodiment of the game feature in whicli
`the fairy swaps symbols.
`Figures 7(a) and 7(b) show a fourth embodiment of the game feature in
`which the fairy re-spins a reel.
`Figure 8 is a fifth embodiment of the game feature in which the fairy
`doubles or triples the prize for a designated line .
`Figure 9 is a sixth embodiment of the game feature in which the fairy
`designates special symbols from a separate panel of symbols.
`Figure 10 is a seventh embodiment of the game feature in which the
`fairy randomly doubles or triples the value shown on the win meter.
`Figure 11 is a schematic diagram of a slot machine control circuit.
`Detailed Description of the Preferred Embodiments
`In the following detailed description the methodology of the
`embodiments will be described, and it is to be understood that it is within
`the capabilities of the non-inventive worker in the art to introduce the
`30 methodology on any standard microprocessor-based gaming machine by
`means of appropriate programming.
`Referring to Figure 1, the first embodiment of the invention is
`illustrated in which a slot machine 10, of the type having a video display
`screen 20 which displays a plurality of rotatable reels 30 carrying symbols 40,
`is ananged to pay a prize on the occurrence of a predetermined symbol or
`combination of symbols.
`
`15
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`20
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`25
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`35
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`IGT EX. 1006 - 8/24
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`5
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`10
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`15
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`In the slot machine 10, the game is initiated by a push button 50,
`however, it will be recognised by persons skilled in the art that this operating
`mechanism might be replaced by a pull handle or other type of actuator in
`other embodiments of the invention. The top box 60 on top of the slot
`5 machine 20 canies the artwork panel 70 which displays the various winning
`combinations for which a prize is paid on this machine.
`Figure 2 shows an example of a video display which has three rows
`and five columns of symbols 40. At the top edge 80 of the screen 20 there is
`a win meter 90, a bet indicator 100, and a credit meter 105. The win meter
`90 indicates the amount of money won on the last game played, the bet
`indicator shows the amount currently being bet by a player on the game, and
`the credit meter shows the total amount of money owing to the player as a
`result of winnings and money inserted into the machine. All amounts of
`money are expressed on the video display in terms of units, where one unit is
`the minimum amount of money required to play the game. For example, one
`unit may be 20 cents ..
`The main part of the game played on this machine is a relatively
`standard game which includes a 3 by 5 symbol display and allows multiple
`pay lines. An additional game feature embodying the invention is also
`included in the game, and may take place directly after the main part of the
`game. The game feature occurs in randomly-selected games, and is invoked
`directly after the main part of the game if a particular trigger condition
`appears. The trigger condition may be the random display of a certain
`symbol or combination of symbols, or it may be a separate random prompt
`unrelated to the display, depending on how the game is programmed.
`In one embodiment of the game feature, a sprite representation of a
`fairy only becomes visible during the game feature. In another embodiment,
`the fairy is visible during the main part of the game, and is activated when
`the game feature is invoked.
`In the following description of the game feature embodying the
`invention, game symbols wiH be abbreviated as listed below:
`King
`K
`Queen
`Q
`J
`Jack
`
`20
`
`25
`
`30
`
`IGT EX. 1006 - 9/24
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`
`6
`
`When the game foature is first invoked, a sprite representation of a
`fairy 110 holding a wand 120 appears at the top edge 80 of the screen 20, as
`shown in Figure 3, and a special sound associated with the feature is heard.
`Whenever the game feature results in a win, the normal winning tunes are to
`be heard while the win meter increments, in the same manner as for the
`main part of the game. These tunes last for the length of time that the win
`meter is incrementing. A scorecard for the game feature determines the
`amount won for a bet of one credit. The number of credits bet on the game
`feature will be the same as that which was bet on the main part of the game
`immediately preceding the feature. Winnings from the game feature are
`added to the amounts which were shown on the credit meter and win meter
`before the game feature took place. The player may continue to play the
`main part of the game when wins resulting from the game feature have
`finished being credited .
`In the first embodiment of this game feature, referred to as Scatter
`Magic, as shown in Fig. 4, the fairy moves to a randomly-selected symbol 130
`on the display screen 20 and designates it as a scatter symbol by pointing to
`it with a wand 120. The winning symbol combinations in the game feature
`are similar to those defined in the main part of the game, the differences
`being that each winning combination must include the designated scatter
`symbol, and may be scattered over more than one row of symbols. If the
`designated scatter symbol turns out to be part of a winning combination,
`then a win is paid in the same manner as in the main part of the game. In
`the example shown in Figure 4, the fairy 110 designates the King in the
`second column as the scatter symbol, resulting in a win for five Kings
`according to the scorecard in the main part of the game. In this example, the
`amount won on the game feature for a 1 unit bet is 200 units, and the win has
`been added to the initial credit meter reading of 5 units.
`In all embodiments of the game feature, when the designated symbol is
`touched by the wand the designated symbol itself may change into a new
`symbol, such as that of a scatter symbol in the case of Scatter Magic, or it
`may simply be highlighted in some way to indicate it will be considered as a
`the special symbol. In all of the embodiments, the lines delineating the sides
`of the rectangle 135 (see Fig. 4) surrounding the designated symbol(s)
`become thicker and change colour when designated by the fairy.
`
`5
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`10
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`15
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`20
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`25
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`30
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`35
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`IGT EX. 1006 - 10/24
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`7
`
`5
`
`10
`
`15
`
`In the second embodiment of the game feature, referred to as Wild
`Wander (shown in Fig. 5), a sprite representation of a fairy 110 holding a
`wand 120 at first appears at the top edge 80 of the screen 20, as with the first
`embodiment. When the game feature is invoked, the fairy moves to a
`randomly-selected symbol 130 on the screen and designates it as being a wild
`card symbol by pointing to it with the wand 120. A win is then paid
`according to the scorecard rules of the main part of the game if this wild card
`symbol forms part of a winning combination. The symbols in winning
`combinations must be located in the same row, unlike the first embodiment
`of the invention. In this example, the amount won on the game feature for a
`1 unit bet is 200 units, and the win has been added to the initial credit meter
`reading of 5 units.
`The third embodiment of the game feature is shown in Figures 6(a)~(c) .
`The sp1ite randomly designates a first symbol 140 (shown in Fig. 6(a )), and
`then randomly designates a second symbol 145 (Fig. 6(b)). The locations of·
`the first and second symbols 140 and 145 are then swapped with each other, ·
`. as seen in Fig. 6(c). If this rearrangement of the symbols results in a winning
`combination, then a prize is paid for the winning combination according to
`the scorecard rules of the main part of the game .
`In the fourth embodiment, shown in Figures 7(a) and 7(b), the fairy
`randomly designates either a row or a column of symbols to be re-spun as
`though the r~w or column of symbols were a rotating reel. In this example,
`the fairy points to a column 150, the fourth column from the left, making the
`symbols 155 within column 150 appear to be symbols on a rotating reel, and
`25 when the simulated rotation finishes, a new randomly-chosen set of symbols
`155' appears in the columns. A win is then paid according to the scorecard
`rules of the main part of the game if the new symbols 155' in the rewspun reel
`150 result in a winning combination being formed.
`In a fifth embodiment of the game feature, shown in Figure B, the fairy
`randomly designates a row 160, and if during the next game played (in the
`main part of the game} a winning combination appears in this row 160, then
`the prize to be paid will be randomly chosen to be either double or triple the
`value of the normal prize for the combination according to the scorecard of
`the main part of the game.
`In a sixth embodiment of the game feature, shown in Fig. 9, there is a
`separate panel 170 of symbols in addition to the usual five rotatable reels 30
`
`20
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`30
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`35
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`IGT EX. 1006 - 11/24
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`• ••
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`4
`
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`8
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`which are shown in the other embodiments. In this embodiment, the fairy
`designates special symbols by pointing to a symbol 175 in the panel 170.
`Each occunence of this symbol 175 in the reels 30 will be treated as a special
`symbol. For example, in Figure 9 the fairy points to a 'ten' symbol 175 in the
`panel 170 of symbols, indicating that all of the tens 180 appearing on the
`rotatable reels 30 will be special symbols. In this embodiment the special
`symbols are Wild Card symbols, and in a further embodiment the special
`symbols are Scatter symbols .
`In an eighth embodiment of the game feature, shown in Figures lO(a)
`and lO(b), a fairy doubles or triples the amount shown on the win meter 90,
`and the amount shown on the credit meter 105 is increased accordingly. In
`this embodiment the fairy 110 first touches the win meter 90 with the wand
`120. The fairy then disappears (Fig. lO(b)), and the original value shown on
`the win meter 90 doubles or triples and the credit meter has increased
`accordingly. In the example in Fig 10(b) the original value shown on the wiri
`meter 90 doubles from 10 to 20 credits, and the credit meter increases from
`15 to 25 credits. In a further embodiment, the fairy touches the credit meter
`105 with the wand 120, and the amount shown on the win meter 90 is either
`doubled or tripled .
`The program which implements the game and game feature is run on a
`standard gaming machine control processor 185 as illustrated schematically
`in Figure 11. This processor forms part of a controller 190 which drives the
`video display screen 20 and receives touch input signals from touch sensors
`200 as well as receiving coin input pulses from a coin chute mechanism 210
`and driving a coin payout mechanism 220.
`
`It will be appreciated by persons skilled in the art that numerous
`variations and/or modifications may be made to the invention as shown in
`the specific embodiments without departing from the spirit or scope of the
`invention as broadly described. The present embodiments are, therefore, to
`be considered in all respects as illustrative and not restrictive.
`
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`IGT EX. 1006 - 12/24
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`..
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`THE CLAHvlS DEFINING THE INVENTION ARE AS FOLLOWS:
`
`5
`
`A gaming machine having display means and game control means, the
`1.
`game control means being arranged to play a game wherein a plurality of
`symbols are randomly selected from a predetermined set of symbols and
`displayed in rows on the display means, and if a winning combination of
`symbols results, the machine pays a prize, the game being characterised in
`that upon the occurrence of a predetermined triggering event, a game feature
`is invoked whe1·ein a sprite randomly designates one or more of the symbols
`displayed on the display means to be treated as special symbols for that
`particular game and a prize is awarded for any winning combinations formed
`10 with one or more of the special symbols.
`
`15
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`20
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`25
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`30
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`The gaming machine as claimed in claim 1, wherein the special
`2.
`symbol is treated as a wild card symboL
`
`The gaming machine as claimed in claim 1, the special symbol being
`3.
`treated as a scatter symbol in which the symbols of each winning
`combination must include the special symbol and be located in separate
`columns of symbols but may be scattered over one or more rows .
`
`The gaming machine as claimed in claim 1, wherein one or more pairs
`4.
`of the symbols displayed on the display means are randomly-selected to be
`special symbols, and the special symbols in each pair are swapped with each
`other.
`
`The gaming machine as claimed in claim 1, the display means
`5.
`displaying the symbols on a plurality of simulated rotatable reels, one of
`which is randomly chosen, wherein the special symbols are all of the
`symbols appearing on the randomly-chosen reel, and the randomly-chosen
`reel is made to appear to rotate a random number of times.
`
`The gaming machine as claimed in claim 1, wherein the special
`6.
`symbols are the symbols occurring in a randomly-chosen row, and any
`winning combination appearing in that row during the next game played will
`
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`IGT EX. 1006 - 13/24
`
`
`
`10
`
`be awarded a prize which is either double or triple the value of a normal
`prize for that winning combination.
`
`The gaming machine as claimed in any one of the preceding claims
`7.
`5 wherein the sprite is a representation of a character which moves across the
`display means and designates the special symbol.
`
`The gaming machine as claimed in any one of the preceding claims
`8.
`wherein, when the sprite designates a symbol, every occurrence of that
`symbol on the display means is treated as a special symbol.
`
`10
`
`The gaming machine as claimed in any one of the preceding claims
`9.
`wherein symbols are displayed in a separate panel on the display.means in
`addition to the rows of symbols, and when the sprite indicates a particular
`symbol in the panel, each symbol in the rows of symbols is treated as a
`special symbol if it matches the particular symbol.
`
`10. A gaming machine having display means and game control means, the
`game contml means being arranged to play a game wherein a plurality of
`symbols are randomly selected from a predetermined set of symbols and
`displayed in rows on the display means, and if a winning combination of
`symbols results, the machine pays a prize, the game being characterised in
`that upon the occurrence of a predetermined triggering event, a game feature
`is invoked wherein a sprite designates a win meter for indicating winnings or
`a credit meter for indicating the amount of available credit, and increases the
`amount shown on both the win meter and credit meter.
`
`15
`
`20
`
`25
`
`11. The gaming machine as claimed in claim 10, wherein the sprite
`randomly doubles or triples the amount shown on the win meter.
`
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`IGT EX. 1006 - 14/24
`
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`11
`
`12. A gaming machine substantially as hereinbefore described and with
`reference to Figures 2 to 10 of the accompanying drawings.
`
`Dated this fifteenth day of February 1999
`
`ARISTOCRAT LEISURE INDUSTRIES
`PTYLTD
`Patent Attorneys for the Applicant:
`
`F.B. RICE & CO .
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`IGT EX. 1006 - 15/24
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`IGT EX. 1006 - 16/24
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`IGT EX. 1006 - 23/24
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`IGT EX. 1006 - 24/24