Gaming system and method for managing a persistent wild overlay symbol feature

AU2026201896B1Pending Publication Date: 2026-09-17LNW GAMING INC
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Patent Information

Application Number
AU2026201896
Authority / Receiving Office
AU · AU
Patent Type
Applications
Current Assignee / Owner
Priority Date
2025-12-10
Filing Date
2026-03-12
Publication Date
2026-09-17

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Abstract

A gaming system and method manage a feature game that includes a Persistent Wild Overlay Symbol (PWOS) and a configurable set of per-spin modifiers. The PWOS is a persistent, movable, size-adjustable wild overlay that is initialized on a reel array and persists across multiple feature spins. For each feature spin, a processor randomly determines a Per- Spin Enhancement Modifier (PSEM), such as a multiplier or additional-spin award, and temporarily applies it to a current game state. Transient Collection Symbols (TCS) are collected by an Overlap Collection Module to increment an accumulation counter. When the accumulation counter meets an Expansion Accumulation Threshold, the PWOS grows to a larger size and, in some embodiments, one or more additional feature spins are awarded. A Movement Prioritization Module may use Euclidean distance and deterministic tie-break rules to determine PWOS movement. When the PWOS reaches a maximum size, a Climax Feature Array is presented. 20 26 20 18 96 12 M ar 2 02 6 2 0 2 6 2 0 1 8 9 6 1 2 M a r 2 0 2 6 2 0 2 6 2 0 1 8 9 6 1 2 M a r 2 0 2 6
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Description

Cross Reference to Related Applications

[0001] This application claims priority from United States Provisional Patent Application No. 63 / 935,455 filed on 10 December 2025, the contents of which are to be taken as incorporated herein by this reference. Copyright

[0002] A 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. Copyright 2025, LNW Gaming, Inc. Field

[0003] This disclosure relates generally to gaming systems and methods. More particularly, the disclosure relates to systems and methods for operating an electronic gaming machine (EGM) feature game having a persistent, movable wild overlay symbol. Background

[0004] Gaming machines, including casino electronic gaming machines (EGMs) and remote gaming servers, rely on random number generators (RNGs) and specialized gamelogic circuitry to generate wagering outcomes, present complex graphical animations, and manage multiple concurrent game states. Such systems are designed and regulated to provide a long-term negative expected value to the player while still providing sufficient short-term volatility and excitement to encourage play. It may be desirable to improve regulatory compliance, predictable math behaviour, and / or use of rendering and processing resources when implementing gaming machines and systems with persistent overlay symbols, symbol collection, and / or per-spin enhancement modifiers. [0004a] Any discussion of documents, acts, materials, devices, articles or the like which has been included in the present specification is not to be taken as an admission that any or all of these matters form part of the prior art base or were common general knowledge in the field relevant to the present disclosure as it existed before the priority date of each of the appended claims. 2026201896   07 Aug 2026 [0004b]   Throughout this specification the word "comprise", or variations such as "comprises" or "comprising", will be understood to imply the inclusion of a stated element, integer or step, or group of elements, integers or steps, but not the exclusion of any other element, integer or step, or group of elements, integers or steps. Summary [0004c] Some embodiments relate to a computer-implemented method for managing a feature game on an electronic gaming machine, the electronic gaming machine including game-logic circuitry, a display device, one or more value input devices, a random number generator, one or more value output devices, and one or more player input devices, the game-logic circuitry including one or more processors and one or more memories, the method comprising: causing, by the one or more processors, the display device to present a reel array; receiving, by the one or more processors, from the one or more player input devices one or more electronic data signals indicative of one or more player inputs for initiating a wagering game instance; initiating, by the one or more processors, an instance of a game; causing, by the one or more processors, a Persistent Wild Overlay Symbol (PWOS) to be displayed at an initial size at a position of the reel array for a plurality of feature spins, the PWOS being a non-reel-strip overlay that substitutes as a wild symbol; for a current feature spin of the plurality of feature spins, randomly determining, by the one or more processors based on random or pseudo-random numbers generated by the random number generator, a Per-Spin Enhancement Modifier (PSEM) from a predetermined set of feature modifiers; temporarily applying, by the one or more processors, the determined PSEM to a current game state for the current feature spin; spinning, by the one or more processors, the reel array and determining a game outcome, based on random or pseudo-random numbers generated by the random number generator, including a plurality of landed symbols, the plurality of landed symbols including one or more Transient Collection Symbols (TCS); after determining the game outcome, executing, by the one or more processors, a collection process to collect at least some of the one or more TCS and increment an accumulation counter; and in response to the accumulation counter meeting an Expansion Accumulation Threshold, automatically increasing, by the one or more processors, a size of the PWOS. [0004d] Some embodiments relate to a gaming system for managing a feature game, the system comprising: one or more value input devices and one or more value output devices; a display device configured to present a reel array; one or more player input devices; a random number generator; game-logic circuitry including one or more memory devices storing 2026201896   07 Aug 2026 instructions, and one or more processors configured to execute the instructions to: receive from the one or more player input devices one or more electronic data signals indicative of one or more player inputs for initiating a wagering game instance; initiate an instance of a game; display a Persistent Wild Overlay Symbol (PWOS) at an initial size at a position of the reel array for a plurality of feature spins, the PWOS being a non-reel-strip overlay that substitutes as a wild symbol; for a current feature spin of the plurality of feature spins, randomly determine, based on random or pseudo-random numbers generated by the random number generator, a Per-Spin Enhancement Modifier (PSEM) from a predetermined set of feature modifiers; temporarily apply the determined PSEM to a current game state for the current feature spin; spin the reel array and determine a game outcome, based on random or pseudo-random numbers generated by the random number generator, including a plurality of landed symbols, the plurality of landed symbols including one or more Transient Collection Symbols (TCS); after determining the game outcome, execute a collection process to collect at least some of the one or more TCS and increment an accumulation counter; and in response to the accumulation counter meeting an Expansion Accumulation Threshold, automatically increase a size of the PWOS.

[0005] Some embodiments relate to implementing features that maintain persistent objects across multiple spins, track and apply symbol-collection mechanics, and / or inject configurable, per-spin volatility modifiers into a feature game without destabilizing regulatory math or the presentation pipeline. Persistent overlay objects that move between positions, change size, and interact with transient symbols may require the game-logic circuitry to maintain data structures describing object position, size, and status, and to synchronize those structures with the graphical rendering pipeline and display controller. If this synchronization relies on repeated full-array copies or recomputation of symbol grids for each frame, the result may be increased memory bandwidth, cache thrashing, and pipeline stalls.

[0006] Some symbol-collection features may rely on exclusionary logic that repeatedly checks whether each potentially collectible symbol lies inside or outside a collection region. As the collection region grows or acquires irregular boundaries, the number of checks per spin may grow, increasing CPU load and memory traffic for each reel position examined, particularly in feature games with large reel arrays or persistent overlays that expand across many cells. Other existing features may blend collection mechanics with wheel- or reel-based bonus outcomes but may also implement collection state and bonus resolution as loosely coupled modules. In such architectures, per-spin volatility modifiers and final-stage bonus 2026201896   07 Aug 2026 wheels may be hard-wired into pay-evaluation logic, making it difficult to reweight modifiers, change collection behavior, or alter the final bonus presentation without rewriting and revalidating core code.

[0007] Per-spin volatility modifiers—such as multipliers, additional spins, or temporary changes to symbol behavior—may be deeply coupled to pay-evaluation logic and awarddetermination code. Altering the volatility profile (for example, by changing the weights of multipliers or the mix of additional-spin awards) may require modifying and revalidating core calculation routines, increasing the risk of inconsistencies across distributed components (CPU, GPU, and networked accounting systems) and complicating regulatory testing. Likewise, some existing bonus-wheel features that transition from a reel-based feature to a wheel-based climax state may be implemented using separate bonus engines or progressive controllers, which can increase integration complexity and make it more difficult to maintain consistent state tracking and authenticated asset usage across the entire feature sequence.

[0008] Some embodiments relate to gaming systems and methods that can efficiently manage persistent, movable, size-adjustable overlay symbols, support both non-exclusionary and contact-based symbol collection, and / or provide configurable per-spin enhancement modifiers, while maintaining regulatory compliance, predictable math behavior, and / or efficient use of rendering and processing resources. Some embodiments relate to architectures that enable a predictable transition from reel-based feature states to a climax feature array, such as a credit-prize-only giant reel or wheel, using the same regulated RNG, payevaluation, and rendering pathways that are used in the base game.

[0009] In one aspect, the present provides a computer-implemented method for managing a feature game on an electronic gaming machine, the method comprising: causing, by one or more processors, a display device to present a reel array; causing, by the one or more processors, a Persistent Wild Overlay Symbol (PWOS) to be displayed at an initial size at a position of the reel array for a plurality of feature spins, the PWOS being a non-reel-strip overlay that substitutes as a wild symbol; for a current feature spin of the plurality of feature spins, randomly determining, by the one or more processors, a Per-Spin Enhancement Modifier (PSEM) from a predetermined set of feature modifiers; temporarily applying, by the one or more processors, the determined PSEM to a current game state for the current feature spin; spinning, by the one or more processors, the reel array and determining a game outcome including a plurality of landed symbols, the plurality of landed symbols including one or more Transient Collection Symbols (TCS); after determining the game outcome, executing, by the one or more processors, a collection process to collect at least some of the one or more 2026201896   07 Aug 2026 TCS and increment an accumulation counter; and in response to the accumulation counter meeting an Expansion Accumulation Threshold, automatically increasing, by the one or more processors, a size of the PWOS.

[0010] In another aspect, the present disclosure provides a gaming system for managing a feature game, the system comprising: a display device configured to present a reel array; one or more input devices; one or more memory devices storing instructions; and one or more processors configured to execute the instructions to: display a Persistent Wild Overlay Symbol (PWOS) at an initial size at a position of the reel array for a plurality of feature spins, the PWOS being a non-reel-strip overlay that substitutes as a wild symbol; for a current feature spin of the plurality of feature spins, randomly determine a Per-Spin Enhancement Modifier (PSEM) from a predetermined set of feature modifiers; temporarily apply the determined PSEM to a current game state for the current feature spin; spin the reel array and determine a game outcome including a plurality of landed symbols, the plurality of landed symbols including one or more Transient Collection Symbols (TCS); after determining the game outcome, execute a collection process to collect at least some of the one or more TCS and increment an accumulation counter; and in response to the accumulation counter meeting an Expansion Accumulation Threshold, automatically increase a size of the PWOS.

[0011] A gaming system and method are disclosed which manage a feature game that includes a Persistent Wild Overlay Symbol (PWOS) and a configurable set of per-spin modifiers. The PWOS is a persistent, movable, size-adjustable wild overlay that is initialized on a reel array and persists across multiple feature spins. For each feature spin, a processor randomly determines a Per-Spin Enhancement Modifier (PSEM), such as a multiplier or additional-spin award, and temporarily applies it to a current game state. Transient Collection Symbols (TCS) are collected by an Overlap Collection Module to increment an accumulation counter. When the accumulation counter meets an Expansion Accumulation Threshold, the PWOS grows to a larger size and, in some embodiments, one or more additional feature spins are awarded to a feature spin counter. A Movement Prioritization Module may use Euclidean distance and deterministic tie-break rules to determine PWOS movement. When the PWOS reaches a maximum size, a Climax Feature Array, such as a credit-prize-only giant reel or wheel, is presented.

[0012] In one aspect, a computer-implemented method is disclosed for managing a feature game on an electronic gaming machine. The method includes causing a display device to present a reel array and causing a Persistent Wild Overlay Symbol (PWOS) to be displayed at an initial size at a position on the reel array for a plurality of feature spins, the PWOS being 2026201896   07 Aug 2026 a non-reel-strip overlay that substitutes as a wild symbol. For a current feature spin of the plurality of feature spins, the method includes randomly determining, by one or more processors, a Per-Spin Enhancement Modifier (PSEM) from a predetermined set of feature modifiers, temporarily applying the determined PSEM to a current game state for the current feature spin, spinning the reel array, and determining a game outcome including a plurality of landed symbols, the plurality of landed symbols including one or more Transient Collection Symbols (TCS). After determining the game outcome, the method further includes executing a collection process to collect at least some of the TCS and increment an accumulation counter. In response to the accumulation counter meeting an Expansion Accumulation Threshold, the method automatically increases a size of the PWOS and, in some embodiments, awards one or more additional feature spins to a feature spin counter. In some implementations, the method may further include, when the PWOS reaches a maximum size, resolving remaining feature spins on a climax feature array.

[0013] In another aspect, a gaming system is disclosed for managing a feature game on an electronic gaming machine. The gaming system includes a display device configured to present a reel array, one or more input devices, one or more memory devices storing instructions, and one or more processors configured to execute the instructions. The processors are configured to cause the display device to present the PWOS at an initial size at a position on the reel array for a plurality of feature spins, to randomly determine a PSEM from a predetermined set of feature modifiers for a current feature spin, to temporarily apply the determined PSEM to a current game state for the current feature spin, and to spin the reel array and determine a game outcome including landed symbols and one or more TCS. The processors are further configured to execute a collection process that collects at least some of the TCS and increments an accumulation counter and, in response to the accumulation counter meeting an Expansion Accumulation Threshold, to increase a size of the PWOS and, in some embodiments, award one or more additional feature spins to a feature spin counter. In some implementations, the processors may also be configured to control a climax feature array that is presented and resolved using remaining feature spins when the PWOS reaches a maximum size.

[0014] Other aspects, features, and variations will be apparent from the following description and the drawings, a brief description of which is provided below. 2026201896   07 Aug 2026

[0015] Any discussion of the prior art throughout the specification should in no way be considered as an admission that such prior art is widely known or forms part of common general knowledge in the field.

[0016] One or more embodiments of the present disclosure may address or ameliorate at least one of the disadvantages of the prior art, or at least provide a useful alternative. Brief Description of the Drawings

[0017] Preferred embodiments of the present disclosure will now be described, by way of example only, with reference to the accompanying drawings, as set forth herein.

[0018] FIG. 1 is a perspective view of a free-standing gaming machine in accordance with one or more embodiments.

[0019] FIG. 2 is a block diagram of a gaming machine in accordance with one or more embodiments.

[0020] FIG. 3 is a data sequence diagram of an example graphical rendering process for presenting graphical game content within a graphical game interface in accordance with one or more embodiments.

[0021] FIG. 4 is an exemplary representation of a feature initialization screen including a reel array, a PWOS at a starting size and position, a feature spin counter, and a collection meter in accordance with one or more embodiments.

[0022] FIG. 5A is a diagram of an exemplary game screen display illustrating a dynamic enhancement activation state in which a Per-Spin Enhancement Modifier (PSEM) is selected and presented on a modifier indicator region for an upcoming feature spin, in accordance with one or more embodiments.

[0023] FIG. 5B is a diagram of an exemplary game screen display illustrating a movement state of the feature game in which a Persistent Wild Overlay Symbol (PWOS) is animated along a movement path toward transient collection symbols, in accordance with one or more embodiments.

[0024] FIG. 6 is a flow diagram illustrating operations of an Overlap Collection Module, including a non-exclusionary collection branch and alternative conditional collection branches in accordance with one or more embodiments.

[0025] FIG. 7 is a flow diagram illustrating operations of a Movement Prioritization Module that uses Euclidean distance and a tie-break hierarchy to determine PWOS movement in accordance with one or more embodiments. 2026201896   07 Aug 2026

[0026] FIG. 8 is an exemplary representation of a mid-feature state showing an expanded PWOS, reset of the Collection Meter relative to an Expansion Accumulation Threshold, and an increment of a feature spin counter in accordance with one or more embodiments.

[0027] FIG. 9 is an exemplary representation of a climax feature state in which the PWOS attains a maximum size and a Climax Feature Array is presented, such as a vertical giant reel or wheel containing only credit prize symbols in accordance with one or more embodiments. Detailed Description

[0028] While the embodiments described herein are susceptible of embodiment in many different forms, certain specific embodiments are illustrated in the drawings and are described in detail below. The drawings and detailed description are to be regarded as examples only, and are not intended to limit the scope of the claims to the particular forms disclosed.

[0029] For purposes of the present detailed description, the singular includes the plural and vice versa (unless specifically disclaimed); the words “and” and “or” shall be both conjunctive and disjunctive; the word “all” means “any and all”; the word “any” means “any and all”; and the word “including” means “including without limitation.”

[0030] For purposes of the present detailed description, the terms “wagering game,” “casino wagering game,” “gambling,” “slot game,” “casino game,” and the like include games in which a player places at risk a sum of money or other representation of value, whether or not redeemable for cash, on an event with an uncertain outcome, including without limitation those having some element of skill. In some embodiments, the wagering game involves wagers of real money, as found with typical land-based or online casino games. In other embodiments, the wagering game additionally, or alternatively, involves wagers of non-cash values, such as virtual currency, and therefore may be considered a social or casual game, such as would be typically available on a social networking web site, other web sites, across computer networks, or applications on mobile devices (e.g., phones, tablets, etc.). When provided in a social or casual game format, the wagering game may closely resemble a traditional casino game, or it may take another form that more closely resembles other types of social / casual games. For example, the “wagers” and “credits” described herein may instead be replaced with non-monetary values that dictate the duration of a gaming session and reflect game events occurring within the gaming session (e.g., awarding game events extend or increase a value balance, while non-awarding game events reduce the 2026201896   07 Aug 2026 remaining duration of the gaming session). For example, and without limitation, casual game embodiments may use values defining scores, a remaining timed duration, a number of attempts (e.g., “lives” in video game terms), an in-game credit, and the like.

[0031] Referring to FIG. 1, there is shown a gaming machine 100 configured to present one or more wagering games. In the embodiments described here, the gaming machine 100 may be any type of gaming terminal or machine, such as a free-standing cabinet, a bar-top terminal, a slant-top terminal, a wall-mounted unit, or any other suitable housing or configuration. The gaming machine 100 can be implemented as a dedicated hardware platform, as a multi-game platform capable of presenting different wagering games, or as a client device that relies on a remote server for some or all game functionality. For example, in some aspects, the gaming machine 100 is an electromechanical gaming terminal configured to play mechanical slots, whereas in other aspects, the gaming machine is an electronic gaming terminal configured to play a video casino game, such as slots, keno, poker, blackjack, roulette, craps, etc. The gaming machine 100 may take any suitable form, such as floor-standing models as shown, handheld mobile units, bartop models, workstation-type console models, etc. Further, the gaming machine 100 may be primarily dedicated for use in playing wagering games, or may include non-dedicated devices, such as mobile phones, personal digital assistants, personal computers, etc. Exemplary types of gaming machines are disclosed in US Patent Nos. 6,517,433, 8,057,303, and 8,226,459, which are incorporated herein by reference in their entireties.

[0032] The gaming machine 100 illustrated in FIG. 1 comprises a gaming cabinet 112 that securely houses various input devices, output devices, input / output devices, internal electronic / electromechanical components, and wiring. The cabinet 112 includes exterior walls, interior walls and shelves for mounting the internal components and managing the wiring, and one or more front doors that are locked and require a physical or electronic key to gain access to the interior compartment of the cabinet 112 behind the locked door. The cabinet 112 forms an alcove 114 configured to store one or more beverages or personal items of a player. A notification mechanism 116, such as a candle or tower light, is mounted to the top of the cabinet 112. It flashes to alert an attendant that change is needed, a hand pay is requested, or there is a potential problem with the gaming machine 100.

[0033] The input devices, output devices, and input / output devices are disposed on, and securely coupled to, the cabinet 112. By way of example, the output devices include a primary presentation device 118, a secondary presentation device 120, and one or more audio 2026201896   07 Aug 2026 speakers 122. The primary presentation device 118 or the secondary presentation device 120 may be a mechanical-reel display device, a video display device, or a combination thereof. In one such combination disclosed in U.S. Patent No. 6,517,433, a transmissive video display is disposed in front of the mechanical-reel display to portray a video image superimposed upon electro-mechanical reels. In another combination disclosed in U.S. Patent No. 7,654,899, a projector projects video images onto stationary or moving surfaces. In yet another combination disclosed in U.S. Patent No. 7,452,276, miniature video displays are mounted to electro-mechanical reels and portray video symbols for the game. In a further combination disclosed in U.S. Patent No. 8,591,330, flexible displays such as OLED or e-paper displays are affixed to electro-mechanical reels. The aforementioned U.S. Patent Nos. 6,517,433, 7,654,899, 7,452,276, and 8,591,330 are incorporated herein by reference in their entireties.

[0034] The presentation devices 118, 120, the audio speakers 122, lighting assemblies, and / or other devices associated with presentation are collectively referred to as a “presentation assembly” of the gaming machine 100. The presentation assembly may include one presentation device (e.g., the primary presentation device 118), some of the presentation devices of the gaming machine 100, or all of the presentation devices of the gaming machine 100. The presentation assembly may be configured to present a unified presentation sequence formed by visual, audio, tactile, and / or other suitable presentation means, or the devices of the presentation assembly may be configured to present respective presentation sequences or respective information.

[0035] The presentation assembly, and more particularly the primary presentation device 118 and / or the secondary presentation device 120, variously presents information associated with wagering games, non-wagering games, community games, progressives, advertisements, services, premium entertainment, text messaging, emails, alerts, announcements, broadcast information, subscription information, etc. appropriate to the particular mode(s) of operation of the gaming machine 100. The presentation assembly is configured to present this information via one or more interfaces, including game interfaces. The game interface may be a graphical game interface presented on one or more electronic display devices (e.g., the presentation devices 118, 120). The game interface is associated with a graphical video and / or image streams provided to the electronic display device to output the intended graphical elements and corresponding animations for the game. For example, the graphical game interfaces are defined by a plurality of pixels or other suitable display segments that have independently visual characteristics (e.g., color, light intensity, etc.), that, when 2026201896   07 Aug 2026 observed collectively, form game and presentation elements of the game interface, including those described elsewhere herein. The electronic display devices are configured to, based on the image or video data representing the graphical elements of the game interface, control individually-addressable components (e.g., light-emitting devices, filters, power circuitry, etc.) to create a visible output representing the graphical game interface. It is to be understood that the game and presentation elements described herein may, unless otherwise noted, be presented via a graphical game interface of the gaming machine 100.

[0036] The gaming machine 100 may include a touch screen(s) 124 mounted over the primary or secondary presentation devices, buttons 126 on a button panel, a bill / ticket acceptor 128, a card reader / writer 130, a ticket dispenser 132, and player-accessible ports (e.g., audio output jack for headphones, video headset jack, USB port, wireless transmitter / receiver, etc.). It should be understood that numerous other peripheral devices and other elements exist and are readily utilizable in any number of combinations to create various forms of a gaming machine in accord with the present concepts.

[0037] The player input devices, such as the touch screen 124, buttons 126, a mouse, a joystick, a gesture-sensing device, a voice-recognition device, and a virtual-input device, which may collectively be referred to as a "game play mechanism" operable by a player to place a wager, accept player inputs and transform the player inputs to electronic data signals indicative of the player inputs. These inputs correspond to an enabled feature for such inputs at a time of activation (e.g., pressing a "Max Bet" button or soft key to indicate a player's desire to place a maximum wager to play the wagering game). The inputs, once transformed into electronic data signals, are output to game-logic circuitry for processing. The electronic data signals are selected from a group consisting essentially of an electrical current, an electrical voltage, an electrical charge, an optical signal, an optical element, a magnetic signal, and a magnetic element.

[0038] The gaming machine 100 includes one or more value input / payment devices (also referred to as a "credit input mechanism") and value output / payout devices. In order to deposit cash or credits onto the gaming machine 100, the credit input mechanism is configured to detect a physical item associated with a monetary value that establishes a credit balance. The gaming machine also includes hardware meters configured for monitoring credits established via the credit input mechanism and changes to the established credits due to play of the gaming machine, the meters including at least a "credit meter" to which credit input is added. The physical item may, for example, be currency bills, coins, tickets, 2026201896   07 Aug 2026 vouchers, coupons, cards, and / or computer-readable storage mediums. The deposited cash or credits are used to fund wagers placed on the wagering game played via the gaming machine 100. Examples of value input devices include, but are not limited to, a coin acceptor, the bill / ticket acceptor 128, the card reader / writer 130, a wireless communication interface for reading cash or credit data from a nearby mobile device, and a network interface for withdrawing cash or credits from a remote account via an electronic funds transfer. In response to a cashout input that initiates a payout from the credit balance on the “credits” meter, the value output devices are used to dispense cash or credits from the gaming machine 100. The credits may be exchanged for cash at, for example, a cashier or redemption station. Examples of value output devices include, but are not limited to, a coin hopper for dispensing coins or tokens, a bill dispenser, the card reader / writer 130, the ticket dispenser 132 for printing tickets redeemable for cash or credits, a wireless communication interface for transmitting cash or credit data to a nearby mobile device, and a network interface for depositing cash or credits to a remote account via an electronic funds transfer.

[0039] Turning now to FIG. 2, there is shown a block diagram of the gaming-machine architecture. The gaming machine 100 includes game-logic circuitry 240 securely housed within a locked box inside the gaming cabinet 112 (see FIG. 1). The game-logic circuitry 240 includes a central processing unit (CPU) 242 connected to a main memory 244 that comprises one or more memory devices. The CPU 242 includes any suitable processor(s), such as those made by Intel and AMD. By way of example, the CPU 242 includes a plurality of microprocessors including a master processor, a slave processor, and a secondary or parallel processor. Game-logic circuitry 240, as used herein, comprises any combination of hardware, software, or firmware disposed in or outside of the gaming machine 100 that is configured to communicate with or control the transfer of data between the gaming machine 100 and a bus, another computer, processor, device, service, or network. The game-logic circuitry 240, and more specifically the CPU 242, comprises one or more controllers or processors and such one or more controllers or processors need not be disposed proximal to one another and may be located in different devices or in different locations. The game-logic circuitry 240, and more specifically the main memory 244, comprises one or more memory devices which need not be disposed proximal to one another and may be located in different devices or in different locations. The game-logic circuitry 240 is operable to execute all of the various gaming methods and other processes disclosed herein. The main memory 244 includes a wageringgame unit 246. In one embodiment, the wagering-game unit 246 causes wagering games to be 2026201896   07 Aug 2026 presented, such as video poker, video black jack, video slots, video lottery, etc., in whole or part.

[0040] The game-logic circuitry 240 is also connected to an input / output (I / O) bus 248, which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. The I / O bus 248 is connected to various input devices 250, output devices 252, and input / output devices 254 such as those discussed above in connection with FIG. 1. The I / O bus 248 is also connected to a storage unit 256 and an external-system interface 258, which is connected to external system(s) 260 (e.g., wagering-game networks).

[0041] The external system 260 includes, in various aspects, a gaming network, other gaming machines or terminals, a gaming server, a remote controller, communications hardware, or a variety of other interfaced systems or components, in any combination. In yet other aspects, the external system 260 comprises a player’s portable electronic device (e.g., cellular phone, electronic wallet, etc.) and the external-system interface 258 is configured to facilitate wireless communication and data transfer between the portable electronic device and the gaming machine 100, such as by a near-field communication path operating via magnetic-field induction or a frequency-hopping spread spectrum RF signals (e.g., Bluetooth, etc.).

[0042] The gaming machine 100 optionally communicates with the external system 260 such that the gaming machine 100 operates as a thin, thick, or intermediate client. The gamelogic circuitry 240, whether located within (“thick client”), external to (“thin client”), or distributed both within and external to (“intermediate client”) the gaming machine 100, is utilized to provide a wagering game on the gaming machine 100. In general, the main memory 244 stores programming for a random number generator (RNG), game-outcome logic, and game assets (e.g., art, sound, etc.), all of which obtained regulatory approval from a gaming control board or commission and are verified by a trusted authentication program in the main memory 244 prior to game execution. The authentication program generates a live authentication code (e.g., digital signature or hash) from the memory contents and compare it to a trusted code stored in the main memory 244. If the codes match, authentication is deemed a success and the game is permitted to execute. If, however, the codes do not match, authentication is deemed a failure that must be corrected prior to game execution. Without this predictable and repeatable authentication, the gaming machine 100, external system 260, or both are not allowed to perform or execute the RNG programming or game-outcome logic in a regulatory-approved manner and are therefore unacceptable for commercial use. In other 2026201896   07 Aug 2026 words, through the use of the authentication program, the game-logic circuitry facilitates operation of the game in a way that a person making calculations or computations could not.

[0043] When a wagering-game instance is executed, the CPU 242 (comprising one or more processors or controllers) executes the RNG programming to generate one or more pseudo-random numbers. The pseudo-random numbers are divided into different ranges, and each range is associated with a respective game outcome. Accordingly, the pseudo-random numbers are utilized by the CPU 242 when executing the game-outcome logic to determine a resultant outcome for that instance of the wagering game. The resultant outcome is then presented to a player of the gaming machine 100 by accessing the associated game assets, required for the resultant outcome, from the main memory 244. The CPU 242 causes the game assets to be presented to the player as outputs from the gaming machine 100 (e.g., audio and video presentations). Instead of a pseudo-RNG, the game outcome may be derived from random numbers generated by a physical RNG that measures some physical phenomenon that is expected to be random and then compensates for possible biases in the measurement process. Whether the RNG is a pseudo-RNG or physical RNG, the RNG uses a seeding process that relies upon an unpredictable factor (e.g., human interaction of turning a key) and cycles continuously in the background between games and during game play at a speed that cannot be timed by the player. Accordingly, the RNG cannot be carried out manually by a human and is integral to operating the game.

[0044] The gaming machine 100 may be used to play central determination games, such as electronic pull-tab and bingo games. In an electronic pull-tab game, the RNG is used to randomize the distribution of outcomes in a pool and / or to select which outcome is drawn from the pool of outcomes when the player requests to play the game. In an electronic bingo game, the RNG is used to randomly draw numbers that players match against numbers printed on their electronic bingo card.

[0045] The gaming machine 100 may include additional peripheral devices or more than one of each component shown in FIG. 2. Any component of the gaming-machine architecture includes hardware, firmware, or tangible machine-readable storage media including instructions for performing the operations described herein. Machine-readable storage media includes any mechanism that stores information and provides the information in a form readable by a machine (e.g., gaming terminal, computer, etc.). For example, machine-readable storage media includes read only memory (ROM), random access memory (RAM), magnetic-disk storage media, optical storage media, flash memory, etc. 2026201896   07 Aug 2026

[0046] In accord with various methods of conducting a wagering game on a gaming system in accord with the present concepts, the wagering game includes a game sequence in which a player makes a wager and a wagering-game outcome is provided or displayed in response to the wager being received or detected. The wagering-game outcome, for that particular wagering-game instance, is then revealed to the player in due course following initiation of the wagering game. The method comprises the acts of conducting the wagering game using a gaming apparatus, such as the gaming machine 100 depicted in FIG. 1, following receipt of an input from the player to initiate a wagering-game instance. The gaming machine 100 then communicates the wagering-game outcome to the player via one or more output devices (e.g., primary presentation device 118 or secondary presentation device 120) through the presentation of information such as, but not limited to, text, graphics, static images, moving images, etc., or any combination thereof. In accord with the method of conducting the wagering game, the game-logic circuitry 240 transforms a physical player input, such as a player’s pressing of a “Spin” touch key or button, into an electronic data signal indicative of an instruction relating to the wagering game (e.g., an electronic data signal bearing data on a wager amount).

[0047] In the aforementioned method, for each data signal, the game-logic circuitry 240 is configured to process the electronic data signal, to interpret the data signal (e.g., data signals corresponding to a wager input), and to cause further actions associated with the interpretation of the signal in accord with stored instructions relating to such further actions executed by the controller. As one example, the CPU 242 causes the recording of a digital representation of the wager in one or more storage media (e.g., storage unit 256), the CPU 242, in accord with associated stored instructions, causes the changing of a state of the storage media from a first state to a second state. This change in state is, for example, effected by changing a magnetization pattern on a magnetically coated surface of a magnetic storage media or changing a magnetic state of a ferromagnetic surface of a magneto-optical disc storage media, a change in state of transistors or capacitors in a volatile or a non-volatile semiconductor memory (e.g., DRAM, etc.). The noted second state of the data storage media comprises storage in the storage media of data representing the electronic data signal from the CPU 242 (e.g., the wager in the present example). As another example, the CPU 242 further, in accord with the execution of the stored instructions relating to the wagering game, causes the primary presentation device 118, other presentation device, or other output device (e.g., speakers, lights, communication device, etc.) to change from a first state to at least a second 2026201896   07 Aug 2026 state, wherein the second state of the primary presentation device comprises a visual representation of the physical player input (e.g., an acknowledgement to a player), information relating to the physical player input (e.g., an indication of the wager amount), a game sequence, an outcome of the game sequence, or any combination thereof, wherein the game sequence in accord with the present concepts comprises acts described herein. The aforementioned executing of the stored instructions relating to the wagering game is further conducted in accord with a random outcome (e.g., determined by the RNG) that is used by the game-logic circuitry 240 to determine the outcome of the wagering-game instance. In at least some aspects, the game-logic circuitry 240 is configured to determine an outcome of the wagering-game instance at least partially in response to the random parameter.

[0048] In one embodiment, the gaming machine 100 and, additionally or alternatively, the external system 260 (e.g., a gaming server), means gaming equipment that meets the hardware and software requirements for fairness, security, and predictability as established by at least one state’s gaming control board or commission. Prior to commercial deployment, the gaming machine 100, the external system 260, or both and the casino wagering game played thereon may need to satisfy minimum technical standards and require regulatory approval from a gaming control board or commission (e.g., the Nevada Gaming Commission, Alderney Gambling Control Commission, National Indian Gaming Commission, etc.) charged with regulating casino and other types of gaming in a defined geographical area, such as a state. By way of non-limiting example, a gaming machine in Nevada means a device as set forth in NRS 463.0155, 463.0191, and all other relevant provisions of the Nevada Gaming Control Act, and the gaming machine cannot be deployed for play in Nevada unless it meets the minimum standards set forth in, for example, Technical Standards 1 and 2 and Regulations 5 and 14 issued pursuant to the Nevada Gaming Control Act. Additionally, the gaming machine and the casino wagering game must be approved by the commission pursuant to various provisions in Regulation 14. Comparable statutes, regulations, and technical standards exist in or are used in other gaming jurisdictions, including for example GLI Standard #11 of Gaming Laboratories International (which defines a gaming device in Section 1.5) and N.J.S.A 5:12-23, 5:12-45, and all other relevant provisions of the New Jersey Casino Control Act.

[0049] For example, under Nevada Technical Standard 2, the 'theoretical payback percentage of a gaming device must not be capable of being changed without making a hardware or software change in the device', a restriction not inherent to general-purpose 2026201896   07 Aug 2026 software. Furthermore, these devices are mandated to 'be equipped with electronic digital storage meters of at least 10 digits' for specific game and financial data, such as 'Coin In' and 'Bill In,' and must communicate these meters to an 'on-line slot system'. Integrity of the game's core randomness is paramount; GLI-11, for instance, requires that the 'random number generator and random selection process shall be impervious to influences from outside the device, including...electro-magnetic interference'. New Jersey law (N.J.S.A. 5:12-100(e)) even dictates a functional parameter, requiring that 'Each slot machine shall have a minimum payout of 83%'. Critically, N.J.S.A. 5:12-100(h)(1) mandates that a slot machine must be 'identical in all electrical, mechanical and other aspects to a model thereof which has been specifically tested and licensed', precluding the kind of flexible software and hardware configuration typical of general-purpose computers. These enumerated requirements—related to fixed operational parameters, specialized metering and communication hardware / software, RNG integrity, and adherence to a certified, unalterable model—collectively define a device distinct in purpose and capability from a general-purpose computer. As can be seen from the description herein, the gaming machine 100 may be implemented with hardware and software architectures, circuitry, and other special features that differentiate it from general-purpose computers (e.g., desktop PCs, laptops, and tablets).

[0050] FIG. 3 illustrates an example data sequence diagram of a process 300 for rendering video frames of graphical game interfaces by the hardware components of the gaming machine 100 (shown in FIGS. 1 and 2). The diagram illustrates the link between underlying changes to game state and visual changes visible via a graphical user interface presented via a presentation assembly of the gaming machine. In other embodiments, the graphical rendering process 300 may include additional, fewer, or alternative data structures, graphical data manipulations, subcomponents of the gaming machine 100, and / or configuration of data communication relative to the elements shown and described with respect to the diagram, including those elements described elsewhere herein.

[0051] The rendering of a single frame for the graphical user interface (GUI) presented on the primary presentation device 118 or the secondary presentation device 120 of the presentation assembly involves a coordinated data flow between specialized hardware components, orchestrated by the game-logic circuitry 240, specifically the CPU 242. Frames of graphical data are generated sequentially to form a video data stream that, when presented via the presentation assembly, appears as graphical video content to the player. The process begins with the execution of stored game code by the wagering game unit 246 (shown in FIG. 2026201896   07 Aug 2026 2) within the main memory 244, which determines the current game state based on player inputs, RNG outcomes, stored game data, and the specific predefined rules and functions of the wagering game being played.

[0052] To begin process 300, the rendering pipeline for a frame commences when the CPU 242 determines the required graphical elements based on the current game state at step 302. The required graphical elements include presentation elements for presenting a particular theme or appearance of the interface and game elements that convey game outcomes, events, conditions, and the like. The determination is tied to the specific approved game logic and state transitions defined by the wagering game unit 246 within stored, computer-readable instructions and data structures adapted to data formats accepted by the game-logic circuitry 240. The CPU 242 identifies the necessary game assets (e.g., 2D textures, 3D models, shaders, UI layout data, animation parameters) required to visually represent this state.

[0053] At step 304, the CPU 242 then issues data requests, via the I / O bus 248 (shown in FIG. 2), to retrieve the data structures representing the specific game assets from the storage unit 256 or directly from main memory 244 if already loaded. Although not shown in FIG. 3, the I / O bus 248 may be configured to facilitate the data communication described herein between components. In other embodiments, at least a portion of the data communication described herein occurs via data buses and other communication components (e.g., wireless antennas) separate from the I / O bus 248. The retrieval is optimized for the architecture of the gaming machine 100 to facilitate rapid access to approved and authenticated assets. In at least some embodiments, the asset retrieval includes an authentication or authorization process to ensure the retrieved data is secure and accurate. For example, the game-logic circuitry 240 may store hash data or other verification data linked to the available assets that is stored separately within the logic circuitry 240 for comparison to the retrieved graphical data assets. The regulatory requirements of the gaming machine 100 may define a particular authentication or verification process for graphical data distinct from how a general-purpose computer handles unverified graphical data.

[0054] Once the necessary assets are loaded into the main memory 244 at step 306, the CPU 242, in combination with a Graphics Processing Unit (GPU) 362 of the game-logic circuitry 240 processes the loaded graphical assets. The GPU 362, which may be integrated with the CPU 242 or connected via the I / O bus 248 is configured with a hardware architecture adapted to primarily render graphical content, particularly graphical video 2026201896   07 Aug 2026 content. That is, in comparison to the CPU 242, the GPU 362 may feature an architecture that favors parallel processing for the rendering tasks described herein. The CPU 242 executes stored rendering commands (e.g., draw calls) specific to the graphics API of the GPU 362 and the hardware capabilities of the gaming machine 100 at step 308. The rendering commands instruct the GPU 362 on how to manipulate the asset data (e.g., applying transformations, lighting, physics engine mechanics, shaders) according to the game state and animation sequences dictated by the wagering game unit 246.

[0055] The GPU 362 renders the scene, pixel by pixel (i.e., by each addressable location for presenting graphical data, as described herein), into a designated area of the main memory 244 known as a frame buffer at step 310. The frame buffer is a data structure in which graphical data is temporarily stored in a format configured for the hardware and / or video drivers of an output device (e.g., an electronic display, such as the presentation devices 118, 120), thereby enabling accumulation of the per-pixel rendering at least until a full frame of graphical data is ready to be transmitted for display. The data stored within the frame buffer is packaged as “frame data” for the output device to be presented as one or more frames of video game content. This rendering step 310 transforms the game state data and asset data into a specific, structured visual representation suitable for display.

[0056] At step 312, the completed frame data is transferred from the frame buffer in the main memory 244, via the I / O bus 248, to the appropriate presentation device (e.g., primary presentation device 118). In some embodiments, the output or presentation device receiving the frame data may include a display controller (not shown) that also includes a frame buffer for storing the frame data. The frame buffers act as queues of video frames, to be presented sequentially. In some embodiments, the display controller may convert the frame data into a data format recognized by the underlying hardware of the presentation device. Based on the frame data, the presentation device hardware then displays the frame at step 314. Presentation of the frame data includes causing the hardware forming the presentation device to present different colors, light intensities, and / or other visual characteristics across different pixels that, when viewed by an observer, creates a unified game interface. For example, lightemitting devices of the presentation device may be adjusted to vary light outputs at different pixels, and / or a light-filtering layer, such as a liquid crystal layer, is adjusted to selectively block or pass through emitted light to a color filter, thereby generating a particular color at a given pixel location. 2026201896   07 Aug 2026

[0057] This entire pipeline (i.e., steps 302-314) executes repeatedly to present sequential video frames that create the illusion of motion and to present a dynamically evolving game state according to the game events, conditions, inputs, and the like described herein. When the wagering game unit 246 determines a change in game state - such as awarding a win, triggering a specific animation sequence (e.g., symbol explosion, reel highlight, character movement), updating meters (e.g., credit meter, award meter, etc.), or processing a new player input - the rendering process effectively restarts at step 302 to generate a new, updated frame. The CPU 242 identifies the new set of required assets and rendering commands that reflect this updated game state. The subsequent execution of steps 304 through 314 generates and displays a distinct frame that visually embodies the specific change in game state.

[0058] In at least some embodiments, the system may optimize this process 300 when graphical data is maintained between frames, thereby reducing the data bandwidth required to create a stream of video data. For example, if assets required for the updated frame (determined in the step 302) are already present in the main memory 244 from the previous frame, the data retrieval from the storage unit 256 via the I / O bus 248 in step 304 may be bypassed or reduced, proceeding directly to confirming, or using, the assets already residing in the main memory at step 306. Similarly, rendering commands sent at step 308 may pertain only to the changed graphical elements, and the rendering process at step 310 may intelligently update only the necessary portions of the frame buffer in main memory 244, preserving unchanged areas (e.g., static background elements) from the prior frame's buffer or frame data. These optimizations represent specific technological enhancements to improve rendering efficiency, reduce data transfer over the I / O bus (248), lessen computational load on the CPU (242) and GPU, and decrease latency on the specialized hardware of the gaming machine 100, directly impacting the machine's performance and responsiveness during dynamic game events. The continuous, state-driven transformation of game logic outcomes and player interactions into specific graphical outputs via the defined hardware pathway constitutes a practical application of graphical processing technology specifically adapted to the technical demands and regulatory requirements of a wagering environment, improving the functioning and interactivity of the gaming machine 100 itself. Accordingly, the game and presentation functionality described herein may incorporate the graphical rendering process 300 to convert dynamic game states into specific, correspondingly dynamic game presentations. 2026201896   07 Aug 2026

[0059] A game array model template can be employed by the game-logic circuitry 240 to systematically map spatial relationships between elements of a first game type (e.g., a 'base game' or 'primary game') and a second game type (e.g., a 'secondary game' or 'bonus game'), particularly when their respective game presentations are integrated or superimposed on the presentation assembly of the gaming machine (as generally described in this disclosure). This template defines a coordinate system for a foundational 'reference structure' associated with the first game type. This reference structure can be any defined structural element whose coordinates are established and may persist across multiple plays of the first game type -examples include a primary game array presented on the primary presentation device 118, such as a specific column boundary, or a row boundary. The game array model template is then utilized by the game-logic circuitry 240 to map the coordinates from this reference structure of the first game type to the specific coordinates for displaying persisted game objects of a second game type (such as elements of a persistent-object secondary or bonus game).

[0060] This mapping allows for versatile positioning of the second game's elements by the game-logic circuitry 240. For instance, the template can map the coordinates of a column or row boundary from the first game type's reference structure to precisely position a corresponding secondary game column or row bank externally, yet aligned with that boundary, on a display such as the primary presentation device 118 or secondary presentation device 120. As another example, specific reference points within a game array of the first game type, such as its geometric center, a one-third length point, or a one-quarter length point along an edge, can be mapped via the template to determine the centered or relative placement of a secondary game feature, like a collective pot, positioned above that array. Furthermore, the coordinates defining an array boundary or a designated group of rows within the first game type's reference structure could be mapped to establish the location of a secondary-game event zone (e.g., a "win" zone). This event zone might be situated outside and adjacent to the first game's array, with the mapping also guiding the animated path of a secondary game object that travels across the specified rows (potentially in synchronization with the first game's operations, like reel spins) towards this event zone, all presented via the gaming machine's presentation assembly.

[0061] The game array model template may associate unique index values or coordinates with each definable aspect or region of the first game type's reference structure. These mapped references are then used by the game-logic circuitry 240 to accurately position the 2026201896   07 Aug 2026 second game's persisted objects or to determine functional relationships between the two game types. This enables the template to serve as a crucial reference for the dynamic presentation of visual elements of the second game, or for triggering animations and calculating outcomes when specific game events occur at locations where the mapped coordinates of the two game types align or interact. The underlying orientations and definitions of the reference structure, as detailed by the template, can be configured flexibly by the game-logic circuitry 240 to suit diverse game designs.

[0062] This robust mapping capability improves the display structure of gaming machine 100 and the configurability of its presentation assembly by enabling the versatile association of virtually any game presentation of a first game type with any game presentation of a second game type. This is achieved through a configuration process on the gaming machine 100, potentially managed by the game-logic circuitry 240, which can be manual (e.g., set by a game designer, technician, operator, etc.) or an automated configuration process that automatically, or even dynamically during gameplay, maps locations or coordinates of the first game type's reference structure to those designated for the second game type's elements (e.g., via machine-learning model analysis of object positioning in the first game type to determine relative coordinate anchoring positions for objects of the second game type). The utility of this approach is evident across different gaming machine architectures. In combinations of fully digital games, such as where both the first game type and the second game type are video slot presentations on electronic display devices (e.g., primary presentation device 118 and / or secondary presentation device 120), the template seamlessly manages the coordinate relationships between their respective digital displays. Moreover, this mapping is useful in hybrid gaming environments where the first game type incorporates physical or mechanical features, such as mechanical reels (which may form part of the primary presentation device 118, as described elsewhere herein). In these scenarios, the mapping template facilitates the overlay of digital secondary game objects. These digital objects can then be rendered, for instance, on a transparent display (which could be the primary presentation device 118 or secondary presentation device 120) that is superimposed upon, and positioned relative to, the mapped coordinates of a physical feature of the first game type. Examples of such physical features include a specific mechanical reel column, a row of symbols, a particular payline symbol position, or the physical boundary of a game array comprising said mechanical features.

[0063] Exemplary Game Sequence and Feature Description 2026201896   07 Aug 2026

[0064] As a general overview of one exemplary embodiment, the game may be presented to a player as follows. The game includes a base game and one or more feature games, such as a free games feature that utilizes a persistent wild overlay symbol and optionally other bonus features. In the base game, players spin the reels to land winning combinations according to one or more pay tables. The reels may include wild symbols that substitute for other symbols, as well as scatter symbols that can trigger feature games. In at least some embodiments, landing a designated combination of trigger symbols, such as three or more scatter symbols, causes the gaming machine to award a set of feature spins and to enter a feature game mode in which a Persistent Wild Overlay Symbol (PWOS) is active.

[0065] In addition to standard wild and scatter behavior, the base game or feature game may include a collection mechanic in which designated transient collection symbols appear on the reels. For example, special collection symbols may be configured as thematic symbols that, when collected, advance a collection meter associated with the PWOS. In at least some embodiments, the collection mechanic is persistent across feature spins, such that collection progress is carried forward from spin to spin within a feature session. When a sufficient number of collection symbols have been collected, the PWOS increases in size, and additional feature spins may be awarded.

[0066] During the feature game, the PWOS is displayed as an overlay on the reel array and acts as a wild symbol for one or more symbol positions that it covers. The PWOS may initially occupy a single symbol position (for example, a 1*1 footprint) and may expand in stages to cover multiple symbol positions (for example, 2*2, 3*3, 4*4, and 5*5 footprints). On each feature spin, the PWOS may remain in place or may move to a different position on the reel array. In at least some embodiments, the movement of the PWOS is determined by a movement prioritization algorithm that considers the locations of transient collection symbols and applies deterministic tie-break rules, and the resulting movement is visually animated on the game display.

[0067] In at least one embodiment, the feature game further includes per-spin enhancement modifiers that are determined for each feature spin. Before or as the reels are spun, the gamelogic circuitry may randomly select a Per-Spin Enhancement Modifier (PSEM) from a predetermined set of modifiers and present an indicator of the selected modifier to the player. The PSEM may specify, for example, a multiplier that applies to wins involving positions covered by the PWOS, or an additional number of feature spins that are added to a feature spin counter. The PSEM is applied only for the current spin and is then cleared, such that a new PSEM is determined for a subsequent spin. 2026201896   07 Aug 2026

[0068] The feature game also provides a structured path to a climax feature state. In some embodiments, as collection symbols are collected and the PWOS grows through successive size stages, the feature spin counter is incremented at each expansion event, thereby guaranteeing additional spins after each expansion. In at least some embodiments, when the PWOS reaches a maximum size on the reel array, the game transitions from the standard reel display to a climax feature array, such as a vertical “giant reel” or wheel that contains credit prize symbols. Remaining feature spins are then resolved on this climax feature array, with each spin awarding one of the displayed credit prizes.

[0069] In certain implementations, additional enhancements may be provided during the feature game or climax feature, such as modifiers that affect the behavior of collection symbols, changes in the types or values of credit prizes that can be awarded, or conditions that guarantee one or more minimum awards. These enhancements may be implemented using the same underlying game-logic circuitry and rendering process described above and may be selected or weighted differently in different game themes or jurisdictions while still utilizing the persistent PWOS, collection, and per-spin modifier framework.

[0070] The following descriptions of FIGS. 4-9, taken in conjunction with the preceding figures and descriptions, illustrate the operation of the gaming system and the data processing methods for implementing the persistent wild overlay feature, in accordance with one or more embodiments. The various game screens, states, and graphical updates described in FIGS. 4-9 are generated by the game-logic circuitry 240 and rendered for presentation on the primary presentation device 118 and / or secondary presentation device 120 in accordance with the graphical rendering process 300 described in FIG. 3. The sequence of exemplary game screen displays in FIGS. 4-9 walks through a potential progression of the primary embodiment, from a base game state to the triggering of the feature, the operation of the persistent PWOS with symbol collection and per-spin enhancement modifiers, and the transition to and resolution of the climax feature array.

[0071] Referring now to FIG. 4, an exemplary representation of a game screen display 400 is shown as presented on a primary presentation device 118 of the gaming machine 100. The game screen display 400 corresponds to an initial state of a feature game that utilizes a Persistent Wild Overlay Symbol (PWOS) and a collection mechanic. In this example, the game screen display 400 includes a reel array 402 having a plurality of symbol positions arranged in rows and columns (for example, a 5*5 matrix), a PWOS 404 that is initially displayed at a starting size and position on the reel array 402, a feature spin counter 406, and a collection meter 408. In at least some embodiments, the PWOS 404 initially occupies a 2026201896   07 Aug 2026 single symbol position (for example, a 1*1 footprint) located at or near a central position of the reel array 402, although other initial positions may be used.

[0072] In one or more embodiments, the feature spin counter 406 stores and visually presents a number of remaining feature spins that are available in the feature game mode that utilizes the PWOS 404. Upon entry into the feature game mode, the game-logic circuitry 240 (FIG. 2) initializes the feature spin counter 406 to an initial value, such as a fixed number of feature spins awarded in response to a triggering event that occurred in the base game. In the illustrated example, the feature spin counter 406 displays an initial value of “5 SPINS REMAINING” for the feature session. The feature spin counter 406 is decremented as feature spins are consumed and is incremented when additional feature spins are awarded, for example in response to a Per-Spin Enhancement Modifier (PSEM) outcome or an expansion of the PWOS 404 as described in more detail below.

[0073] The collection meter 408 is configured to track progress toward one or more expansion thresholds for the PWOS 404. In at least some embodiments, the collection meter 408 represents an accumulation counter that is incremented when the gaming machine 100 collects one or more designated transient collection symbols (for example, special “GUM” symbols) that appear on the reel array 402 during feature spins. The collection meter 408 may be implemented as a segmented meter, a numeric count, or any other suitable visual indicator, and may be reset or partially reset when the PWOS 404 increases in size. In the example shown in FIG. 4, the collection meter 408 is presented as a vertical ladder of segment positions associated with successive PWOS size tiers (for example, labeled 2*2, 3*3, 4*4, and 5*5), and collection of a predetermined number of transient collection symbols causes the PWOS 404 to expand from a 1*1 footprint to a 2*2 footprint, from a 2*2 footprint to a 3*3 footprint, and so on.

[0074] In some implementations, the game screen display 400 further includes one or more other meters or informational fields that relate to the underlying wagering game, such as credit, bet, and total-win meters presented along a lower portion of the screen, and may reserve a portion of the interface for later display of a currently selected PSEM during the feature game. Although FIG. 4 illustrates a particular arrangement of the reel array 402, PWOS 404, feature spin counter 406, and collection meter 408, the relative positions, shapes, and visual styles of these elements may be varied while still implementing the same underlying feature initialization state logic.

[0075] Referring now to FIG. 5A, an exemplary representation of a game screen display illustrates a dynamic enhancement activation state 500 for a feature spin, in accordance with 2026201896   07 Aug 2026 one or more embodiments. The game screen display 500 is presented on the primary presentation device 118 of the gaming machine 100 and builds on the feature initialization state shown in FIG. 4. As illustrated, the reel array 402, the Persistent Wild Overlay Symbol (PWOS) 404, the feature spin counter 406, the collection meter 408, and a modifier indicator region 410 are again presented as part of the feature game interface. In this state, the modifier indicator region 410 prominently displays a Per-Spin Enhancement Modifier (PSEM) icon 502, which indicates a PSEM that has been randomly determined for the upcoming feature spin before the reels of the reel array 402 are spun. In the particular example shown in FIG. 5A, the PSEM icon 502 is rendered as an “*2” graphic to indicate a two-times multiplier that will apply during the next feature spin.

[0076] In at least some embodiments, the game-logic circuitry 240, executing instructions stored in the main memory 244, is configured to select the PSEM for each feature spin by generating one or more random numbers using an RNG program and mapping those random numbers to a predetermined set of feature modifiers. The predetermined set of feature modifiers may include one or more multiplier modifiers, such as two-times, three-times, and five-times multipliers, and one or more additional-spin modifiers, such as a plus-one additional feature spin or other increments of additional feature spins. In one implementation, the additional-spin modifier consists only of a +1 feature spin outcome for the feature game, while in other implementations the predetermined set of feature modifiers may be configured to include different or multiple-spin increments. For a particular feature spin, the game-logic circuitry 240 determines a PSEM from this set and updates the modifier indicator region 410 to visually present the corresponding PSEM icon 502, such as an “*3” icon for a three-times multiplier or a “+1” icon for an additional feature spin.

[0077] In one example implementation, when the determined PSEM is a multiplier, the game-logic circuitry 240 is configured to apply that multiplier to at least some wins that utilize symbol positions covered by the PWOS 404 during the current feature spin. For instance, if a three-times multiplier is selected and displayed as the PSEM icon 502, any winning combinations that include at least one symbol position overlapped by the PWOS 404 may have their associated award values multiplied by three for that spin. Other wins that do not utilize a position covered by the PWOS 404 may remain unaffected by the multiplier, thereby emphasizing the interaction between the PWOS 404 and the PSEM and reinforcing the importance of the overlay’s position and size.

[0078] In another example implementation, when the determined PSEM is an additional-spin modifier, the game-logic circuitry 240 is configured to increment a value stored in the 2026201896   07 Aug 2026 feature spin counter 406 in response to the modifier. For example, if the PSEM icon 502 indicates “+1,” the system may add at least one feature spin to the remaining feature spins tracked by the feature spin counter 406 for the current feature session. In some embodiments, the increment occurs at the time the PSEM is revealed, while in other embodiments the increment occurs after resolution of the current feature spin. The graphical state shown in FIG. 5A may thus represent the game state after the PSEM has been selected and revealed on the modifier indicator region 410 and, in the case of an additional-spin modifier, after the feature spin counter 406 has been updated.

[0079] In some embodiments, the game-logic circuitry 240 also controls an animation sequence or transition effect associated with the dynamic enhancement activation. For example, when the new PSEM is determined, the modifier indicator region 410 may cycle through potential modifier icons or highlight the PSEM icon 502 with a flashing or pulsing effect before the reels of the reel array 402 begin spinning. These graphical updates are generated in accordance with the graphical rendering process 300, with the CPU 242 and GPU 362 cooperating to update the frame buffer in the main memory 244 so that the primary presentation device 118 presents the updated game screen display 500 to the player prior to the feature spin.

[0080] Referring now to FIG. 5B, an exemplary representation of a game screen display 520 is shown as presented on the primary presentation device 118 of the gaming machine 100 during a movement state of the feature game. The game screen display 520 builds on the preceding feature states and again shows the reel array 402, the PWOS 404, the feature spin counter 406, the collection meter 408, and the modifier indicator region 410. In the example illustrated in FIG. 5B, the PWOS 404 is shown as moving across the reel array 402 along a movement path 504 toward one or more transient collection symbols 506 that have landed on the reel array 402 in connection with a recently completed feature spin. The movement path 504 is visually represented as a series of intermediate PWOS positions to the right of the current PWOS position, while one of the transient collection symbols 506 has been designated as a target symbol 508 located nearer the path 504.

[0081] In at least some embodiments, the movement path 504 is determined by a movement prioritization module executed by the game-logic circuitry 240. After the reels of the reel array 402 stop and the most recent feature spin outcome is known, the game-logic circuitry 240 identifies the symbol positions of transient collection symbols 506 present in that outcome and evaluates those positions relative to a current reference position of the PWOS 404. The movement prioritization module may compute a distance metric for each 2026201896   07 Aug 2026 transient collection symbol 506, such as a Euclidean distance between the PWOS reference position and the symbol position, and apply a tie-break hierarchy that, for example, favors symbols that are closer to the outer edges of the reel array 402 when distances are equal. Based on this evaluation, the game-logic circuitry 240 selects one of the transient collection symbols 506 as the target symbol 508 and generates the movement path 504 between the current PWOS position and the target symbol 508.

[0082] As shown in FIG. 5B, the movement path 504 may be represented as a sequence of intermediate positions of the PWOS 404 across the reel array 402. In some implementations, the movement path 504 follows a rectilinear route, such as a combination of horizontal and vertical steps, while in other implementations the movement path 504 may trace a diagonal or curved route. The game-logic circuitry 240 causes the PWOS 404 to be animated along the movement path 504, for example by updating the position of the PWOS 404 over a series of frames rendered according to the graphical rendering process 300 (FIG. 3), so that the player observes the PWOS 404 visually traveling from its original position toward the target symbol 508.

[0083] In a contact-based collection embodiment, the movement state illustrated in FIG. 5B corresponds to a period in which the game-logic circuitry 240 evaluates whether the footprint of the PWOS 404 overlaps any symbol positions containing transient collection symbols 506 at any point along the movement path 504. For each transient collection symbol 506 that is overlapped by the PWOS 404 during the movement, the game-logic circuitry 240 may treat the symbol as collected for purposes of the collection meter 408 and the accumulation counter described in connection with FIG. 6. In some implementations, each such collection event is accompanied by a visual or audible effect to emphasize the interaction between the PWOS 404 and the transient collection symbols 506.

[0084] In a non-exclusionary collection embodiment, the movement state of FIG. 5B may be primarily cosmetic from a collection perspective. The game-logic circuitry 240 may still generate and present the movement path 504 to provide an engaging visual representation of the PWOS 404 seeking out transient collection symbols 506, even though the underlying collection logic credits transient collection symbols based on their presence in the reel outcome rather than on contact with the PWOS 404. In either case, the movement state depicted in FIG. 5B illustrates how the PWOS 404 can be repositioned between feature spins under control of the movement prioritization module, with the feature spin counter 406 and collection meter 408 updated as appropriate after the movement is completed and any collection logic is applied. 2026201896   07 Aug 2026

[0085] Referring now to FIG. 6, a flow diagram illustrates an example collection process 600 executed by the game-logic circuitry 240 (FIG. 2) for collecting transient collection symbols and updating a collection meter during the feature game. The collection process 600 is carried out after a feature spin has been completed and a corresponding reel outcome has been determined for the reel array 402 while the PWOS 404 is active. Payline evaluation for the outcome may be performed in a separate stage, and symbols that are visually obscured by the PWOS 404 may be excluded from that payline evaluation, as described elsewhere herein.

[0086] In the illustrated example, the collection process 600 begins at a collection scan operation 602, in which the game-logic circuitry 240 examines an outcome data structure representing the landed symbols for the feature spin and identifies any transient collection symbols that are present in the outcome of the most recent feature spin. Even when a transient collection symbol lands at a symbol position that is visually obscured by the PWOS 404 on the display, the underlying symbol identity is still represented in the outcome data structure maintained by the game-logic circuitry 240. Thus, symbols beneath the PWOS 404 may be identified and processed for collection even if they are excluded from payline evaluation. The collection scan operation 602 may therefore build a list of TCS candidates that includes symbols at symbol positions covered by the PWOS 404 as well as uncovered positions.

[0087] From operation 602, the collection process 600 advances to a decision operation 604, in which the Overlap Collection Module determines which collection rule set is applicable for the current configuration of the feature game. In at least some embodiments, a configuration parameter indicates whether a non-exclusionary collection mode or a contact-based collection mode should be used for a particular machine, jurisdiction, or theme.

[0088] If the non-exclusionary rule set is selected, the collection process 600 proceeds to an operation 606, in which the game-logic circuitry 240 iterates through the list of identified transient collection symbols produced by the collection scan operation 602 and, for each listed symbol, increments the accumulation counter that tracks collection progress for the feature game. In this non-exclusionary mode, the Overlap Collection Module is configured to collect transient collection symbols based on their presence in the outcome data structure, regardless of whether the corresponding symbol positions are overlapped by the PWOS 404 or considered in pay evaluation.

[0089] If the contact-based rule set is selected, the collection process 600 instead proceeds from operation 604 to an operation 608, in which the game-logic circuitry 240 determines, for each identified transient collection symbol, whether the symbol satisfies contact conditions with respect to the PWOS 404. For example, the Overlap Collection Module may consult a 2026201896   07 Aug 2026 movement path for the PWOS 404, previously determined in the movement state 520 of FIG. 5B and by the movement prioritization process 700 of FIG. 7, and determine whether a given transient collection symbol lies along the movement path or within a final footprint of the PWOS 404. For each transient collection symbol that satisfies the contact conditions, the gamelogic circuitry 240 collects the symbol and increments the accumulation counter that tracks collection progress. Symbols that do not satisfy the contact conditions are left uncollected in this mode, even though they may have been identified in the collection scan operation 602.

[0090] After either operation 606 or operation 608, the collection process 600 proceeds to an operation 610, in which the game-logic circuitry 240 updates the collection meter 408 that is presented on the game screen. In some embodiments, the collection meter 408 is updated by mapping the value of the accumulation counter into a visual progression toward an expansion threshold, and the updated value of the accumulation counter is stored in association with a PWOS state record so that the collection progress persists across feature spins.

[0091] From operation 610, the collection process 600 proceeds to a decision operation 612, in which the game-logic circuitry 240 compares the accumulation counter to an expansion threshold associated with the current size of the PWOS 404. If, at decision operation 612, the accumulation counter is determined to be less than the expansion threshold, the collection process 600 proceeds to an operation 618, in which the updated accumulation counter and collection meter state are stored for use during a subsequent feature spin, and the collection process 600 then returns control to the main feature-game loop.

[0092] If, at decision operation 612, the accumulation counter is determined to be greater than or equal to the expansion threshold, the collection process 600 proceeds to an operation 616, in which the game-logic circuitry 240 initiates an expansion event for the PWOS 404. In operation 616, the size of the PWOS 404 is increased to cover a larger footprint of the reel array 402, and in some embodiments the game-logic circuitry 240 also increments the feature spin counter 406 to provide one or more additional feature spins following the expansion. From operation 616, the collection process 600 may proceed to an operation 618, in which the gamelogic circuitry 240 updates and stores the PWOS size, feature spin counter 406, and collection meter 408 for use in the next feature spin of the feature game.

[0093] Referring now to FIG. 7, a flow diagram illustrates an example movement prioritization process 700 executed by the game-logic circuitry 240 (FIG. 2) for determining movement of the PWOS 404 on the reel array 402 between feature spins. The movement prioritization process 700 may be invoked after completion of a feature spin and 2026201896   07 Aug 2026 determination of a corresponding reel outcome, such as the outcome that results in the transient collection symbols 506 shown in FIG. 5B.

[0094] In the illustrated example, the movement prioritization process 700 begins at an operation 702, in which the game-logic circuitry 240 identifies candidate transient collection symbols for potential targeting by the PWOS 404. For example, the game-logic circuitry 240 may access an outcome data structure stored in the main memory 244 that includes the symbol positions of all transient collection symbols 506 that appeared in the most recent feature spin. In some embodiments, the movement prioritization process 700 may filter the identified symbols based on one or more eligibility conditions, such as excluding symbols that have already been collected or that are otherwise designated as ineligible for targeting.

[0095] From operation 702, the movement prioritization process 700 advances to a decision operation 704, in which the game-logic circuitry 240 determines whether any candidate transient collection symbols remain for potential targeting. If no candidate symbols are identified (for example, if no transient collection symbols 506 landed on the reel array 402 in the most recent feature spin or if all such symbols have already been collected), the movement prioritization process 700 may end at an operation 716. At operation 716, the game-logic circuitry 240 may maintain the PWOS 404 at its current position for a subsequent feature spin or may optionally apply a default repositioning rule that does not depend on transient collection symbols.

[0096] If, at decision operation 704, one or more candidate transient collection symbols are identified, the movement prioritization process 700 proceeds to an operation 706, in which the game-logic circuitry 240 computes a distance metric between a reference position of the PWOS 404 and a symbol position of each candidate transient collection symbol. The reference position of the PWOS 404 may correspond to a center coordinate of its current footprint on the reel array 402 or to another reference point defined for the overlay. In at least some embodiments, the distance metric corresponds to a Euclidean distance between the PWOS reference position and the symbol position of each candidate transient collection symbol, although other distance measures may be used in other implementations.

[0097] From operation 706, the movement prioritization process 700 advances to an operation 708, in which the game-logic circuitry 240 identifies one or more candidate transient collection symbols that have the smallest distance metric among the candidates. If a single candidate symbol exhibits the smallest distance, that symbol may be preliminarily selected as a target symbol at operation 710 for the movement of the PWOS 404. If multiple candidate symbols share the same smallest distance value within a predetermined tolerance, 2026201896   07 Aug 2026 the movement prioritization process 700 applies additional tie-break logic as described below.

[0098] In the illustrated example, at operation 708, the game-logic circuitry 240 may evaluate a border-priority metric for the subset of candidate symbols that have the smallest distance values. The border-priority metric may be based on proximity of a symbol position to an outer edge of the reel array 402, such as the top row, bottom row, leftmost column, or rightmost column of the reel array 402. For example, the game-logic circuitry 240 may assign higher priority to symbols that are closer to an outer edge, in order to encourage movement of the PWOS 404 toward the outer boundaries of the reel array 402 when possible. If evaluation of the border-priority metric at operation 708 yields a single remaining candidate symbol, that symbol is selected as the target symbol for PWOS movement at operation 710.

[0099] If, at operation 708, multiple candidate symbols remain after applying the borderpriority metric, the movement prioritization process 700 proceeds to an operation 710, in which the game-logic circuitry 240 selects one of the remaining candidate symbols using a random selection process. For example, the game-logic circuitry 240 may invoke the RNG program used elsewhere in the wagering game unit 246 to generate a random number that selects one of the remaining candidates, thereby ensuring that the tie-break process does not systematically favor any particular symbol position when the other metrics are equal.

[00100] Once a target symbol has been selected at operation 710, the movement prioritization process 700 advances to an operation 712, in which the game-logic circuitry 240 determines a movement path for the PWOS 404 from its current position on the reel array 402 to a destination position associated with the target symbol. The movement path may be defined as a sequence of intermediate PWOS positions that traverse rows and columns of the reel array 402 between the current PWOS position and the symbol position of the selected transient collection symbol. In some embodiments, the movement path is constrained to rectilinear movement along row and column directions, while in other embodiments the movement path may include diagonal steps or curved trajectories.

[00101] From operation 712, the movement prioritization process 700 proceeds to an operation 714, in which the game-logic circuitry 240 updates a PWOS state record stored in the main memory 244 to indicate the planned destination position for the PWOS 404 and, in some implementations, to record the movement path for subsequent use by a collection process such as the collection process 600 of FIG. 6. The game-logic circuitry 240 then cooperates with the GPU 362 and the graphical rendering process 300 to animate movement of the PWOS 404 along the movement path, resulting in a visual presentation similar to that 2026201896   07 Aug 2026 shown in FIG. 5B. After the movement path has been executed and any contact-based collection logic has been applied, the movement prioritization process 700 ends and control returns to the feature game loop to await initiation of the next feature spin with the PWOS 404 in its updated position.

[00102] Referring now to FIG. 8, an exemplary representation of a game screen display 800 is shown as presented on the primary presentation device 118 of the gaming machine 100 during a mid-feature state in which the PWOS 404 has expanded. The game screen display 800 again includes the reel array 402, the PWOS 404, the feature spin counter 406, the collection meter 408, and a modifier indicator region 410. In the example illustrated in FIG. 8, the PWOS 404 is shown with an increased footprint relative to the initial feature state of FIG. 4, such as a 3*3 or 4*4 footprint that spans multiple symbol positions of the reel array 402, indicating that one or more expansion thresholds have been reached and processed. The enlarged PWOS 404 visually occupies a larger portion of the reel array 402 than in FIG. 4 and FIG. 5A, signaling to the player that the persistent overlay region used for wild substitution and collection has grown.

[00103] In at least some embodiments, the mid-feature state represented by the game screen display 800 occurs after the collection process 600 of FIG. 6 has determined that an accumulation counter associated with the collection meter 408 has met or exceeded an expansion threshold. In response, the game-logic circuitry 240 updates a PWOS state record stored in the main memory 244 to increase a size parameter associated with the PWOS 404 and to adjust its graphical footprint on the reel array 402. As part of this update, the gamelogic circuitry 240 may generate an expansion animation 802 that visually transitions the PWOS 404 from its prior footprint to its expanded footprint, for example by scaling the overlay, by visually “stretching” the PWOS 404 over newly covered symbol positions, or by adding border elements around the expanded region. The animation 802 emphasizes that the PWOS 404 has reached a new size tier and that subsequent feature spins will apply the enlarged overlay footprint.

[00104] In the illustrated example, the collection meter 408 is also shown in a postexpansion condition. In some implementations, the game-logic circuitry 240 resets the accumulation counter to zero after each successful expansion and updates the collection meter 408 accordingly, so that the collection meter 408 again appears empty or partially empty at the beginning of a next collection cycle. In other implementations, the game-logic circuitry 240 may subtract the expansion threshold from the accumulation counter and carry forward any remaining collected amount toward a subsequent expansion. As part of the mid- 2026201896   07 Aug 2026 feature state, the collection meter 408 may also present a visual indicator of the current expansion stage, such as a labeled tier indicator or a set of icons representing the current PWOS size tier, so that the player can see which size level has been reached and how many additional collection events may be required to trigger a further expansion.

[00105] FIG. 8 also illustrates an updated value in the feature spin counter 406, which in the illustrated embodiment displays “4 SPINS REMAINING” to reflect one or more additional feature spins that have been awarded in connection with the PWOS expansion. In some embodiments, each time an expansion event is triggered at operation 616 of FIG. 6, the game-logic circuitry 240 increments a value associated with the feature spin counter 406 by at least one feature spin to guarantee that the player will receive additional play opportunities following the expansion. The feature spin counter 406 may briefly highlight or animate a spin increment indicator 806 to emphasize the award of the additional feature spin or spins, for example by temporarily emphasizing the numerical value shown in the feature spin counter 406 and / or by presenting a transient “+N SPINS” graphic in proximity to the feature spin counter 406, after which the feature spin counter 406 returns to its standard display format.

[00106] In certain implementations, the mid-feature state of FIG. 8 further illustrates that the PWOS 404 continues to act as a wild overlay for symbol positions now covered by its expanded footprint. For example, winning combinations that include symbols located under the expanded PWOS 404 may qualify for wild substitution and, if a PSEM is active for the current or next feature spin, may be subject to enhanced award values. In the illustrated embodiment, a PSEM icon 502 is shown within the modifier indicator region 410 and indicates an award of “+2 SPINS” associated with the current mid-feature state. More generally, the modifier indicator region 410 may present different PSEM types, such as extraspin awards, multipliers, or credit adders, with the game-logic circuitry 240 applying any such modifiers to the corresponding feature spin or spins. The game-logic circuitry 240 ensures that subsequent spin outcomes and pay evaluations treat the updated footprint of the PWOS 404 as the active overlay region, using an updated PWOS state stored in the main memory 244.

[00107] Although FIG. 8 depicts a single mid-feature state for illustrative purposes, similar displays may be presented for each expansion stage of the PWOS 404. For example, successive expansion events may increase the footprint of the PWOS 404 from 1x1 to 2x2, from 2x2 to 3x3, and from 3x3 to 4x4 footprints on the reel array 402, with the game-logic circuitry 240 updating the PWOS state, the collection meter 408, the modifier indicator region 410, and the feature spin counter 406 accordingly at each stage. When a final 2026201896   07 Aug 2026 expansion stage is reached, such as a 5*5 footprint on a 5*5 reel array 402, the system may transition to a climax feature state as described in connection with FIG. 9.

[00108] Referring now to FIG. 9, an exemplary representation of a game screen display 900 is shown as presented on the primary presentation device 118 of the gaming machine 100 during a climax feature state of the feature game. In this state, prior PWOS expansion activity on the reel array 402 has completed and the feature has transitioned from the standard reel display to a climax feature array. In the illustrated embodiment, the climax feature array is implemented as a giant reel 902 that is rendered as an enlarged, generally circular overlay symbol occupying a central region of the game screen display 900 and visually resembling the PWOS 404. The outer surface of the giant reel 902 is divided into a plurality of prize segments 904 arranged around its circumference, with each prize segment 904 presenting a respective credit prize value (for example, 25,000, 50,000, or 75,000 credits). As the giant reel 902 spins, different prize segments 904 rotate through a selection region near the center of the reel, and when the spin stops, the credit value of the prize segment 904 located in that selection region is treated as the awarded prize.

[00109] In at least some embodiments, the transition to the game screen display 900 occurs when the collection process 600 of FIG. 6 determines that an accumulation counter associated with the collection meter 408 has met or exceeded a final expansion threshold for the PWOS 404 and the PWOS 404 has been expanded to its maximum footprint on the reel array 402, such as a footprint that fully covers a 5*5 reel array. After this final expansion is completed, the game-logic circuitry 240 replaces the visual presentation of the reel array 402 and the PWOS 404 with the giant reel 902 and its associated prize segments 904, while continuing to present other feature state information such as a feature spin counter 406 and a prize meter 908. The replacement of the reel array 402 with the giant reel 902 may be accompanied by a transition animation 910 that visually highlights the change from a reel-based display to the giant reel-based climax feature display.

[00110] As illustrated in FIG. 9, the feature spin counter 406 is configured to track a number of climax feature spins that remain to be played on the giant reel 902. In some implementations, any feature spins remaining at the moment the climax feature state is triggered are automatically carried forward as spins on the giant reel 902. In addition, one or more extra feature spins may be awarded in connection with the final PWOS expansion, and these extra spins may also be added to the value tracked by the feature spin counter 406. The game screen display 900 further includes a spin indicator 906, such as a “TOUCH TO 2026201896   07 Aug 2026 START” prompt, a “SPIN” button, or another animated icon that invites the player to initiate each spin of the giant reel 902 while feature spins remain available.

[00111] During the climax feature state, each spin of the giant reel 902 results in the award of one of the credit prize values shown in the prize segments 904. The game-logic circuitry 240, executing instructions stored in the main memory 244, controls spinning and stopping of the giant reel 902 by selecting a prize segment 904 based on one or more random numbers generated by the RNG program and mapping the selected segment to a stopping position of the giant reel 902. The selected prize segment 904 is visually indicated on the game screen display 900, for example by aligning the selected prize segment 904 with a highlight region 912 positioned over a central selection band of the giant reel 902. In the illustrated embodiment, a credit value such as “75,000” appears in this highlight region 912 when that value is selected. The corresponding credit prize value is added to an accumulated total presented on the prize meter 908. The graphical rendering process 300 (FIG. 3) is used to render each spin of the giant reel 902, with updated frame data transferred to the primary presentation device 118 to show the spinning, stopping, prize indication, and meter-update animations.

[00112] In at least some embodiments, the prize segments 904 of the giant reel 902 are configured to contain only credit prize values and to exclude jackpot symbols. For example, the prize segments 904 may display a set of credit values such as 50 credits, 100 credits, 250 credits, 500 credits, and higher values, without including jackpot labels such as “Mini,” “Minor,” “Major,” or “Grand.” This configuration distinguishes the climax feature state represented by FIG. 9 from other wheel-based features that award jackpots and provides a volatility profile focused on credit accumulation rather than jackpot collection. In certain implementations, the distribution and weighting of the credit prize values among the prize segments 904 may be selected to complement the prior PWOS expansion stages, such that the overall feature game yields a desired balance between front-loaded collection events and back-loaded credit awards.

[00113] As feature spins on the giant reel 902 are consumed, the game-logic circuitry 240 decrements the value in the feature spin counter 406 and updates the prize meter 908 to reflect the cumulative credit awards. When the feature spin counter 406 reaches zero, the climax feature state ends. The game-logic circuitry 240 may then present a summary display 914 that shows the total credits accumulated during the climax feature state and, optionally, the total credits awarded over the entire feature session including awards from spins played when the PWOS 404 was growing on the reel array 402. After the summary display 914 is 2026201896   07 Aug 2026 presented for a predetermined duration or in response to player input, the game-logic circuitry 240 returns control to the base game state, and the primary presentation device 118 again presents a base game reel array in accordance with the wagering game unit 246.

[00114] In view of the foregoing descriptions of FIGS. 1-9, the disclosed embodiments provide specific technical improvements to the operation of the gaming machine 100 and to the data processing performed by the game-logic circuitry 240 and the rendering process 300. Rather than treating feature graphics as purely decorative, the system maintains a compact PWOS state in the main memory 244, including a current footprint, position, and expansion stage for the PWOS 404, and provides that state to the CPU 242 and GPU 362 as part of the frame data for the rendering process 300. By representing the PWOS 404 as an overlay that is logically distinct from the underlying reel array 402, the CPU 242 can avoid recomputing or copying full symbol grids for each intermediate animation frame and can instead update a smaller overlay state that the GPU 362 composites with existing reel imagery. This reduces memory bandwidth usage and synchronization overhead between the CPU 242, the GPU 362, and the primary presentation device 118, thereby improving the technical operation of the gaming machine 100 when rendering complex persistent features.

[00115] The collection process 600 and movement prioritization process 700 also address concrete computational problems associated with symbol-collection features. In conventional implementations, each reel outcome may require per-cell inside / outside checks relative to a dynamic collection region, which can scale poorly with larger arrays and irregular footprints. In contrast, the collection process 600 allows the game-logic circuitry 240 to operate either in a non-exclusionary mode, in which only the positions that actually contain transient collection symbols are iterated and counted, or in a contact-based mode that reuses the movement path computed by the movement prioritization process 700. In both cases, the CPU 242 avoids scanning every cell of the reel array 402 for each spin and instead performs collection updates based on compact lists of symbol positions and a precomputed PWOS movement path, thereby reducing per-spin processing and improving cache locality for feature state data stored in the main memory 244.

[00116] The movement prioritization process 700 further provides a structured, hardware-implemented solution to the problem of selecting and animating PWOS movement in a way that is both reproducible and efficient for regulatory testing. By computing distance metrics between a PWOS reference position and the positions of transient collection symbols 506, applying a deterministic edge-bias hierarchy, and then using a controlled random selection only when metrics are equal, the CPU 242 produces a target symbol and movement path that 2026201896   07 Aug 2026 can be logged, replayed, and audited. The resulting ordered set of PWOS positions is passed through the rendering process 300 to the GPU 362, which animates the path on the primary presentation device 118. This combination of numerical tie-break logic and explicit path generation is a technical mechanism implemented in the wagering game unit 246, rather than a mental or abstract step, and improves the repeatability, testability, and performance of the feature animation pipeline.

[00117] The per-spin enhancement modifier architecture described in connection with FIGS. 5A and 5B addresses a different technical problem, namely the difficulty of modifying volatility and feature behavior without rewriting and revalidating core pay-evaluation code. By representing each Per-Spin Enhancement Modifier as a data object that is attached to and removed from a spin context, and by configuring pay-evaluation routines to consult that context at run time, the game-logic circuitry 240 can adjust PSEM types and weights through configuration data while leaving the underlying award determination algorithms unchanged. This decoupling reduces the need for code changes in the core engine, supports reuse of the same wagering game unit 246 across multiple themes and jurisdictions, and simplifies formal verification and certification of the pay logic executed by the CPU 242.

[00118] The overall feature progression, including PWOS expansion and transition to the climax giant reel 902, is also implemented through coordinated updates to machine state rather than merely through game rules. For example, when expansion thresholds are met in the collection process 600, the game-logic circuitry 240 updates a PWOS state record in the main memory 244, adjusts the feature spin counter 406 and collection meter 408, and modifies the rendering inputs for the reel array 402 and, later, the giant reel 902. The climax feature state uses a dedicated reel strip representation for the giant reel 902, which is processed by the RNG and pay-evaluation modules in the same regulated manner as basegame reels. As a result, the technical mechanisms for state management, random selection, and frame rendering are the same across the base game, PWOS feature, and climax feature, even though the particular symbols and visual layouts differ.

[00119] Accordingly, while the foregoing embodiments are described in the context of particular screen layouts, symbol sets, and theme elements, the inventive concepts lie in the specific ways in which the game-logic circuitry 240, CPU 242, GPU 362, and main memory 244 are configured to manage the PWOS state, process transient collection symbols, apply per-spin modifiers, and generate and render feature states and climax arrays in accordance with the processes 300, 600, and 700. These techniques can be used with different reel dimensions, prize distributions, theme assets, and user interface designs, and can be adapted 2026201896   07 Aug 2026 to other regulated gaming platforms and remote gaming servers, while still providing the technical improvements to data handling, processing efficiency, and pipeline synchronization described herein. Accordingly, while specific embodiments have been described to illustrate how the PWOS feature, transient collection symbols, per-spin enhancement modifiers, and climax feature array can be implemented on a regulated gaming machine or related platform, these embodiments are not intended to be exhaustive or to limit the claims to the precise forms disclosed. Rather, the scope of the claims encompasses all changes, alternatives, and modifications that fall within the spirit and scope of the claims.

[00120] In some embodiments, more than one persistent overlay symbol may be maintained at the same time. For example, two or more PWOS overlays may be displayed on the reel array 402 during the feature game, each having a respective size, position, and collection state. The game-logic circuitry 240 can apply the collection process 600 and movement prioritization process 700 separately for each overlay or can evaluate a shared set of transient collection symbols and determine coordinated movement paths and expansion thresholds for the overlays. In certain implementations, overlays may merge into a larger overlay when they contact or overlap, or may split into smaller overlays when particular TCS types land or when specified thresholds are reached.

[00121] Although the embodiments described above primarily illustrate a PWOS that substitutes as a wild symbol, other implementations may use persistent overlays to define modifier regions that do not perform symbol substitution. For example, an overlay region may carry a multiplier, symbol-upgrade effect, trigger condition, or blocking effect that applies to symbols within the overlay footprint while leaving symbol identities unchanged. In such cases, the same collection and movement logic described in connection with FIGS. 4-8 can be used to grow and reposition the modifier region, and the same climax feature techniques described in connection with FIG. 9 can be used to transition from a reel-based modifier feature to a climax feature array.

[00122] The climax feature array has been illustrated as a vertically oriented giant reel 902 carrying credit prize symbols only, but other climax feature formats may be used. In some embodiments, remaining feature spins are resolved on a hold-and-spin style grid in which award symbols lock in place and additional spins are granted when new award symbols appear. In other embodiments, remaining feature spins are resolved through a pick-bonus interface, ladder-style feature, track-based feature, or other dedicated feature array that is distinct from the base game reels. In each case, the game-logic circuitry 240 can treat the climax feature array as a distinct state that uses the same regulated RNG, pay-evaluation 2026201896   07 Aug 2026 logic, and rendering process 300 as the earlier PWOS feature states, while varying only the layout and prize distribution of the final feature presentation.

[00123] While PSEMs have been described as being randomly selected from a configured set for each feature spin, additional selection schemes may be used. In some implementations, PSEMs are drawn from a precomputed sequence or a finite “deck” of modifiers that is depleted and optionally reshuffled, so that each modifier occurs a controlled number of times during a feature session. In other implementations, the availability or weighting of PSEMs is conditioned on PWOS size, accumulation counter value, recent feature outcomes, or one or more external inputs, such as player-selected volatility settings, jurisdictional requirements, or configurable operator parameters. These variations can be implemented by updating configuration data consulted by the game-logic circuitry 240 without changing the core payevaluation routines.

[00124] Further embodiments may modify the behavior of TCS and the accumulation counter in additional ways. For example, different TCS types may contribute different amounts to the accumulation counter, may decrement the accumulation counter, or may reset the collection meter 408 under specified conditions. In some configurations, certain TCS types may award an immediate credit prize or other benefit while still contributing to expansion progress, whereas other TCS types may act as “hazard” symbols that slow or reverse progress toward an expansion threshold. These variations can be combined with either the non-exclusionary collection mode, the contact-based collection mode, or hybrid modes that apply different rules to different TCS types or different phases of the feature game.

[00125] In this description, numerous specific details are set forth. However, it is understood that embodiments may be practiced without these specific details. In other instances, well-known circuits, structures and techniques have not been shown in detail in order not to obscure the understanding of this description.

[00126] Note that in this description, references to “one embodiment” or “an embodiment” mean that the feature being referred to is included in at least one embodiment. Further, separate references to “one embodiment” in this description do not necessarily refer to the same embodiment; however, neither are such embodiments mutually exclusive, unless so stated and except as will be readily apparent to those of ordinary skill in the art. Thus, any given implementation can include any variety of combinations and / or integrations of the embodiments described herein. Each claim, as may be amended, constitutes an embodiment that is incorporated by reference into the detailed description. Moreover, in this description, 2026201896   07 Aug 2026 the phrase “exemplary embodiment” means that the embodiment being referred to serves as an example or illustration.

[00127] Unless the context clearly requires otherwise, throughout the description and the claims, the words “comprise”, “comprising”, and the like are to be construed in an inclusive sense as opposed to an exclusive or exhaustive sense; that is to say, in the sense of “including, but not limited to”.

[00128] Block diagrams illustrate example embodiments. Flow diagrams illustrate example operations of such embodiments. It should be understood that each block of the block diagrams and flow diagrams, and combinations of blocks, can be implemented by various means including hardware, firmware, and / or software, and that the arrangement of blocks and the ordering of operations are examples only unless explicitly stated otherwise.

[00129] These and other modifications and variations thereof are contemplated as falling within the spirit and scope of the claims. Moreover, the concepts described herein expressly include any and all combinations and subcombinations of the preceding elements and aspects.

Claims

1. A computer-implemented method for managing a feature game on an electronicgaming machine, the electronic gaming machine including game-logic circuitry, a display device, one or more value input devices, a random number generator, one or more value output devices, and one or more player input devices, the game-logic circuitry including one or more processors and one or more memories, the method comprising:causing, by the one or more processors, the display device to present a reel array; receiving, by the one or more processors, from the one or more player input devices one or more electronic data signals indicative of one or more player inputs for initiating a wagering game instance;initiating, by the one or more processors, an instance of a game;causing, by the one or more processors, a Persistent Wild Overlay Symbol (PWOS) to be displayed at an initial size at a position of the reel array for a plurality of feature spins, the PWOS being a non-reel-strip overlay that substitutes as a wild symbol;for a current feature spin of the plurality of feature spins, randomly determining, by the one or more processors based on random or pseudo-random numbers generated by the random number generator, a Per-Spin Enhancement Modifier (PSEM) from a predetermined set of feature modifiers;temporarily applying, by the one or more processors, the determined PSEM to a current game state for the current feature spin;spinning, by the one or more processors, the reel array and determining a game outcome, based on random or pseudo-random numbers generated by the random number generator, including a plurality of landed symbols, the plurality of landed symbols including one or more Transient Collection Symbols (TCS);after determining the game outcome, executing, by the one or more processors, a collection process to collect at least some of the one or more TCS and increment an accumulation counter; andin response to the accumulation counter meeting an Expansion Accumulation Threshold, automatically increasing, by the one or more processors, a size of the PWOS.2026201896   07 Aug 20262.     The method of claim 1, wherein executing the collection process comprises executing,by the one or more processors, an Overlap Collection Module configured to collect the one or more TCS regardless of whether reel positions of the one or more TCS are overlapped by an area of the PWOS.

3. The method of claim 1, wherein executing the collection process comprises executing,by the one or more processors, an Overlap Collection Module configured to collect a TCS when the PWOS moves along a movement path that visually overlaps a reel position of the TCS.

4. The method of any one of claims 1 to 3, wherein the Expansion AccumulationThreshold is equal to five collected TCS and wherein increasing the size of the PWOS comprises increasing the size through a sequence of size tiers from 1x1 to 2x2, from 2^2 to 3x3, from 3x3 to 4x4, and from 4x4 to 5x5 without skipping a tier.

5. The method of any one of claims 1 to 4, wherein the predetermined set of featuremodifiers comprises multiplier outcomes having multiplier values of x2, x3, and x5, and at least one additional-spin outcome that increments a feature spin counter by one feature spin.

6. The method of any one of claims 1 to 5, wherein the predetermined set of featuremodifiers comprises multiplier outcomes having multiplier values of x2, x3, and x5, and wherein additional-spin outcomes consist only of a +1 spin outcome.

7. The method of any one of claims 1 to 6, wherein the PSEM comprises a multiplier,and wherein temporarily applying the determined PSEM to the current game state comprises applying the multiplier only to wins that utilize at least one symbol position overlapped by the PWOS.

8. The method of any one of claims 1 to 7, further comprising, after determining thegame outcome and before executing the collection process, determining, by the one or more processors, a movement path for the PWOS using a Movement Prioritization Module that computes Euclidean distances between a reference position of the PWOS2026201896   07 Aug 2026and positions of a plurality of TCS, selects a target TCS having a smallest Euclidean distance, applies a tie-break hierarchy prioritizing TCS closer to an outer edge of the reel array when distances are equal, and randomly selects, based on random or pseudo-random numbers generated by the random number generator, among remaining TCS when distances and edge priorities are equal, and animating movement of the PWOS along the movement path.

9. The method of any one of claims 1 to 8, further comprising, in response to the PWOSreaching a maximum size, replacing, by the one or more processors, the reel array with a Climax Feature Array comprising a giant reel or wheel containing a plurality of credit prize symbols and no jackpot symbols, and resolving remaining feature spins in the feature spin counter using the Climax Feature Array.

10. The method of any one of claims 1 to 9, further comprising tracking, by the one or more processors, a PWOS state using a state structure stored in a memory device, the state structure including at least a PWOS size and a PWOS position on the reel array, and providing the state structure as part of frame data to a graphics processing unit that renders the PWOS as an overlay on the reel array.

11. A gaming system for managing a feature game, the system comprising:one or more value input devices and one or more value output devices;a display device configured to present a reel array;one or more player input devices;a random number generator;game-logic circuitry including one or more memory devices storing instructions, and one or more processors configured to execute the instructions to:receive from the one or more player input devices one or more electronic data signals indicative of one or more player inputs for initiating a wagering game instance;initiate an instance of a game;display a Persistent Wild Overlay Symbol (PWOS) at an initial size at a position of the reel array for a plurality of feature spins, the PWOS being a non-reel-strip overlay that substitutes as a wild symbol;2026201896   07 Aug 2026for a current feature spin of the plurality of feature spins, randomly determine, based on random or pseudo-random numbers generated by the random number generator, a Per-Spin Enhancement Modifier (PSEM) from a predetermined set of feature modifiers; temporarily apply the determined PSEM to a current game state for the current feature spin;spin the reel array and determine a game outcome, based on random or pseudorandom numbers generated by the random number generator, including a plurality of landed symbols, the plurality of landed symbols including one or more Transient Collection Symbols (TCS);after determining the game outcome, execute a collection process to collect at least some of the one or more TCS and increment an accumulation counter; andin response to the accumulation counter meeting an Expansion Accumulation Threshold, automatically increase a size of the PWOS.

12. The system of claim 11, wherein the one or more processors are configured to implement the collection process using an Overlap Collection Module configured to collect the one or more TCS regardless of whether reel positions of the one or more TCS are overlapped by an area of the PWOS.

13. The system of claim 11, wherein the one or more processors are configured to implement the collection process using an Overlap Collection Module configured to collect a TCS when the PWOS moves along a movement path that visually overlaps a reel position of the TCS.

14. The system of any one of claims 11 to 13, wherein the Expansion Accumulation Threshold is equal to five collected TCS and wherein the one or more processors are configured to increase the size of the PWOS through a sequence of size tiers from 1x1 to 2x2, from 2x2 to 3x3, from 3x3 to 4x4, and from 4x4 to 5x5 without skipping a tier.

15. The system of any one of claims 11 to 14, wherein the predetermined set of feature modifiers comprises multiplier outcomes having multiplier values of x2, x3, and x5, and at least one additional-spin outcome that increments a feature spin counter by one feature spin.2026201896   07 Aug 202616. The system of any one of claims 11 to 15, wherein the predetermined set of feature modifiers comprises multiplier outcomes having multiplier values of x2, x3, and x5, and wherein additional-spin outcomes consist only of a +1 spin outcome.

17. The system of any one of claims 11 to 16, wherein the one or more processors are configured to implement a Movement Prioritization Module that computes Euclidean distances between a reference position of the PWOS and positions of a plurality of TCS, selects a target TCS according to a tie-break hierarchy based on distance and proximity to an outer edge of the reel array, and causes the display device to animate movement of the PWOS from its current position to a position adjacent to or overlapping the target TCS.

18. The system of any one of claims 11 to 17, wherein the one or more processors are configured, in response to the PWOS reaching a maximum size, to replace the reel array with a Climax Feature Array comprising a giant reel or wheel containing a plurality of credit prize symbols and no jackpot symbols, and to resolve remaining feature spins in the feature spin counter using the Climax Feature Array.

19. The system of any one of claims 11 to 18, wherein the one or more processors are configured to track PWOS state using a state structure stored in the one or more memory devices, the state structure including at least a PWOS size, a PWOS position on the reel array, and a flag indicating whether the Climax Feature Array has been triggered, and to provide the state structure as part of frame data to a graphics processing unit that renders the PWOS as an overlay on the reel array.

20. The system of any one of claims 11 to 19, wherein the one or more processors and the one or more memory devices are included in a regulated gaming machine configured to operate in accordance with a gaming jurisdiction’s technical standards for RNG integrity, payback percentage, authentication of game code, and metering of wagers and awards.

Citation Information

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