Gaming system and method for prize board selection and reformation
Patent Information
- Application Number
- AU2026202980
- Authority / Receiving Office
- AU · AU
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2026-02-23
- Filing Date
- 2026-04-21
- Publication Date
- 2026-10-08
Smart Images

Figure 00000043_0000 
Figure 00000044_0000 
Figure 00000045_0000
Abstract
Description
Copyright
[0001] 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 2026, LNW Gaming, Inc. Technical Field
[0002] Embodiments described herein relate to electronic gaming machines and, more particularly, to systems and methods for controlling one or more display devices to provide animated bonus features. Background
[0003] Electronic gaming machines (EGMs) may be deployed in regulated environments and are typically required to execute wagering games using authenticated and verifiable software and hardware components. Modern wagering games often include bonus features that present multiple concurrently available selections, multiple potential award values, and multiple animation states. Such bonus features are controlled by game-logic circuitry that coordinates outcome determination using random number generator (RNG) operations, feature-state management, and rendering of interactive graphical content on one or more display devices. As feature complexity increases, technical challenges arise in configuring the EGM to be able to present bonus behavior that at least partially improves one or more from among coherence, responsiveness, and auditability. It may also be desirable to maintain predictable computational load and to avoid visual clutter or player confusion.
[0004] In many existing systems, bonus interfaces display multiple selectable elements, each having multiple potential award values. Coordinating a transition from a multi-element selection interface to a focused award-resolution interface can create technical challenges , including the need to remove unselected visual elements and re-layout the selected content while reducing the 2026202980 10 Sep 2026 risk of disrupting a rendering pipeline, while seeking to preserve the integrity of outcome determination. It has been observed in existing systems that the EGM can exhibit inconsistent animations, presentation artifacts, or latency spikes attributable to re-rendering, asset swapping, and layout recomputation during the transition.
[0005] Accordingly, there is a continuing need for improved gaming-machine architectures and control techniques that at least partially ameliorate the above-described technical challenges. Summary
[0006] There is provided an electronic gaming machine, comprising: one or more display devices; game-logic circuitry; a credit input mechanism configured to detect a physical item associated with a monetary value that establishes a credit balance; hardware meters including at least a credit meter for monitoring the credit balance; a game play mechanism configured to accept a player input and transform the player input to an electronic data signal and to output the electronic data signal to the game-logic circuitry; the game-logic circuitry comprising a random number generator, and being configured to communicate with the one or more display devices and the one or more player input devices, and to receive the electronic data signal from the game play mechanism, the gamelogic circuitry further comprising one or more processors and one or more memory devices, the one or more memory devices storing instructions that, when executed by the one or more processors, cause the game-logic circuitry, responsive to the electronic data signal, to: deduct a wager amount from the credit balance, update the credit meter, and initiate the wagering-game instance; initiate a bonus feature responsive to a bonus-trigger condition during a wagering-game instance and control the one or more display devices to present a bonus-selection interface including a plurality of bonus indicators, the plurality of bonus indicators including a plurality of prize boards, each prize board including a plurality of award values; maintain, in the one or more memory devices, a feature-state data record that identifies (i) each of the plurality of bonus indicators, (ii) a respective prize-board data structure for each prize board that maps the plurality of award values to corresponding prize-board positions, and (iii) a current bonus-selection state for the bonus feature; randomly select a selected bonus indicator from the plurality of bonus indicators, by generating a random value via the random number generator and mapping the random value to a bonus-indicator identifier identified in the feature-state data record; transform the feature-state data record into display-control signals and control the one or more display devices using the display-control signals to animate the plurality of bonus indicators to indicate 2026202980 10 Sep 2026 the selected bonus indicator; in response to the selected bonus indicator corresponding to a selected prize board, update the feature-state data record to indicate removal of unselected bonus indicators and to indicate ladder-position assignments for the plurality of award values of the selected prize board, and transform the updated feature-state data record into updated display-control signals that cause the one or more display devices to render a transition animation in which the unselected bonus indicators are visually removed or de-emphasized and the plurality of award values of the selected prize board are visually moved, expanded, or reflowed from the prize-board positions into a ladder arrangement; sequentially eliminate award values from the ladder arrangement until a single remaining award value remains by, for each respective elimination iteration, (a) selecting, based at least in part on the random number generator, a to-be-eliminated award value from among currently non-eliminated award values, (b) updating the feature-state data record to mark the tobe-eliminated award value as eliminated, and (c) transforming the feature-state data record into updated display-control signals that cause the one or more display devices to render an elimination animation that visually removes or de-emphasizes the to-be-eliminated award value relative to remaining award values; update the feature-state data record to indicate the single remaining award value; store, in the one or more memory devices, award data corresponding to the single remaining award value; and update the credit meter based on the single remaining award value.
[0007] In some embodiments, the one or more memory devices further store (i) an authentication program, and (ii) a trusted authentication code, and the instructions, when executed by the one or more processors, further cause the game-logic circuitry to: generate, via execution of the authentication program, a live authentication code based on contents of at least one of the one or more memory devices; compare the live authentication code to the trusted authentication code; and permit execution of random-number-generator programming and game-outcome logic only upon determining that the live authentication code matches the trusted authentication code.
[0008] In some embodiments, the electronic gaming machine further comprises a game play mechanism configured for operation by a player to initiate the play of a base game, and the gamelogic circuitry is responsive to initiation of the play of the base game with the game play mechanism and is operable to control the one or more display devices in accordance with the display-control signals.
[0009] In some embodiments, the game-logic circuitry is configured to generate the displaycontrol signals by executing a state-to-animation mapping comprising: translating an update to the 2026202980 10 Sep 2026 elimination-state data of the feature-state data record into a corresponding change in the ladder arrangement by identifying one or more changed graphical elements of the ladder arrangement; and generating one or more rendering commands for updating the presentation of the ladder arrangement by rendering only the identified one or more changed graphical elements.
[0010] In some embodiments, the instructions cause randomly selecting the selected bonus indicator by generating a random value via the random number generator and mapping the random value to a bonus-indicator identifier identified in the feature-state data record.
[0011] In some embodiments, each prize board comprises a respective set of award values including at least one of (i) a credit-denominated award value or (ii) a jackpot-denominated award value.
[0012] In some embodiments, the instructions cause re-arranging the plurality of award values into the ladder arrangement by assigning each award value to a respective ladder position according to an ordering rule stored in the one or more memory devices, and controlling the one or more display devices to render the award values in vertically stacked ladder positions.
[0013] In some embodiments, the instructions further cause, after each respective elimination iteration, controlling the one or more display devices to re-render the ladder arrangement such that remaining award values occupy a reduced set of ladder positions corresponding to non-eliminated award values.
[0014] In some embodiments, the instructions constrain selecting the to-be-eliminated award value during each respective elimination iteration such that the to-be-eliminated award value is selected from a subset of the ladder positions other than a protected ladder position designated in the feature-state data record.
[0015] In some embodiments, the instructions cause generating, for each respective elimination iteration, updated display-control signals based on the feature-state data record and outputting the updated display-control signals to the one or more display devices to render the elimination animation.
[0016] There is provided a method in an electronic gaming machine comprising: one or more display devices; game-logic circuitry; a credit input mechanism configured to detect a physical item associated with a monetary value that establishes a credit balance; hardware meters including at least a credit meter for monitoring the credit balance; a game play mechanism configured to accept a player input and transform the player input to an electronic data signal and 2026202980 10 Sep 2026 to output the electronic data signal to the game-logic circuitry; the game-logic circuitry including a random number generator, one or more processors and one or more memory devices, the method comprising receiving the electronic data signal and, responsive to the electronic data signal: deducting a wager amount from the credit balance, updating the credit meter, and initiating the wagering-game instance; initiating a bonus feature responsive to a bonus-trigger condition during a wagering-game instance and controlling one or more display devices to present a bonus-selection interface including a plurality of bonus indicators, the plurality of bonus indicators including a plurality of prize boards, each prize board including a plurality of award values; maintaining, in the one or more memory devices, a feature-state data record that identifies (i) each of the plurality of bonus indicators, (ii) a respective prize-board data structure for each prize board that maps the plurality of award values to corresponding prize-board positions, and (iii) a current bonus-selection state for the bonus feature; randomly selecting, a selected bonus indicator from the plurality of bonus indicators by generating a random value via the random number generator and mapping the random value to a bonus-indicator identifier identified in the feature-state data record; transforming the feature-state data record into displaycontrol signals and controlling the one or more display devices using the display-control signals to animate the plurality of bonus indicators to indicate the selected bonus indicator; in response to the selected bonus indicator corresponding to a selected prize board, updating the feature-state data record to indicate removal of unselected bonus indicators and to indicate ladder-position assignments for the plurality of award values of the selected prize board, and transforming the updated feature-state data record into updated display-control signals that cause the one or more display devices to render a transition animation in which the unselected bonus indicators are visually removed or de-emphasized and the plurality of award values of the selected prize board are visually moved, expanded, or reflowed from the prize-board positions into a ladder arrangement; sequentially eliminating award values from the ladder arrangement until a single remaining award value remains by, for each respective elimination iteration, (a) selecting, based at least in part on the random number generator, a to-be-eliminated award value from among currently non-eliminated award values, (b) updating the feature-state data record to mark the tobe-eliminated award value as eliminated, and (c) transforming the feature-state data record into updated display-control signals that cause the one or more display devices to render an elimination animation that visually removes or de-emphasizes the to-be-eliminated award value 2026202980 10 Sep 2026 relative to remaining award values; updating the feature-state data record to indicate the single remaining award value; recording, in the one or more memory devices, award data corresponding to the single remaining award value; and updating the credit meter based on the single remaining award value.
[0017] In some embodiments, the one or more memory devices further store (i) an authentication program, and (ii) a trusted authentication code, and the method further comprises: generating, via execution of the authentication program, a live authentication code based on contents of at least one of the one or more memory devices; comparing the live authentication code to the trusted authentication code; and permitting execution of random-number-generator programming and game-outcome logic only upon determining that the live authentication code matches the trusted authentication code.
[0018] In some embodiments, animating the plurality of bonus indicators comprises generating the display-control signals to cause the one or more display devices to render at least one selection animation that visually distinguishes the selected bonus indicator from the unselected bonus indicators.
[0019] In some embodiments, the transition animation comprises at least one of (i) fading the unselected bonus indicators, (ii) moving the unselected bonus indicators off-screen, (iii) scaling the selected prize board relative to the unselected bonus indicators, or (iv) replacing the unselected bonus indicators with a background graphic while the plurality of award values are reflowed into the ladder arrangement.
[0020] In some embodiments, re-arranging the plurality of award values into the ladder arrangement comprises assigning, by the game-logic circuitry, each award value to a respective ladder position according to an ordering rule stored in the one or more memory devices, and controlling the one or more display devices to render the award values in vertically stacked ladder positions.
[0021] In some embodiments, the method further includes after each respective elimination iteration, controlling the one or more display devices to re-render the ladder arrangement such that remaining award values occupy a reduced set of ladder positions corresponding to non-eliminated award values.
[0022] In some embodiments, selecting the to-be-eliminated award value during each respective elimination iteration is constrained such that the to-be-eliminated award value is selected from a 2026202980 10 Sep 2026 subset of the ladder positions other than a protected ladder position designated in the feature-state data record.
[0023] In some embodiments, the game-logic circuitry generates the display-control signals by executing a state-to-animation mapping comprising: translating an update to the elimination-state data of the feature-state data record into a corresponding change in the ladder arrangement by identifying one or more changed graphical elements of the ladder arrangement; and generating one or more rendering commands for updating the presentation of the ladder arrangement by rendering only the identified one or more changed graphical elements.
[0024] In some embodiments, the electronic gaming machine further comprises a game play mechanism configured for operation by a player to initiate the play of a base game, and the gamelogic circuitry is responsive to initiation of the play of the base game with the game play mechanism and is operable to control the one or more display devices in accordance with the display-control signals.
[0025] In some embodiments, a program that, when executed by one or more processing devices of an electronic gaming machine, causes the one or more processing devices to perform any of the methods described herein.
[0026] Other features and advantages will become apparent from the following detailed description, the drawings, and the claims. Brief Description of the Drawings
[0027] FIG. 1 illustrates, in accordance with one or more embodiments, a gaming machine that may be used to implement one or more aspects described herein.
[0028] FIG. 2 illustrates, in accordance with one or more embodiments, a block diagram of a gaming-machine architecture.
[0029] FIG. 3 illustrates, in accordance with one or more embodiments, an example data sequence diagram of a process for rendering video frames of graphical game interfaces by hardware components of the gaming machine.
[0030] FIG. 4 illustrates, in accordance with one or more embodiments, an exemplary screen of a base-game bonus-trigger presentation that initiates a bonus feature.
[0031] FIG. 5 illustrates, in accordance with one or more embodiments, an exemplary screen illustrating a wheel-based bonus presentation associated with the bonus feature. 2026202980 10 Sep 2026
[0032] FIG. 6 illustrates, in accordance with one or more embodiments, an exemplary screen illustrating a wheel outcome presentation and / or wheel-selection result associated with the bonus feature.
[0033] FIGS. 7-9 illustrate, in accordance with one or more embodiments, exemplary screens illustrating a bonus-selection interface including a plurality of bonus indicators, with FIG. 9 illustrating selection of one of the prize boards.
[0034] FIGS. 10 and 11 illustrate, in accordance with one or more embodiments, exemplary screens illustrating a transition in which unselected bonus indicators are removed or deemphasized and the award values of a selected prize board are re-arranged from prize-board positions into a ladder arrangement.
[0035] FIGS. 12-14 illustrate, in accordance with one or more embodiments, exemplary screens illustrating sequential elimination of award values from the ladder arrangement until a single award value remains in the ladder arrangement.
[0036] FIG. 15 illustrates, in accordance with one or more embodiments, a flowchart illustrating operations of a wagering game.
[0037] Block diagrams illustrate example embodiments. Flowcharts illustrate example operations of such embodiments. It should be understood that each block of the block diagrams and flowcharts, 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. Detailed Description
[0038] While the embodiments described herein are susceptible to various modifications and alternative forms, specific embodiments have been shown by way of example in the drawings and will be described in detail herein. It should be understood, however, that the embodiments are not intended to be limited to the particular forms disclosed. Rather, the embodiments described or illustrated herein are to be regarded as examples only, and are not intended to limit the scope of the claims to the particular forms disclosed.
[0039] Throughout this specification, 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." Additionally, the word "comprise", or variations such as 2026202980 10 Sep 2026 "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.
[0040] Throughout this specification, 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. 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 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.
[00041] Further potential technical issues may arise in EGMS that manage feature state across multiple animation stages. Bonus features that include successive elimination steps:, such as progressively removing candidate award values until one remains, require repeated updates to feature state and repeated animation triggers. Without a robust state-record mechanism, systems can suffer synchronization faults between outcome logic and presentation logic, including rerendering eliminated values, eliminating incorrect values due to stale state, failing to preserve ordering rules or layout constraints, or presenting non-deterministic sequences that hinder debugging, auditing, and reliable recovery after interruptions.
[0042] Complex animated features also create technical strain on graphics and user-interface subsystems. Rendering multiple simultaneous bonus indicators, animating selection indication, animating a layout transformation, and animating a sequence of elimination events can increase CPU / GPU utilization, memory bandwidth usage, and frame-time variability. If the system does 2026202980 10 Sep 2026 not efficiently convert feature state into display-control signals, the EGM may experience dropped frames, delayed input handling, or inconsistent audiovisual timing, particularly when the one or more display devices concurrently manage base-game elements and bonus overlays.
[0043] Some embodiments relate to an EGM comprising a player interface and game-logic circuitry which includes a prize board selection and reformation bonus feature. The player interface is interdependent with the game-logic circuitry, enabling manual interaction between a player and the EGM through components of the player interface such as one or more displays for presenting game outcomes and associated information, a credit input mechanism for enabling a player to input credits, hardware meters, a random number generator, and / or a game play mechanism for receiving player instructions, as will be discussed in further detail below. During operation, the player interface and the game-logic circuitry operate interdependently as components of a system that implements the prize board selection and the sequential elimination of award values within the EGM. In other words, the prize board selection and reformation feature operates within the EGM, including interacting with and being dependent upon, one or more physical features of the player interface.
[0044] Some embodiments relate to an EGM that mitigates technical challenges present in existing EGMs, and particularly in EGMs with bonus features that include multi-element selection interfaces and sequential elimination mechanics. As described above, bonus features may provide persistent states that carry over across multiple feature stages, and such states may be maintained in memory. For example, the EGM may store data records that identify bonus indicators, prizeboard data structures mapping award values to positions, elimination states, and other state variables. Such state data records may be repeatedly updated as the feature progresses through selection, transition, and elimination stages. The EGM may use the data state records to render animated sequences that correspond to the evolving feature state.
[0045] When implementing a bonus feature that transitions from a multi-indicator selection interface to a focused ladder arrangement and then performs sequential elimination of award values, the number of state transitions that the EGM must track and render increases substantially. This includes tracking prize-board data structures, ladder-position assignments, and per-iteration elimination states. This increases the number of processing steps required and results in higher memory usage. Furthermore, this creates a technical challenge in seeking to achieve precise 2026202980 10 Sep 2026 coordination between game-outcome logic and the animation system to reduce a risk of inconsistency between the game state and the animated sequences rendered on the graphical user interface (e.g., display lag during transition animations, stale layout state causing eliminated values to reappear, or non-deterministic reflow during compaction), which can affect the user experience and player enjoyment.
[0046] In embodiments of the proposed technology, the EGM maintains a memory-resident feature-state data record. The feature-state data record specifies data such as bonus-indicator identifiers, prize-board data structures mapping award values to corresponding prize-board positions, a current bonus-selection state, ladder-position assignments for award values, and elimination-state data identifying which award values have been eliminated. Use of such a featurestate data record may reduce the number of state transitions that the EGM tracks and renders compared to previously known EGMs, resulting in a reduction in processing steps performed by the EGM and a more efficient use of memory. Such efficiencies in processing may also result in a reduced use of power to operate the EGM, which may be significant when a bank of EGMs is operated simultaneously.
[0047] EGMs may be deployed in regulated environments and are typically required to execute wagering games using authenticated and verifiable software and hardware components. EGMs as described may additionally or alternatively maintain bonus-feature-related states in a more verifiable and / or deterministic manner than previous EGMs, making them more suitable for operation in such environments and better equipped to meet the technical limitations placed on such machines by the regulatory bodies. The EGM may implement the feature-state data record using a predetermined data structure, such as for example a compact, indexed lookup table to represent at least part of the prize-board data structures and ladder-position assignments. This allows for the per-elimination-iteration computational overhead of the sequential elimination operation to be reduced.
[0048] In some embodiments, the EGM is configured to selectively enable game logic functions to control the update of the feature-state data record. For example, the transition from prize-board positions to a ladder arrangement may be selectively configured for particular invocations, which avoids associated state updates and display-control signal generation for those invocations (thereby reducing memory access and rendering overhead). 2026202980 10 Sep 2026
[0049] Transforming the stored system states into display-control signals that accurately present the evolving feature state to the player presents a technical challenge. Described embodiments transform the state data into display-control signals that can be used to present visual indicators corresponding to stored states, and to present corresponding animations. For example, the EGM may separate the execution of the random-number-generation and game-outcome logic functions, from the rendering of animations on the display device(s), such that there is a reduced risk of inconsistency between displayed animations and the feature state maintained in memory. That is, the use of the feature-state data record as described to generate the display-control signals may increase coordination between authenticated game-outcome logic and the animation system, making the animation display of described embodiments smoother with respect to the game progress. The EGM may therefore more accurately present the evolving feature state information to the player, improving the appearance of indicators and animations presented on the graphical user interface and the user experience. The feature-state data record provides a computationally efficient mechanism for managing the appearance of indicators and animations presented on the user interface. The improved appearance of indicators and animations may reduce cognitive burden on the user in interpreting game state. For example, this may improve consistency of rendered feature state information for example by reducing a risk of needing to re-render feature state information. The improved presentation of evolving feature state information to the player may assist the player in coordinating a next interaction with the EGM, in particular in seeking to select a next input, whether that be via a touchscreen or via a physical input mechanism.
[0050] Further, the process of transforming the updated feature-state data record into displaycontrol signals may allow the EGM to efficiently translate game-state changes to visual changes on the display device(s). For example, the EGM may perform a state-to-animation mapping that enables rendering of the prize board transition and sequential elimination by identifying the changed graphical elements and generating rendering commands to update the presentation only for those elements. This may reduce data bandwidth and / or computational loads placed on the CPU and / or GPU components of the EGM.
[0051] 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 2026202980 10 Sep 2026 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, bartop models, etc. Further, the gaming machine 100 may be primarily dedicated for use in playing wagering games. 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.
[0052] 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.
[0053] 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 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 2026202980 10 Sep 2026 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.
[0054] 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.
[0055] 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 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. 2026202980 10 Sep 2026
[0056] 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.
[0057] 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 the 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.
[0058] 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, 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 2026202980 10 Sep 2026 "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.
[0059] Turning now to FIG. 2, there is shown a block diagram of the gaming-machine architecture. The gaming machine 100 includes the 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. The 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 wagering-game unit 246. In one embodiment, the wagering-game unit 246 causes wagering games to be presented, such as video poker, video black jack, video slots, video lottery, etc., in whole or part.
[0060] 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 2026202980 10 Sep 2026 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).
[0061] In some implementations, the gaming machine 100 includes security monitoring circuitry configured to detect unauthorized access to the gaming machine 100. For example, the security monitoring circuitry may monitor one or more security switches coupled to one or more front doors of the gaming cabinet 112 (FIG. 1). In response to detecting an access condition indicative of unauthorized access, the security monitoring circuitry and / or the game-logic circuitry 240 may suspend game play and initiate one or more security operations to preserve a current state of game play, such as maintaining and / or protecting one or more memory-resident state data records stored in the main memory 244 and / or the storage unit 256. In some implementations, following detection of an opening of a front door of the gaming cabinet 112, the game-logic circuitry 240 maintains the suspended state until the security monitoring circuitry detects a closing of the front door. Following detection of the closing of the front door, the CPU 242 may load stored data associated with a state of the gaming machine 100 prior to detection of the opening of the front door to reconstitute the state of the gaming machine 100 and resume executing a wagering-game instance and / or a bonus feature from the reconstituted state. In some implementations, at least a portion of the security monitoring circuitry remains operable when primary power is off (e.g., via battery backup) to continue monitoring the one or more front doors of the gaming cabinet 112. When primary power is restored, the CPU 242 may determine whether any access condition occurred while power was off (e.g., by reading one or more status registers and / or other stored security status data maintained in the main memory 244 and / or the storage unit 256), and, in response, may cause generation of one or more event log entries (e.g., stored in the storage unit 256) and / or cause execution of a trusted authentication program stored in the main memory 244 to generate a live authentication code from memory contents and compare the live authentication code to a trusted code stored in the main memory 244.
[0062] 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 2026202980 10 Sep 2026 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.).
[0063] 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 game-logic 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 words, through the use of the authentication program, the game-logic circuitry 240 facilitates operation of the game in a way that a person making calculations or computations could not.
[0064] 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 2026202980 10 Sep 2026 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.
[0065] 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.
[0066] 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.
[0067] 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 wageringgame 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 2026202980 10 Sep 2026 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).
[0068] 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 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.
[0069] 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 2026202980 10 Sep 2026 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.
[0070] 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 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 2026202980 10 Sep 2026 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 generalpurpose computers (e.g., desktop PCs, laptops, and tablets).
[0071] 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.
[0072] 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. 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.
[0073] 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 2026202980 10 Sep 2026 identifies the necessary game assets (e.g., 2D textures, 3D models, shaders, UI layout data, animation parameters) required to visually represent this state.
[0074] 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.
[0075] 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 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.
[0076] 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 2026202980 10 Sep 2026 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.
[0077] 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, light-emitting 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.
[0078] 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. 2026202980 10 Sep 2026
[0079] 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 244 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.
[0080] Exemplary Game Sequence and Feature Description
[0081] As used herein, the game-outcome logic referenced in connection with the game-logic circuitry 240 encompasses the wagering-game logic and game-outcome logic described above with reference to FIG. 2, including the RNG programming, feature-state management, and rendering pipeline described with reference to FIG. 3. Further, the display-control signals referenced herein encompass animation control signals and rendering commands used by the rendering pipeline of FIG. 3, including the asset retrieval, GPU rendering, and frame buffer operations described therein.
[0082] In the following description, the authenticated game-logic circuitry 240 described above with reference to FIGS. 1-3 is used to implement a bonus feature that includes prize board selection and reformation. The bonus feature includes a bonus-selection interface presenting a plurality of bonus indicators including prize boards, a transition stage in which a selected prize board is re- 2026202980 10 Sep 2026 arranged into a ladder arrangement, and a sequential elimination stage. These stages are described with reference to FIGS. 4-15 below. It should be understood that the following description is illustrative and non-limiting, and that the specific game elements, award values, and animations shown are provided as examples only.
[0083] In some embodiments, the authenticated game-logic circuitry 240 maintains a feature-state data record in memory 244 representing a current state of the bonus feature. The feature-state data record includes identifiers for bonus indicators, prize-board data structures defining award values and positions, a selected-indicator state, an elimination state, and one or more animation-state fields. The authenticated game-logic circuitry 240 transforms the feature-state data record into display-control signals and / or rendering commands used by the rendering pipeline described with reference to FIG. 3, thereby synchronizing outcome logic and presentation logic and reducing rendering artifacts caused by stale state.
[0084] In some embodiments, prior to executing a wagering-game instance, the authenticated game-logic circuitry 240 executes an authentication program stored in memory 244 to authenticate at least RNG programming and game-outcome logic. The authentication program generates a live authentication code (e.g., a cryptographic hash) from contents of the memory 244 and compares the live authentication code to a trusted code stored in memory 244. When the codes match, execution of the wagering-game instance is permitted; when the codes do not match, execution is inhibited until the discrepancy is resolved. This authentication process improves integrity of outcome determination and ensures that subsequent animated bonus-feature control is driven by authenticated logic rather than altered code.
[0085] FIG. 4 illustrates an exemplary screen display of a base-game interface in which a bonustrigger condition is satisfied. In the embodiment shown, an exemplary base-game outcome is displayed in a base-game interface including a plurality of symbol-bearing reels 400 presenting a symbol array 402. The symbol array 402 may, for example, be a 3x5 array including three rows and five columns. The plurality of reels 400 may, for example, include five vertically-oriented reels associated with the respective five columns, three horizontally-oriented reels associated with the respective three rows, or fifteen individual reels associated with the respective fifteen symbol positions in the array 402. To achieve the base-game outcome, using the RNG, the game-logic circuitry randomly selects a base-game outcome and causes the one or more display devices to animate the spinning and stopping of the reels 400 to populate the symbol array 402 with symbols 2026202980 10 Sep 2026 representing the selected base-game outcome. In the illustrated example, the base-game outcome includes a plurality of trigger symbols 404 (e.g., bonus symbols B) that satisfy a trigger condition for initiating a bonus feature. The base-game interface further includes a credit meter 406, a bet meter 408, and a win meter 410. Responsive to the trigger condition (e.g., a symbol combination, feature symbol landing, or other defined condition), the game-logic circuitry 240 initiates a bonus feature and updates the feature-state data record to indicate feature entry, including storing a feature-entry reason code and a feature-entry timestamp for auditability and recovery.
[0086] FIG. 5 illustrates an exemplary wheel-bonus presentation that may be presented during feature entry or as a first stage of the bonus feature. The wheel-bonus presentation includes a wheel 500 having a plurality of wheel segments corresponding to different wheel outcomes and an attention-drawing prompt (e.g., a "LOOK UP" message) that directs the player's focus to the wheel. The wheel outcomes may, for example, include 40-1000 credits or MONSTER HAND. In some embodiments, the game-logic circuitry 240 determines a wheel outcome using the RNG and stores, in the feature-state data record, a wheel-result field identifying a selected wheel segment.
[0087] In some embodiments, after determining the wheel outcome, the game-logic circuitry 240 generates display-control signals that cause the one or more display devices to render a wheel-spin animation. The wheel-spin animation may include accelerating and decelerating rotation of the wheel, audio cues synchronized to segment boundaries, and a final stop state aligned with the selected wheel segment. By deriving the display-control signals from the feature-state data record, the gaming machine reduces the likelihood of desynchronization between the visual stop position and the wheel outcome. The wheel 500 may be presented on a video screen as shown in FIG. 4 or may be an electromechanical wheel disposed, for example, above the video screen.
[0088] FIG. 6 illustrates an exemplary wheel outcome screen. In the embodiment shown, the wheel stop position corresponds to the MONSTER HAND wheel segment 600. In response to the wheel landing on the MONSTER HAND wheel segment 600, the game-logic circuitry 240 causes transition to a selection stage (sometimes referred to as a "Top Box" bonus) and updates the feature-state data record to indicate that a selection interface is to be presented.
[0089] FIG. 7 illustrates an exemplary selection interface that includes a plurality of bonus indicators comprising a GRAND prize board 700a, MAJOR prize board 700b, 100-300 credits 700c, LAMP bonus 700d, ELECTRIC TOOL bonus 700e, and FRANKENSTEIN bonus 700f. Prize boards 700a and 700b each includes a plurality of meters / award values presented at prize- 2026202980 10 Sep 2026 board positions. If an award value from the GRAND or MAJOR prize board that is not the GRAND jackpot 704 or the MAJOR jackpot 706 is awarded, then that award will become greyed out from its respective prize board for all bets and denominations. An award value that is greyed out will be unavailable to be awarded again until it is re-enabled. If the GRAND jackpot 704 or MAJOR jackpot 706 is awarded, then all GRAND or MAJOR award values, respectively, will be re-enabled for all bets and denominations.
[0090] In the example of FIG. 7, one of the award values (a $100 award value) in bonus indicator 700c is highlighted relative to the other award values. In some embodiments, the game-logic circuitry 240 animates highlight states by updating the feature-state data record to include a highlight-target identifier and then transforming the updated record into display-control signals that adjust at least one visual characteristic (e.g., brightness, glow, outline, pulsing) of the highlighted element. Such controlled highlighting focuses player attention while avoiding excessive simultaneous animations that can increase frame-time variability.
[0091] FIG. 8 illustrates a subsequent screen in which a different bonus indicator is highlighted. In the example of FIG. 8, a FRANKENSTEIN character indicator 700f is highlighted, indicating a different candidate bonus indicator from the plurality of bonus indicators. In some embodiments, the game-logic circuitry 240 cycles highlight among different bonus indicators according to an animation schedule stored in the feature-state data record. By representing the schedule as state data rather than ad-hoc UI behavior, the gaming machine improves determinism and auditability of the sequence and can reliably resume from an interruption by restoring the schedule state.
[0092] FIG. 9 illustrates a screen in which the MAJOR prize board 700b is highlighted and then selected as the selected bonus indicator. In some embodiments, the game-logic circuitry 240 randomly selects the selected bonus indicator based at least in part on the RNG and maps the RNG output to a bonus-indicator identifier stored in the feature-state data record. The game-logic circuitry 240 then generates display-control signals to animate the plurality of bonus indicators to indicate the selected bonus indicator, for example by pulsing the selected prize board, dimming unselected prize boards, and rendering a selection-confirmation animation.
[0093] Referring to FIGS. 10 and 11, in response to selection of the GRAND prize board 700a or the MAJOR prize board 700b (in the illustrated example, the MAJOR prize board 700b), the gamelogic circuitry 240 addresses technical problems associated with transitioning from a multiindicator interface to a focused award-resolution interface by using the feature-state data record to 2026202980 10 Sep 2026 drive a structured transition. In particular, the game-logic circuitry 240 updates the feature-state data record to indicate removal or de-emphasis of unselected bonus indicators and to assign each award value of the selected prize board to a ladder position in a ladder arrangement. The gaming machine then transforms the updated feature-state data record into transition display-control signals that cause the one or more display devices to render a transition animation in which the unselected bonus indicators are visually removed or de-emphasized while the award values of the selected prize board are visually moved, expanded, or reflowed from the prize-board positions in FIG. 10 into the ladder arrangement in FIG. 11. This state-driven approach reduces layout thrashing and repeated recomputation in the rendering pipeline and improves consistency of the animated transition.
[0094] FIG. 11 illustrates an exemplary ladder arrangement produced after selection of the MAJOR prize board 700b. In the embodiment shown, the award values of the selected MAJOR prize board are presented as a vertically arranged ladder 1100 having a plurality of ladder positions. In some embodiments, the ladder-position assignments are determined according to an ordering rule stored in memory 244 (e.g., ordering by magnitude, by presentation priority, or by an index). The game-logic circuitry 240 stores the ladder-position assignments in the feature-state data record and uses the assignments to render stable ladder positioning across frames, thereby reducing flicker and preventing eliminated values from reappearing due to stale layout state.
[0095] After the ladder arrangement is presented, the gaming machine performs sequential elimination of award values until a single remaining award value remains. In some embodiments, the game-logic circuitry 240 performs the sequential elimination using an elimination loop that, for each elimination iteration, selects a to-be-eliminated award value from among currently noneliminated award values based at least in part on the RNG, updates the feature-state data record to mark that award value as eliminated, and generates elimination display-control signals to visually remove or de-emphasize the eliminated award value.
[0096] In some embodiments, the sequential elimination process may be constrained by rules stored in the feature-state data record. For example, one or more award values may be designated as occupying a protected ladder position. A protected ladder position, as identified in the featurestate data record, may be ineligible for elimination until certain conditions are met, such as after a specific number of elimination iterations have occurred or until it is one of the last two remaining 2026202980 10 Sep 2026 award values. This ensures that high-value awards, such as a top jackpot prize, remain in play for a longer duration, thereby heightening player anticipation.
[0097] FIG. 12 illustrates a first stage of sequential elimination. In the embodiment shown, one of the ladder positions has been eliminated such that fewer award values remain in the ladder arrangement. In the illustrated example, the already-disabled $400 award value (see FIG. 10) is eliminated. In some embodiments, the elimination animation includes fading, shrinking, shattering, or moving the eliminated award value off-screen, and the one or more display devices re-render the remaining award values in their ladder positions or compact remaining award values into a reduced set of ladder positions. The compaction behavior may be controlled by ladderposition state fields in the feature-state data record to avoid non-deterministic reflow.
[0098] FIG. 13 illustrates a subsequent stage of sequential elimination in which additional award values have been eliminated, leaving a smaller subset of remaining award values. In some embodiments, after each elimination iteration the game-logic circuitry 240 appends an eliminationlog entry to the feature-state data record (or to a related session record), identifying the eliminated award value and an iteration index. Such state logging improves auditability and supports deterministic replay of the animated elimination sequence.
[0099] FIG. 14 illustrates a final stage in which a single remaining award value ($500 in this case) remains in the ladder arrangement. In some embodiments, the game-logic circuitry 240 updates the feature-state data record to indicate the single remaining award value and generates a finalization display-control signal set that causes the one or more display devices to emphasize the remaining award value (e.g., via pulsing, zooming, or celebratory effects) while maintaining the eliminated state of the other award values. In an award presentation, the single remaining award value is awarded to the player. In some embodiments, awarding includes updating a credit meter, updating an award meter, generating a log entry in an accounting record, and returning control to base-game play. The game-logic circuitry 240 may also update the feature-state data record to indicate feature completion and to store the awarded value for reconciliation and regulatory review.
[0100] FIG. 15 is a flowchart illustrating an example data-processing method corresponding to instructions executed by game-logic circuitry 240 to conduct the wagering game. At step 1502, the game-logic circuitry 240 presents, via one or more display devices, a wagering-game interface and conducts a base game by receiving a wager input and, using a random number generator (RNG), 2026202980 10 Sep 2026 determining and presenting a base-game outcome and any awards for the base-game outcome. At step 1504, the game-logic circuitry 240 determines whether a bonus-trigger condition has occurred during the base-game instance. If not, the method returns to step 1502 to continue conducting subsequent base-game instances. If, however, the game-logic circuitry 240 detects the bonustrigger condition (e.g., a defined occurrence of designated trigger symbols as shown in FIG. 4), the method proceeds to initiating a bonus feature. The game-logic circuitry 240 initializes and stores, in memory, a feature-state data record representing a current bonus state, including identifiers for bonus indicators, prize-board data structures mapping award values to prize-board positions within the MAJOR and GRAND prize boards, and one or more animation-state fields. At step 1506, the game-logic circuitry 240 causes the one or more display devices to present and spin a wheel (as shown in FIGS. 5-6) as a first bonus stage. The wheel spin may yield a credit award at 1508 or a second bonus stage at 1510 in which the one or more display devices transitions to a bonus-selection interface.
[0101] Continuing with FIG. 15, at step 1512 the game-logic circuitry 240 obtains one or more random numbers from the RNG and determines a bonus-selection outcome, including randomly selecting a selected bonus indicator from among a plurality of bonus indicators that include a plurality of prize boards (FIGS. 7-9). At step 1514, the game-logic circuitry 240 transforms the feature-state data record into display-control signals and controls the one or more display devices using the display-control signals to animate the plurality of bonus indicators to indicate the selected bonus indicator, including cycling or otherwise rendering highlight states of different bonus indicators (e.g., highlighting a $100 value in FIG. 7, highlighting a Frankenstein indicator in FIG. 8, and highlighting and then selecting a MAJOR prize board in FIG. 9). At step 1516, in response to the selected bonus indicator corresponding to a selected prize board, the game-logic circuitry 240 updates the feature-state data record to indicate removal or de-emphasis of unselected bonus indicators and ladder-position assignments for award values of the selected prize board, and transforms the updated feature-state data record into updated display-control signals that cause the one or more display devices to render a transition animation in which the unselected bonus indicators are visually removed or de-emphasized and the award values are visually moved, expanded, or reflowed from prize-board positions into a ladder arrangement (FIGS. 10-11). At step 1518, the game-logic circuitry 240 sequentially eliminates award values from the ladder arrangement until a single remaining award value remains by performing iterative elimination 2026202980 10 Sep 2026 operations that (i) select a to-be-eliminated award value from among currently non-eliminated award values based at least in part on the RNG, (ii) update the feature-state data record to mark the selected award value as eliminated, and (iii) generate updated display-control signals that cause the one or more display devices to render an elimination animation that visually removes or deemphasizes the eliminated award value relative to remaining award values (FIGS. 12-14). At step 1520, the game-logic circuitry 240 determines the final remaining award value, credits the final remaining award value to one or more meters, updates the feature-state data record to indicate feature completion for auditability and recoverability, and returns the wagering game to the base game at step 1502.
[0102] In some embodiments, the feature-state data record is persisted to non-volatile storage to support recovery from interruptions. For example, upon detection of an interruption condition, the game-logic circuitry 240 stores the feature-state data record, including the selected prize board, ladder-position assignments, and elimination state. Upon restoration, the game-logic circuitry 240 reconstitutes the bonus feature by loading the persisted feature-state data record and regenerating display-control signals corresponding to the stored state, thereby preventing inconsistencies between outcome logic and presentation logic after resumption. The feature-state data record may be replicated in non-volatile storage following completion of updates associated with a single turn of the wagering-game instance. The feature-state data record may be replicated in non-volatile storage following completion of one or more from among: an update to indicate removal of unselected bonus indicators and to indicate ladder-position assignments for the plurality of award values of the selected prize board; an update to the feature-state data record to mark the to-be-eliminated award value as eliminated; or an update to the feature-state data record to indicate the single remaining award.
[0103] Although the embodiments are described with reference to a wheel-based first bonus stage followed by a second bonus stage, other arrangements are contemplated. For example, in some embodiments the wheel stage is omitted and the second bonus stage is entered directly; in other embodiments, the wheel outcome selects among different prize-board sets, different ordering rules for ladder positions, different elimination animations, or different subsets of award values to be included in the ladder arrangement. 2026202980 10 Sep 2026
[0104] Accordingly, FIGS. 4 through 15 illustrate a controlled, state-driven process in which the game-logic circuitry 240 uses the feature-state data record to coordinate bonus-indicator selection, transition from a multi-indicator interface to a ladder arrangement, and sequential elimination of award values, with each stage driven by authenticated game-outcome logic and reflected in display-control signals that synchronize visual output with the underlying feature state.
[0105] The following additional embodiments and technical effects are provided to further illustrate, without limitation, variations of the systems and methods described herein. Unless expressly stated otherwise, the embodiments described below may be implemented in combination with one another and may be applied to the prize board selection and reformation feature as described herein.
[0106] In some embodiments, the game-logic circuitry 240 is configured to present different sets of bonus indicators in the bonus-selection interface depending on a bet level, a denomination, a progressive tier, or a combination thereof. The feature-state data record stores a configuration identifier indicating which bonus-indicator set is active for the current wagering-game instance.
[0107] In some embodiments, the game-logic circuitry 240 supports multiple prize boards of different sizes, where a first prize board includes a first number of award values and a second prize board includes a second, different number of award values. The ladder arrangement adapts its number of ladder positions to match the award-value count of the selected prize board, and the feature-state data record stores ladder-size metadata to control the transition animation accordingly.
[0108] In some embodiments, the elimination animation for each elimination iteration is selected from a plurality of elimination animation types (e.g., fading, shattering, moving off-screen, striking through) based on a field in the feature-state data record, enabling varied visual presentation across iterations while maintaining deterministic state tracking.
[0109] In some embodiments, the game-logic circuitry provides a controlled separation of gameoutcome determination from presentation rendering by maintaining the feature-state data record as an intermediate state layer. The game-outcome logic updates the feature-state data record, and a separate rendering process reads the feature-state data record to generate display-control signals, thereby reducing the risk of synchronization faults between outcome determination and visual presentation. 2026202980 10 Sep 2026
[0110] In some embodiments, the feature-state data record provides a compact representation of the bonus-feature state, including bonus-indicator identifiers, prize-board data structures, ladderposition assignments, and elimination-state data, in a single data structure that can be persisted to non-volatile storage for recovery and audit purposes. This compact representation reduces the periteration memory overhead of the sequential elimination process.
[0111] In some embodiments, the game-logic circuitry generates display-control signals by performing a delta-rendering comparison between a current feature-state data record and a prior feature-state data record, identifying changed graphical elements (e.g., a newly eliminated award value), and generating rendering commands that update only the changed elements. This reduces data bandwidth and computational load on the CPU and GPU components of the EGM.
[0112] In some embodiments, the sequential elimination process is modular, such that the gamelogic circuitry can enable or disable specific elimination rules (e.g., protected ladder positions) through configuration fields in the feature-state data record without requiring changes to the underlying elimination loop logic. This supports configurable game variants while maintaining a single auditable code path.
[0113] In some embodiments, the feature-state data record includes an elimination-log field that records, for each elimination iteration, the eliminated award value and the iteration index. This log provides a deterministic chain of state transitions that supports regulatory audit, replay, and recovery after power interruption or other system events.
[0114] 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.
[0115] 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.
Claims
1. An electronic gaming machine, comprising:one or more display devices;game-logic circuitry;a credit input mechanism configured to detect a physical item associated with a monetary value that establishes a credit balance;hardware meters including at least a credit meter for monitoring the credit balance;a game play mechanism configured to accept a player input and transform the player input to an electronic data signal and to output the electronic data signal to the game-logic circuitry;the game-logic circuitry comprising a random number generator, and being configured to communicate with the one or more display devices and the one or more player input devices, and to receive the electronic data signal from the game play mechanism, the gamelogic circuitry further comprising one or more processors and one or more memory devices, the one or more memory devices storing instructions that, when executed by the one or more processors, cause the game-logic circuitry, responsive to the electronic data signal, to:deduct a wager amount from the credit balance, update the credit meter, and initiate the wagering-game instance;initiate a bonus feature responsive to a bonus-trigger condition during a wagering-game instance and control the one or more display devices to present a bonus-selection interface including a plurality of bonus indicators, the plurality of bonus indicators including a plurality of prize boards, each prize board including a plurality of award values;maintain, in the one or more memory devices, a feature-state data record that identifies (i) each of the plurality of bonus indicators, (ii) a respective prize-board data structure for each prize board that maps the plurality of award values to corresponding prizeboard positions, and (iii) a current bonus-selection state for the bonus feature;randomly selecta selected bonus indicator from the plurality of bonus indicators, by generating a random value via the random number generator and mapping the2026202980 10 Sep 2026random value to a bonus-indicator identifier identified in the feature-state data record;transform the feature-state data record into display-control signals and control the one or more display devices using the display-control signals to animate the plurality of bonus indicators to indicate the selected bonus indicator;in response to the selected bonus indicator corresponding to a selected prize board, update the feature-state data record to indicate removal of unselected bonus indicators and to indicate ladder-position assignments for the plurality of award values of the selected prize board, and transform the updated feature-state data record into updated display-control signals that cause the one or more display devices to render a transition animation in which the unselected bonus indicators are visually removed or de-emphasized and the plurality of award values of the selected prize board are visually moved, expanded, or reflowed from the prize-board positions into a ladder arrangement;sequentially eliminate award values from the ladder arrangement until a single remaining award value remains by, for each respective elimination iteration, (a) selecting, based at least in part on the random number generator, a to-be-eliminated award value from among currently non-eliminated award values, (b) updating the featurestate data record to mark the to-be-eliminated award value as eliminated, and (c) transforming the feature-state data record into updated display-control signals that cause the one or more display devices to render an elimination animation that visually removes or de-emphasizes the to-be-eliminated award value relative to remaining award values;update the feature-state data record to indicate the single remaining award value;store, in the one or more memory devices, award data corresponding to the single remaining award value; andupdate the credit meter based on the single remaining award value.
2. The electronic gaming machine of claim 1, wherein the one or more memory devices further store (i) an authentication program, and (ii) a trusted authentication code, and wherein the instructions, when executed by the one or more processors, further cause the game-logic circuitry2026202980 10 Sep 2026to: generate, via execution of the authentication program, a live authentication code based on contents of at least one of the one or more memory devices; compare the live authentication code to the trusted authentication code; and permit execution of random-number-generator programming and game-outcome logic only upon determining that the live authentication code matches the trusted authentication code.
3. The electronic gaming machine of any of claims 1 to 2, wherein the game-logic circuitry is operable to control the one or more display devices, including in accordance with the displaycontrol signals.
4. The electronic gaming machine of any of claims 1 to 3, wherein the game-logic circuitry is configured to generate the display-control signals by executing a state-to-animation mapping comprising: translating an update to the elimination-state data of the feature-state data record into a corresponding change in the ladder arrangement by identifying one or more changed graphical elements of the ladder arrangement; and generating one or more rendering commands for updating the presentation of the ladder arrangement by rendering only the identified one or more changed graphical elements.
5. The electronic gaming machine of any of claims 1 to 4, further comprising a value output device, the value output device being configured to dispense, from the gaming machine, cash or credits in accordance with the credit balance.
6. The electronic gaming machine of any of claims 1 to 5, wherein each prize board comprises a respective set of award values including at least one of (i) a credit-denominated award value or (ii) a jackpot-denominated award value.
7. The electronic gaming machine of any of claims 1 to 6, wherein the instructions cause rearranging the plurality of award values into the ladder arrangement by assigning each award value to a respective ladder position according to an ordering rule stored in the one or more memory devices, and controlling the one or more display devices to render the award values in vertically stacked ladder positions.2026202980 10 Sep 20268. The electronic gaming machine of any of claims 1 to 7, wherein the instructions further cause, after each respective elimination iteration, controlling the one or more display devices to re-render the ladder arrangement such that remaining award values occupy a reduced set of ladder positions corresponding to non-eliminated award values.
9. The electronic gaming machine of any of claims 1 to 8, wherein the instructions constrain selecting the to-be-eliminated award value during each respective elimination iteration such that the to-be-eliminated award value is selected from a subset of the ladder positions other than a protected ladder position designated in the feature-state data record.
10. The electronic gaming machine of any of claims 1 to 9, wherein the instructions cause generating, for each respective elimination iteration, updated display-control signals based on the feature-state data record and outputting the updated display-control signals to the one or more display devices to render the elimination animation.
11. A method in an electronic gaming machine comprising: one or more display devices; gamelogic circuitry; a credit input mechanism configured to detect a physical item associated with a monetary value that establishes a credit balance; hardware meters including at least a credit meter for monitoring the credit balance; a game play mechanism configured to accept a player input and transform the player input to an electronic data signal and to output the electronic data signal to the game-logic circuitry; the game-logic circuitry including a random number generator, one or more processors and one or more memory devices, the method comprising receiving the electronic data signal and, responsive to the electronic data signal:deducting a wager amount from the credit balance, updating the credit meter, and initiating the wagering-game instance;initiating a bonus feature responsive to a bonus-trigger condition during a wagering-game instance and controlling one or more display devices to present a bonus-selection interface including a plurality of bonus indicators, the plurality of bonus indicators including a plurality of prize boards, each prize board including a plurality of award values;maintaining, in the one or more memory devices, a feature-state data record that identifies (i) each of the plurality of bonus indicators, (ii) a respective prize-board data structure for each2026202980 10 Sep 2026prize board that maps the plurality of award values to corresponding prize-board positions, and (iii) a current bonus-selection state for the bonus feature;randomly selecting a selected bonus indicator from the plurality of bonus indicators by generating a random value via the random number generator and mapping the random value to a bonus-indicator identifier identified in the feature-state data record;transforming the feature-state data record into display-control signals and controlling the one or more display devices using the display-control signals to animate the plurality of bonus indicators to indicate the selected bonus indicator;in response to the selected bonus indicator corresponding to a selected prize board, updating the feature-state data record to indicate removal of unselected bonus indicators and to indicate ladder-position assignments for the plurality of award values of the selected prize board, and transforming the updated feature-state data record into updated display-control signals that cause the one or more display devices to render a transition animation in which the unselected bonus indicators are visually removed or de-emphasized and the plurality of award values of the selected prize board are visually moved, expanded, or reflowed from the prize-board positions into a ladder arrangement;sequentially eliminating award values from the ladder arrangement until a single remaining award value remains by, for each respective elimination iteration, (a) selecting, based at least in part on the random number generator, a to-be-eliminated award value from among currently non-eliminated award values, (b) updating the feature-state data record to mark the to-be-eliminated award value as eliminated, and (c) transforming the feature-state data record into updated display-control signals that cause the one or more display devices to render an elimination animation that visually removes or de-emphasizes the to-be-eliminated award value relative to remaining award values;updating the feature-state data record to indicate the single remaining award value;recording, in the one or more memory devices, award data corresponding to the single remaining award value; andupdating the credit meter based on the single remaining award value.
12. The method of claim 11, wherein the one or more memory devices further store (i) an authentication program, and (ii) a trusted authentication code, and wherein the method further2026202980 10 Sep 2026comprises: generating, via execution of the authentication program, a live authentication code based on contents of at least one of the one or more memory devices; comparing the live authentication code to the trusted authentication code; and permitting execution of randomnumber-generator programming and game-outcome logic only upon determining that the live authentication code matches the trusted authentication code.
13. The method of any of claims 11 to 12, wherein animating the plurality of bonus indicators comprises generating the display-control signals to cause the one or more display devices to render at least one selection animation that visually distinguishes the selected bonus indicator from the unselected bonus indicators.
14. The method of any of claims 11 to 13, wherein the transition animation comprises at least one of (i) fading the unselected bonus indicators, (ii) moving the unselected bonus indicators offscreen, (iii) scaling the selected prize board relative to the unselected bonus indicators, or (iv) replacing the unselected bonus indicators with a background graphic while the plurality of award values are reflowed into the ladder arrangement.
15. The method of any of claims 11 to 14, wherein re-arranging the plurality of award values into the ladder arrangement comprises assigning, by the game-logic circuitry, each award value to a respective ladder position according to an ordering rule stored in the one or more memory devices, and controlling the one or more display devices to render the award values in vertically stacked ladder positions.
16. The method of any of claims 11 to 15, further comprising: after each respective elimination iteration, controlling the one or more display devices to re-render the ladder arrangement such that remaining award values occupy a reduced set of ladder positions corresponding to non-eliminated award values.
17. The method of any of claims 11 to 16, wherein selecting the to-be-eliminated award value during each respective elimination iteration is constrained such that the to-be-eliminated award2026202980 10 Sep 2026value is selected from a subset of the ladder positions other than a protected ladder position designated in the feature-state data record.
18. The method of any of claims 11 to 17, wherein the game-logic circuitry generates the displaycontrol signals by executing a state-to-animation mapping comprising: translating an update to the elimination-state data of the feature-state data record into a corresponding change in the ladder arrangement by identifying one or more changed graphical elements of the ladder arrangement; and generating one or more rendering commands for updating the presentation of the ladder arrangement by rendering only the identified one or more changed graphical elements.
19. The method of any of claims 11 to 18, the electronic gaming machine wherein the game-logic circuitry is operable to control the one or more display devices in accordance with the displaycontrol signals.
20. A program that, when executed by one or more processing devices of an electronic gaming machine, causes the one or more processing devices to perform the method of any of claims 11 to 19.
Citation Information
Patent Citations
Gaming machine and method with control outcomes in bonus games having bonus prize tiers
US11847893B2
Gaming systems and methods using multi-cycle award sequences
US12340660B2
Gaming machine and method with dynamic game progression
US20230049403A1
Methods and systems that normalize images, generate quantitative enhancement maps, and generate synthetically enhanced images
US20230123208A1
Gaming system and method for providing a multiple round offer and acceptance game
US8808083B1