Gaming system and method for multiplier-upgraded hold-and-spin feature

AU2026203247B1Pending Publication Date: 2026-10-08LNW GAMING INC
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Patent Information

Application Number
AU2026203247
Authority / Receiving Office
AU · AU
Patent Type
Applications
Current Assignee / Owner
Priority Date
2026-02-26
Filing Date
2026-04-29
Publication Date
2026-10-08

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Abstract

Abstract A gaming system and method utilize one or more display devices and authenticated game- logic circuitry having a memory and a random number generator. During play, a hold-and-spin feature is initiated in response to a trigger condition and presented with a multiplier meter indicating multiple multiplier values. For each feature spin, the game-logic circuitry determines an outcome that may include prize symbols and a multiplier-upgrade symbol. When a multiplier- upgrade symbol occurs, the active multiplier level is advanced to a higher value indicated by the multiplier meter. Newly landed prize symbols are modified by the active multiplier level and awarded or locked. Locked prize values remain unchanged by later multiplier increases. Display- control signals drive meter, multiplication, locking, and removal animations. Abstract 20 26 20 32 47 29 A pr 2 02 6 2 0 2 6 2 0 3 2 4 7 2 9 2 0 2 6 A p r A b s t r a c t 2 0 2 6 2 0 3 2 4 7 2 9 2 0 2 6 A p r A b s t r a c t
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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 generally to electronic gaming systems and, more particularly, to systems and methods for controlling one or more display devices to provide animated bonus features. Background

[0003] Electronic wagering game systems typically include game-logic circuitry that determines game outcomes using one or more random number generators and causes one or more display devices to render corresponding game content. As wagering-game implementations evolve to include more sophisticated bonus features and richer user-interface effects, technical challenges arise in coordinating outcome determination, state persistence, value computation, and real-time graphical rendering.

[0004] For example, some wagering-game features maintain symbol states across a sequence of spins, including holding or persisting certain symbol positions while other positions continue to change. Implementing such multi-spin features can require accurately tracking symbol-position states, associated values, and feature progression. It has been observed in existing systems that technical issues can occur, such as inconsistent value computation, incorrect persistence of values across spins, or divergence between internal state information and what is rendered on the display devices.

[0005] In addition, modern wagering-game systems frequently compute awards based on one or more dynamic parameters that may change during a feature, such as configuration values, state- 2026203247   07 Sep 2026 dependent modifiers, or other runtime variables. It has been observed in existing systems that errors can occur, including unintended recomputation of previously determined values, incorrect application of state-dependent modifications, or inconsistent intermediate displays caused by asynchronous execution of logic and rendering processes.

[0006] Presentation challenges also increase with feature complexity. Contemporary graphical interfaces often rely on layered animations, such as symbol transformations, value-change effects, indicator updates, locking effects, and symbol-removal effects, that are synchronized with underlying outcome and award determinations. Generating and sequencing display-control signals so that visual presentations reliably correspond to authenticated game outcomes, while meeting performance requirements of real-time rendering, can be technically challenging. Poor synchronization may result in user-visible defects such as incorrect intermediate values, missing or repeated animations, or display of transient symbols after they should have been removed.

[0007] Regulatory and security considerations further introduce technical issues. In many jurisdictions, game-execution integrity depends on authenticating aspects of the game software, including random number generator programming and game-outcome logic, prior to game execution. Integrating authentication operations into systems that also provide dynamic feature behavior and complex animation pipelines can be difficult, particularly when software updates, configuration changes, and content packages are validated without disrupting execution timing or rendering throughput.

[0008] 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

[0009] There is provided an electronic gaming machine, comprising: one or more display devices; one or more value input devices, configured to detect a physical item associated with a monetary value that establishes a credit balance; one or more value output devices configured to dispense from the gaming machine currency or credits in response to a cashout input that initiates a payout from the credit balance; game-logic circuitry; a random number generator; and a game play mechanism configured for operation by a player to initiate the play of a game; wherein the game logic circuitry comprises 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 to control the one or more display devices, including in accordance 2026203247   07 Sep 2026 with display-control signals, and to respond to initiation of the play of the game at the game play mechanism by operations including: detecting satisfaction of a trigger condition associated with a hold-and-spin feature during execution of the game; responsive to detecting satisfaction of the trigger condition, initiating the hold-and-spin feature on a plurality of symbol display positions, including initializing a feature-state data record for the hold-and-spin feature in the one or more memory devices, including a defined set of symbol display positions and an occupancy map indicating which symbol display positions are locked and which are available and an active multiplier level having a first multiplier value; causing the one or more display devices to present a multiplier meter indicating a plurality of available multiplier values including the first multiplier value and one or more higher multiplier values; during each feature spin of the hold-and-spin feature, determining, using the random number generator, a symbol outcome for the plurality of symbol display positions, the symbol outcome selectively including (i) one or more prize symbols having respective prize values and (ii) a multiplier-upgrade symbol; responsive to determining that the multiplier-upgrade symbol is included in the symbol outcome for a given feature spin, update the active multiplier level of the feature-state data record in the one or more memory devices to a next higher multiplier value indicated by the multiplier meter; for each prize symbol that is newly landed during the given feature spin, determining a modified prize value by applying the updated active multiplier level to the prize value of that prize symbol, and determining whether the prize symbol is configured to lock in the respective symbol display position or whether the prize symbol is a transient award symbol that: reveals a prize value; is modified by the active multiplier level for the feature spin in which the transient award symbol lands; and is removed from the plurality of symbol display positions after awarding; maintaining, in the feature state data record in the one or more memory devices, locked prize data for prize symbols locked to respective ones of the symbol display positions during the hold-and-spin feature; maintaining, in the feature state data record in the one or more memory devices, transient-award data for the transient award symbols; generating display-control signals that cause the one or more display devices to render at least (i) an update of the multiplier meter corresponding to the updated active multiplier level and (ii) display of the modified prize value for each newly landed prize symbol; and controlling the hold-and-spin feature such that, after a prize symbol is locked with a stored locked value in the locked prize data, subsequent updates to the active multiplier level do not change the stored locked value for that locked prize symbol. 2026203247   07 Sep 2026

[0010] 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.

[0011] 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 game, and the game-logic circuitry is responsive to initiation of the play of the game with the game play mechanism and is operable to control the one or more display devices, including in accordance with the displaycontrol signals.

[0012] 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 active multiplier level in the locked prize data into a corresponding change in the multiplier meter by identifying one or more changed graphical elements of the multiplier meter; and generating one or more rendering commands for updating the presentation of the multiplier meter by rendering only the identified one or more changed graphical elements.

[0013] In some embodiments, the multiplier meter indicates an ordered set of the plurality of available multiplier values, and the instructions to update the active multiplier level comprise instructions to advance, based on the multiplier-upgrade symbol, through the ordered set to select the next higher multiplier value.

[0014] In some embodiments, the symbol outcome includes the multiplier-upgrade symbol and at least one newly landed prize symbol during the given feature spin, and the instructions to determine the modified prize value comprise instructions to apply the next higher multiplier value, after the updating, to the prize value of the at least one newly landed prize symbol.

[0015] In some embodiments, the prize symbols include a transient award symbol that reveals a prize value, is modified by the active multiplier level for a feature spin in which the transient award symbol lands, and is removed from the plurality of symbol display positions after awarding.

[0016] In some embodiments, the locked prize data stores, for each locked prize symbol, a locked-value field separate from an active-multiplier field, and preventing changes to the stored 2026203247   07 Sep 2026 locked value comprises inhibiting recomputation of the locked-value field in response to subsequent multiplier-upgrade symbols.

[0017] In some embodiments, the instructions further cause the game-logic circuitry to vary, as the hold-and-spin feature progresses, a value distribution used to determine prize values for newly landed prize symbols such that later feature spins are more likely to yield higher prize values than earlier feature spins.

[0018] In some embodiments, the display-control signals cause the one or more display devices to render at least one of: (i) locking of a prize symbol to a symbol display position, (ii) removal of an awarded transient award symbol, (iii) a multiplier-change effect associated with the multiplier meter, or (iv) a value-change effect indicating application of the updated active multiplier level.

[0019] There is provided a method in an electronic gaming machine comprising: one or more display devices; game-logic circuitry; one or more value input devices, configured to detect a physical item associated with a monetary value that establishes a credit balance; one or more value output devices configured to dispense from the gaming machine currency or credits in response to a cashout input that initiates a payout from the credit balance; a random number generator; and a game play mechanism configured for operation by a player to initiate the play of a game; wherein the game logic circuitry comprises one or more processors and one or more memory devices; the method comprising responding to initiation of the play of the game at the game play mechanism by: detecting satisfaction of a trigger condition associated with a hold-and-spin feature during execution of a game; responsive to detecting satisfaction of the trigger condition, initiating the hold-and-spin feature on a plurality of symbol display positions, including initializing a featurestate data record for the hold-and-spin feature in the one or more memory devices, including a defined set of symbol display positions and an occupancy map indicating which symbol display positions are locked and which are available and an active multiplier level having a first multiplier value; causing one or more display devices to present a multiplier meter indicating a plurality of available multiplier values including the first multiplier value and one or more higher multiplier values; during each feature spin of the hold-and-spin feature, using the random number generator to determine a symbol outcome for the plurality of symbol display positions, the symbol outcome selectively including (i) one or more prize symbols having respective prize values and (ii) a multiplier-upgrade symbol; responsive to determining that the multiplier-upgrade symbol is 2026203247   07 Sep 2026 included in the symbol outcome for a given feature spin, updating the active multiplier level of the feature-state data record in the one or more memory devices to a next higher multiplier value indicated by the multiplier meter; for each prize symbol that is newly landed during the given feature spin, determining a modified prize value by applying the updated active multiplier level to the prize value of that prize symbol, and determining whether the prize symbol is configured to lock in the respective symbol display position or whether the prize symbol is a transient award symbol that: reveals a prize value; is modified by the active multiplier level for the feature spin in which the transient award symbol lands; and is removed from the plurality of symbol display positions after awarding; maintaining, in the feature-state data record in the one or more memory devices, locked prize data for prize symbols locked to respective ones of the symbol display positions during the hold-and-spin feature; maintaining, in the feature state data record in the one or more memory devices, transient-award data for the transient award symbols; generating displaycontrol signals that cause the one or more display devices to render at least (i) an update of the multiplier meter corresponding to the updated active multiplier level and (ii) display of the modified prize value for each newly landed prize symbol; and controlling the hold-and-spin feature such that, after a prize symbol is locked with a stored locked value in the locked prize data, subsequent updates to the active multiplier level do not change the stored locked value for that locked prize symbol.

[0020] In some embodiments, the method further includes prior to executing the game, generating, via execution of an authentication program stored in the one or more memory devices, a live authentication code based on contents of at least one of the one or more memory devices; comparing the live authentication code to a trusted authentication code stored in the one or more memory devices; and permitting execution of random-number-generator programming and gameoutcome logic only upon determining that the live authentication code matches the trusted authentication code.

[0021] In some embodiments, the multiplier meter indicates an ordered set of the plurality of available multiplier values, and updating the active multiplier level comprises advancing, based on the multiplier-upgrade symbol, through the ordered set to select the next higher multiplier value.

[0022] In some embodiments, the symbol outcome includes the multiplier-upgrade symbol and at least one newly landed prize symbol during the given feature spin, and determining the 2026203247   07 Sep 2026 modified prize value comprises applying the next higher multiplier value, after the updating, to the prize value of the at least one newly landed prize symbol.

[0023] In some embodiments, the prize symbols include a transient award symbol that reveals a prize value, is modified by the active multiplier level for a feature spin in which the transient award symbol lands, and is removed from the plurality of symbol display positions after awarding.

[0024] In some embodiments, maintaining the locked prize data comprises storing, for each locked prize symbol, a locked-value field separate from an active-multiplier field, and preventing changes to the stored locked value comprises inhibiting recomputation of the locked-value field in response to subsequent multiplier-upgrade symbols.

[0025] In some embodiments, the method further includes varying, as the hold-and-spin feature progresses, a value distribution used to determine prize values for newly landed prize symbols such that later feature spins are more likely to yield higher prize values than earlier feature spins.

[0026] In some embodiments, generating the display-control signals comprises generating display-control signals that cause the one or more display devices to render at least one of: (i) locking of a prize symbol to a symbol display position, (ii) removal of an awarded transient award symbol, (iii) a multiplier-change effect associated with the multiplier meter, or (iv) a value-change effect indicating application of the updated active multiplier level.

[0027] 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.

[0028] Other features and advantages will become apparent from the following detailed description, the drawings, and the claims. Brief Description of the Drawings

[0029] FIG. 1 is a perspective view of a free-standing gaming machine including a cabinet, a presentation assembly, and one or more player input devices, in accordance with one or more embodiments.

[0030] FIG. 2 is a block diagram of a gaming machine including one or more display devices coupled to game-logic circuitry having a memory and a random number generator, in accordance with one or more embodiments. 2026203247   07 Sep 2026

[0031] FIG. 3 is a data sequence diagram of an example graphical rendering process for presenting graphical game content within a graphical game interface, including generating displaycontrol signals to control the one or more display devices, in accordance with one or more embodiments.

[0032] FIG. 4 is a screen display of a base-game interface illustrating a trigger outcome associated with initiating an Enchantment hold-and-spin feature, in accordance with one or more embodiments.

[0033] FIG. 5 is a screen display illustrating an Enchantment-feature trigger presentation indicating that Enchantment spins have been awarded, in accordance with one or more embodiments.

[0034] FIG. 6 is a screen display illustrating a bonus-introduction presentation for the Enchantment hold-and-spin feature including a start prompt, in accordance with one or more embodiments.

[0035] FIG. 7 is a screen display illustrating a first bonus-spin presentation of the Enchantment hold-and-spin feature, including a multiplier meter and a bonus-spin counter, in accordance with one or more embodiments.

[0036] FIG. 8 is a screen display illustrating a bonus-spin outcome in which a scroll prize symbol lands during the Enchantment hold-and-spin feature, in accordance with one or more embodiments.

[0037] FIG. 9 is a screen display illustrating a bonus-spin presentation in which a scroll prize value is revealed, in accordance with one or more embodiments.

[0038] FIG. 10 is a screen display illustrating a bonus-spin presentation in which the revealed scroll prize value is modified by an active multiplier value indicated by the multiplier meter, in accordance with one or more embodiments.

[0039] FIG. 11 is a screen display illustrating a bonus-spin presentation in which an awarded scroll symbol is removed after awarding, in accordance with one or more embodiments.

[0040] FIG. 12 is a screen display illustrating a bonus-spin outcome in which a Minor award lands during the Enchantment hold-and-spin feature, in accordance with one or more embodiments. 2026203247   07 Sep 2026

[0041] FIG. 13 is a screen display illustrating a bonus-spin presentation in which the Minor award is modified by the active multiplier value indicated by the multiplier meter, in accordance with one or more embodiments.

[0042] FIG. 14 is a screen display illustrating a bonus-spin outcome in which a multiplierupgrade gem symbol and a credit-or-prize (COR) symbol land during the Enchantment hold-and-spin feature, in accordance with one or more embodiments.

[0043] FIG. 15 is a screen display illustrating a bonus-spin presentation in which the multiplier meter is advanced and the newly landed COR value is modified by the advanced multiplier value, and the gem symbol is removed, in accordance with one or more embodiments.

[0044] FIG. 16 is a screen display illustrating a bonus-spin outcome in which an additional COR symbol lands during the Enchantment hold-and-spin feature, in accordance with one or more embodiments.

[0045] FIG. 17 is a screen display illustrating a bonus-spin presentation in which the newly landed COR value is modified by an active multiplier value indicated by the multiplier meter, in accordance with one or more embodiments.

[0046] FIG. 18 is a screen display illustrating a bonus-spin outcome in which additional COR symbols land during the Enchantment hold-and-spin feature, in accordance with one or more embodiments.

[0047] FIG. 19 is a screen display illustrating a bonus-spin presentation in which the newly landed COR values are modified by an active multiplier value indicated by the multiplier meter, in accordance with one or more embodiments.

[0048] FIG. 20 is a screen display illustrating a bonus-spin outcome in which additional COR symbols land and another multiplier-upgrade gem symbol lands to advance the multiplier meter to a higher multiplier value, in accordance with one or more embodiments.

[0049] FIG. 21 is a screen display illustrating a bonus-spin presentation in which the newly landed COR values are modified by the higher multiplier value indicated by the multiplier meter, in accordance with one or more embodiments.

[0050] FIG. 22 is a screen display illustrating a final bonus-spin / feature-completion presentation for the Enchantment hold-and-spin feature, in accordance with one or more embodiments. 2026203247   07 Sep 2026

[0051] FIG. 23 is a flowchart illustrating operations of the wagering game, in accordance with one or more embodiments.

[0052] 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

[0053] 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.

[0054] 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 "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.

[0055] 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 2026203247   07 Sep 2026 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.

[0056] Some embodiments relate to an EGM comprising a player interface and game-logic circuitry which includes a hold-and-spin feature game. 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 hold-and-spin feature and multiplier-upgrade enhancement within the EGM. In other words, the hold-and-spin feature operates within the EGM, including interacting with and being dependent upon, one or more physical features of the player interface.

[0057] Some embodiments relate to an EGM that mitigates technical challenges present in existing EGMs, and particularly in EGMs with hold-and-spin feature games. As described above, feature games (such as hold-and-spin feature games) may provide persistent states that carry over across multiple feature spin events, and such states may be maintained in memory. For example, the EGM may store data records that identify held symbol positions, credit values, counters, meters, and other state variables. Such state data records may be repeatedly updated as the feature progresses. The EGM may use the data state records to render animated sequences that correspond to the evolving feature state.

[0058] When implementing a hold-and-spin feature game, enhancements that add multiplierlevel state tracking and per-symbol value modification may increase the number of state transitions that the EGM must track and render. 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 coordination between game-outcome logic and the animation system to reduce a 2026203247   07 Sep 2026 risk of inconsistency between the game state and the animated sequences rendered on the graphical user interface (e.g., display lag), which can affect the user experience and player enjoyment.

[0059] In some embodiments, the EGM maintains a memory-resident feature-state data record. The feature-state data record specifies data such as held-position data identifying symbol positions of the symbol array that are held, value-state data identifying values associated with held symbol positions, remaining-spin data identifying a count of remaining respins, and multiplier-state data identifying a current multiplier value and available multiplier values. Use of such a feature-state 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.

[0060] 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 hold-and-spin-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 multiplier-state data. This allows for the per-respin computational overhead of the multiplier-advancement operation to be reduced.

[0061] 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 multiplier-upgrade enhancement may be selectively disabled for particular invocations which avoids associated state updates and display-control signal generation for those invocations (thereby reducing memory access and rendering overhead).

[0062] 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 2026203247   07 Sep 2026 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.

[0063] 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 multiplier-upgrade enhancement 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.

[0064] Referring to FIG. 1, there is shown a gaming machine 100 configured to present one or more wagering games. In the embodiments described here, the gaming machine 100 may be any type of gaming terminal or machine, such as a free-standing cabinet, a bar-top terminal, a slant-top terminal, a wall-mounted unit, or any other suitable housing or configuration. The gaming machine 100 can be implemented as a dedicated hardware platform, as a multi-game platform capable of presenting different wagering games, or as a client device that relies on a remote server for some or all game functionality. For example, in some aspects, the gaming machine 100 is an electromechanical gaming terminal configured to play mechanical slots, whereas in other aspects, the gaming machine is an electronic gaming terminal configured to play a video casino game, such 2026203247   07 Sep 2026 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, workstation-type console models, etc. Further, the gaming machine 100 may be primarily dedicated for use in playing wagering games

[0065] 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.

[0066] 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 electromechanical reels. In another combination disclosed in U.S. Patent No. 7,654,899, a projector projects video images onto stationary or moving surfaces. In yet another combination disclosed in U.S. Patent No. 7,452,276, miniature video displays are mounted to electro-mechanical reels and portray video symbols for the game. In a further combination disclosed in U.S. Patent No. 8,591,330, flexible displays such as OLED or e-paper displays are affixed to electro-mechanical reels. The aforementioned U.S. Patent Nos. 6,517,433, 7,654,899, 7,452,276, and 8,591,330 are incorporated herein by reference in their entireties.

[0067] 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., 2026203247   07 Sep 2026 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.

[0068] 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.

[0069] 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. 2026203247   07 Sep 2026

[0070] 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.

[0071] 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 "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. 2026203247   07 Sep 2026

[0072] 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.

[0073] The game-logic circuitry 240 is also connected to an input / output (I / O) bus 248, which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. The I / O bus 248 is connected to various input devices 250, output devices 252, and input / output devices 254 such as those discussed above in connection with FIG. 1. The I / O bus 248 is also connected to a storage unit 256 and an external-system interface 258, which is connected to external system(s) 260 (e.g., wagering-game networks).

[0074] 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 2026203247   07 Sep 2026 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.

[0075] The external system 260 includes, in various aspects, a gaming network, other gaming machines or terminals, a gaming server, a remote controller, communications hardware, or a variety of other interfaced systems or components, in any combination. In yet other aspects, the external system 260 comprises a player's portable electronic device (e.g., cellular phone, electronic wallet, etc.) and the external-system interface 258 is configured to facilitate wireless communication and data transfer between the portable electronic device and the gaming machine 100, such as by a near-field communication path operating via magnetic-field induction or a frequency-hopping spread spectrum RF signals (e.g., Bluetooth, etc.).

[0076] 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 2026203247   07 Sep 2026 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.

[0077] When a wagering-game instance is executed, the CPU 242 (comprising one or more processors or controllers) executes the RNG programming to generate one or more pseudo-random numbers. The pseudo-random numbers are divided into different ranges, and each range is associated with a respective game outcome. Accordingly, the pseudo-random numbers are utilized by the CPU 242 when executing the game-outcome logic to determine a resultant outcome for that instance of the wagering game. The resultant outcome is then presented to a player of the gaming machine 100 by accessing the associated game assets, required for the resultant outcome, from the main memory 244. The CPU 242 causes the game assets to be presented to the player as outputs from the gaming machine 100 (e.g., audio and video presentations). Instead of a pseudo-RNG, the game outcome may be derived from random numbers generated by a physical RNG that measures some physical phenomenon that is expected to be random and then compensates for possible biases in the measurement process. Whether the RNG is a pseudo-RNG or physical RNG, the RNG uses a seeding process that relies upon an unpredictable factor (e.g., human interaction of turning a key) and cycles continuously in the background between games and during game play at a speed that cannot be timed by the player. Accordingly, the RNG cannot be carried out manually by a human and is integral to operating the game.

[0078] 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 2026203247   07 Sep 2026 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.

[0079] 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.

[0080] 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 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).

[0081] 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 2026203247   07 Sep 2026 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.

[0082] In one embodiment, the gaming machine 100 and, additionally or alternatively, the external system 260 (e.g., a gaming server), means gaming equipment that meets the hardware and software requirements for fairness, security, and predictability as established by at least one state's gaming control board or commission. Prior to commercial deployment, the gaming machine 100, the external system 260, or both and the casino wagering game played thereon may need to satisfy minimum technical standards and require regulatory approval from a gaming control board or commission (e.g., the Nevada Gaming Commission, Alderney Gambling Control Commission, National Indian Gaming Commission, etc.) charged with regulating casino and other types of gaming in a defined geographical area, such as a state. By way of non-limiting example, a gaming 2026203247   07 Sep 2026 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.

[0083] 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 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).

[0084] 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 2026203247   07 Sep 2026 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.

[0085] 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.

[0086] To begin process 300, the rendering pipeline for a frame commences when the CPU 242 determines the required graphical elements based on the current game state at step 302. The required graphical elements include presentation elements for presenting a particular theme or appearance of the interface and game elements that convey game outcomes, events, conditions, and the like. The determination is tied to the specific approved game logic and state transitions defined by the wagering game unit 246 within stored, computer-readable instructions and data structures adapted to data formats accepted by the game-logic circuitry 240. The CPU 242 identifies the necessary game assets (e.g., 2D textures, 3D models, shaders, UI layout data, animation parameters) required to visually represent this state.

[0087] 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 2026203247   07 Sep 2026 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.

[0088] 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.

[0089] The GPU 362 renders the scene, pixel by pixel (i.e., by each addressable location for presenting graphical data, as described herein), into a designated area of the main memory 244 known as a frame buffer at step 310. The frame buffer is a data structure in which graphical data is temporarily stored in a format configured for the hardware and / or video drivers of an output device (e.g., an electronic display, such as the presentation devices 118, 120), thereby enabling accumulation of the per-pixel rendering at least until a full frame of graphical data is ready to be transmitted for display. The data stored within the frame buffer is packaged as "frame data" for the output device to be presented as one or more frames of video game content. This rendering step 310 transforms the game state data and asset data into a specific, structured visual representation suitable for display.

[0090] 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 2026203247   07 Sep 2026 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.

[0091] 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.

[0092] 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., 2026203247   07 Sep 2026 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.

[0093] Exemplary Game Sequence and Feature Description

[0094] Having described the general architecture and rendering pipeline of the gaming machine 100, the following description relates to an enhancement to a hold-and-spin bonus feature, referred to herein as the "multiplier-upgraded hold-and-spin" or "Enchantment" feature. 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. Similarly, display-control signals (also referred to herein as "animation control signals"), as used herein, refer to the frame data and rendering commands generated by the game-logic circuitry 240 and transmitted through the rendering pipeline described with reference to FIG. 3 to cause the presentation devices 118, 120 to render specific visual elements on the game display.

[0095] 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 and the authentication thus succeeds, 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 bonusfeature control is driven by authenticated logic rather than altered code. 2026203247   07 Sep 2026

[0096] The following description provides an example implementation in which authenticated game-logic circuitry coordinates (i) outcome determination, (ii) multi-spin feature-state persistence, (iii) state-dependent value computation and storage, and (iv) synchronized graphical presentation via display-control signals. The techniques described herein reduce technical faults that can occur in complex bonus features, such as inconsistent state persistence across spins, unintended recomputation of previously stored award values, and divergence between internal game state and rendered graphics due to asynchronous logic and rendering.

[0097] The wagering game may be implemented as a state machine having defined states and transitions. Example states include base-game states, feature-entry states, feature-spin states, award states, and feature-termination states. Transitions between states are driven by discrete stateupdate events that are applied in an ordered manner to one or more memory-resident state records, thereby reducing partial updates and improving determinism.

[0098] During base-game play, the game-logic circuitry maintains a base-game state record in memory. The base-game state record may include wager parameters, credit-balance data, configuration identifiers, and outcome data for a current base-game instance. Player inputs are transformed into electronic input signals, processed by the game-logic circuitry, and incorporated into the base-game state record according to the authenticated game-outcome logic.

[0099] When a bonus-trigger condition occurs during a base-game instance, the game-logic circuitry initiates a hold-and-spin bonus feature and transitions from a base-game state to a featureentry state. The bonus-trigger condition may be satisfied by a defined arrangement of symbols, an accumulation state of a persistent indicator, a threshold satisfied by a tracked parameter, or any combination thereof.

[00100] Upon feature entry, the game-logic circuitry initializes a bonus feature-state data record in memory. The feature-state data record functions as an authoritative source of truth for the bonus feature and may include: a defined set of symbol display positions; an occupancy map indicating which positions are locked or available; per-position value fields; a bonus-spin counter; a multiplier meter state indicating available multiplier values and a currently active multiplier value; transient-award fields for symbols that award and then leave the interface; and a state-version field that updates when the record is committed.

[00101] To improve consistency across subsystems, the feature-state data record may be updated using an atomic commit technique. For example, the game-logic circuitry generates a 2026203247   07 Sep 2026 candidate next record in a working buffer, applies one or more state-update events in an ordered sequence, validates the candidate record against consistency rules, and commits the candidate record as the current record. Validation rules may include, for example: a locked position cannot be overwritten; a bonus-spin counter must remain within an allowed range; and a stored locked value cannot be modified by later multiplier changes.

[00102] To support recovery after interruptions, the game-logic circuitry may checkpoint the feature-state data record to nonvolatile storage and / or write an append-only event log identifying each committed state-update event. After a reset, power interruption, or access condition, the game-logic circuitry may reconstruct the feature state by loading a checkpoint and replaying subsequent events in order, thereby preserving integrity of multi-spin features.

[00103] The game-logic circuitry controls the one or more display devices using display-control signals derived from committed state records. In one approach, the game-logic circuitry determines a delta between a prior committed state record and a newly committed state record, and then generates display-control signals corresponding to that delta. This delta-driven technique improves synchronization by causing the display devices to render only committed state transitions rather than speculative or intermediate values.

[00104] The rendering subsystem may operate on a read-only snapshot of the most recently committed state record. A double-buffer publishing mechanism may be used in which the gamelogic circuitry publishes a stable record version and the rendering subsystem verifies stability using the state-version field before rendering, reducing display artifacts that can occur when rendering reads data mid-update.

[00105] In the hold-and-spin bonus feature, the bonus-spin counter is initialized to a starting value and decremented after each bonus spin. If at least one new prize symbol lands during a bonus spin, the game-logic circuitry may reset the bonus-spin counter to a reset value; if no new prize symbol lands and the bonus-spin counter reaches an end condition, the feature terminates.

[00106] The multiplier meter is presented during the bonus feature and indicates multiple multiplier values, including a currently active multiplier value. Internally, the multiplier meter state may be represented as an ordered list of available multiplier values and an index identifying the currently active multiplier value. Storing the meter state as part of the feature-state data record reduces mis-synchronization between the meter as displayed and the modifier value used for computations. 2026203247   07 Sep 2026

[00107] The bonus feature may include prize symbols that can become persistent at respective symbol display positions. When a prize symbol becomes locked, the game-logic circuitry stores a locked entry in the feature-state data record that includes a position identifier and a stored locked value. The stored locked value represents the award value determined at the time the symbol landed and is treated as immutable during the remainder of the feature, reducing unintended retroactive changes.

[00108] The bonus feature may include one or more transient award symbols that reveal a value, award the value, and are removed after award. To keep presentation synchronized with logic, the feature-state data record may track a lifecycle for transient awards, such as landed, revealed, awarded, and removed. The game-logic circuitry commits lifecycle changes before generating corresponding display-control signals, reducing the likelihood that the display devices show a transient symbol after it should have been removed.

[00109] The bonus feature may include one or more multiplier-upgrade symbols. When a multiplier-upgrade symbol lands, the game-logic circuitry updates the multiplier meter state by advancing to a higher multiplier value according to the meter ordering rules, commits the updated meter state, and generates meter-update display-control signals corresponding to the committed change.

[00110] Bonus-spin processing may be performed using a structured pipeline. For a given bonus spin, the game-logic circuitry determines an outcome using the RNG, classifies outcome elements into symbol types, generates a set of state-update events (e.g., lock events, transient-award events, multiplier-upgrade events), applies the events in an ordered sequence to generate a candidate next feature-state record, validates the candidate next record, and commits the candidate next record. This ordered pipeline reduces errors such as double-application of a modification or inconsistent sequencing between meter updates and award calculations.

[00111] Value computation may be implemented using separate "base value" and "stored value" fields for newly landed prize symbols. The game-logic circuitry computes the stored value by applying the currently active multiplier value to the base value and commits the stored value to the feature-state data record. Previously locked prize symbols retain their stored locked values and are not recomputed when the multiplier meter later changes, reducing retroactive modification errors. In some embodiments, the game-logic circuitry is configured to vary the value distribution used to determine prize values for newly landed prize symbols as the hold-and-spin bonus feature 2026203247   07 Sep 2026 progresses. For instance, the system may utilize a series of prize tables, with later feature spins referencing tables that are mathematically weighted to increase the probability of yielding higher base prize values.

[00112] The display-control signals may include categorized instructions corresponding to: reel-spin animations; symbol landing animations; symbol-locking animations; transient reveal and award animations; transient removal animations; multiplier meter update animations; multiplication / value-change animations; and bonus-spin counter decrement / reset animations. Each category is generated based on committed state changes, aligning presentation behavior to authenticated logic outcomes and committed state transitions.

[00113] At feature termination, the game-logic circuitry determines a final bonus award based on stored values maintained in the feature-state data record, commits a termination state, and causes the display devices to render a feature-completion presentation and award-transfer sequence based on display-control signals derived from the termination state.

[00114] As used herein, a "prize symbol" includes any symbol that is associated with an award, including a cash-on-reels (COR) symbol associated with a credit or cash amount, a transient award symbol (e.g., a mystery scroll symbol) that reveals and awards a value and is removed after awarding, and a jackpot-denomination symbol (e.g., a Minor jackpot symbol) associated with a jackpot award. A prize value associated with a prize symbol may be a credit value, a jackpot denomination, a value convertible to credits, or any combination thereof. In the hold-and-spin feature, some prize symbols are configured to lock to respective symbol display positions and have stored locked values, while other prize symbols are transient and are removed after award.

[00115] The following description references FIGS. 4 through 23 and provides illustrative, nonlimiting examples of screen states and processing flows for the multiplier-upgraded hold-and-spin feature. The reference numerals, symbol identities, multiplier values, and other specifics used in the figure descriptions are examples only and do not limit the scope of the claimed systems and methods.

[00116] FIG. 4 illustrates a base-game interface showing a trigger outcome associated with initiating an Enchantment hold-and-spin feature. The base-game interface includes 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 2026203247   07 Sep 2026 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 representing the selected base-game outcome. In the illustrated example, the base-game outcome includes a trigger symbol 412 that satisfies a trigger condition for initiating the Enchantment hold-and-spin feature. The base-game interface further includes a credit meter 406, a bet meter 408, and a win meter 410. In response to the trigger condition, the game-logic circuitry initiates a transition from the base-game interface to an Enchantment bonus interface.

[00117] FIG. 5 illustrates an Enchantment-feature trigger presentation indicating that Enchantment spins have been awarded. In the illustrated example, the one or more display devices highlight an Enchantment indicator and render an entry animation confirming initiation of the Enchantment hold-and-spin feature. The trigger symbol 412 is held in place for the duration of the hold-and-spin feature.

[00118] FIG. 6 illustrates a bonus-introduction presentation for the Enchantment hold-and-spin feature including a start prompt. In the illustrated example, the one or more display devices present an Enchantment banner and a press-to-start instruction prior to beginning bonus spins.

[00119] FIG. 7 illustrates a first bonus-spin presentation of the Enchantment hold-and-spin feature, including a multiplier meter 700 and a bonus-spin counter 702. In the illustrated example, the multiplier meter presents ordered multiplier values (2x, 3x, 4x, 5x, 10x) with 2x indicated as active, and the bonus-spin counter indicates spins remaining for the feature. The 2x multiplier was applied to the value of the trigger symbol 412 at the commencement of the feature.

[00120] FIG. 8 illustrates a bonus-spin outcome in which a scroll prize symbol 800 lands during the Enchantment hold-and-spin feature. In the illustrated example, the multiplier meter 700 indicates that a 2x multiplier value is active and the bonus-spin counter indicates a last spin for the current sequence.

[00121] FIG. 9 illustrates a bonus-spin presentation in which a scroll prize value for the scroll prize symbol 800 is revealed. In the illustrated example, the scroll prize value is revealed as 100 credits while the 2x multiplier value remains active. 2026203247   07 Sep 2026

[00122] FIG. 10 illustrates a bonus-spin presentation in which the revealed scroll prize value of the scroll prize symbol 800 is modified by an active multiplier value indicated by the multiplier meter 700. In the illustrated example, the 100-credit scroll prize value is multiplied by the active 2x multiplier value to produce a modified value of 200 credits.

[00123] FIG. 11 illustrates a bonus-spin presentation in which the awarded scroll prize symbol is removed after awarding. In the illustrated example, the scroll prize symbol 800 (see FIG. 10) spins away after award and the bonus-spin counter 702 is reset to 3 spins remaining for a subsequent bonus spin.

[00124] FIG. 12 illustrates a bonus-spin outcome in which a Minor award prize symbol 1200 lands during the Enchantment hold-and-spin feature. In the illustrated example, the Minor award prize symbol 1200 lands while the multiplier meter 700 indicates that the 2x multiplier value is active.

[00125] FIG. 13 illustrates a bonus-spin presentation in which the Minor award prize symbol 1200 is modified by the active multiplier value indicated by the multiplier meter 700. In the illustrated example, the Minor award is displayed as a multiplied Minor award (Minor x2) corresponding to application of the 2x multiplier value.

[00126] FIG. 14 illustrates a bonus-spin outcome in which a multiplier-upgrade gem symbol 1400 and a cash-on-reels prize (COR) symbol 1402 land during the Enchantment hold-and-spin feature. In the illustrated example, the multiplier-upgrade gem symbol 1400 triggers advancement of the multiplier meter 700 from 2x toward 3x for the current bonus spin, and the newly landed COR symbol 1402 displays a base credit value prior to multiplication.

[00127] FIG. 15 illustrates a bonus-spin presentation in which the multiplier meter 700 is advanced and the newly landed COR value 1402 is modified by the advanced multiplier value, and the gem symbol 1400 (see FIG. 14) is removed. In the illustrated example, the multiplier meter 700 advances to 3x and a COR value of 10 credits is multiplied by 3x to 30 credits as the multiplierupgrade gem symbol is consumed.

[00128] FIG. 16 illustrates a bonus-spin outcome in which an additional COR symbol 1600 lands during the Enchantment hold-and-spin feature. In the illustrated example, the additional COR symbol 1600 lands while the 3x multiplier value remains active and displays a base COR value of 40 credits prior to multiplication. 2026203247   07 Sep 2026

[00129] FIG. 17 illustrates a bonus-spin presentation in which the value of the newly landed COR symbol 1600 is modified by an active multiplier value indicated by the multiplier meter 700. In the illustrated example, the base COR value of 40 credits is multiplied by the active 3x multiplier value to a modified value of 120 credits and held without changing previously locked values.

[00130] FIG. 18 illustrates a bonus-spin outcome in which additional COR symbols 1800 and 1802 land during the Enchantment hold-and-spin feature. In the illustrated example, multiple COR symbols land while the 3x multiplier value is active, including COR values of 10 and 40 credits prior to multiplication.

[00131] FIG. 19 illustrates a bonus-spin presentation in which the newly landed COR values are modified by an active multiplier value indicated by the multiplier meter 700. In the illustrated example, the newly landed COR values are multiplied by the active 3x multiplier value to 30 credits and 120 credits, respectively.

[00132] FIG. 20 illustrates a bonus-spin outcome in which additional COR symbols 2002, 2004, and 2006 land and another multiplier-upgrade gem symbol 2000 lands to advance the multiplier meter 700 to a higher multiplier value. In the illustrated example, the multiplier meter 700 advances from 3x to 4x and newly landed COR symbols 2002, 2004, and 2006 are displayed prior to multiplication under the higher multiplier value.

[00133] FIG. 21 illustrates a bonus-spin presentation in which the newly landed COR values 2002, 2004, and 2006 are modified by the higher multiplier value indicated by the multiplier meter 700. In the illustrated example, the multiplier meter 700 indicates 4x as active and newly landed COR values are multiplied (e.g., 20 credits to 80 credits, 50 credits to 200 credits, 30 credits to 120 credits) and held.

[00134] FIG. 22 illustrates a final bonus-spin / feature-completion presentation for the Enchantment hold-and-spin feature. In the illustrated example, the one or more display devices display a feature-complete message while the multiplier meter 700 remains at the last advanced value and the locked awards accumulated during the feature are displayed.

[00135] FIG. 23 illustrates operations of a wagering game including the base game and the Enchantment hold-and-spin feature described above. At step 2302, the game-logic circuitry receives a wager, determines a base-game outcome using authenticated random number generator programming and authenticated game-outcome logic, commits a base-game outcome state to 2026203247   07 Sep 2026 memory, and controls the one or more display devices to present the base-game outcome based on display-control signals derived from the committed outcome state.

[00136] At step 2304, the game-logic circuitry determines whether a bonus trigger has occurred. When a bonus trigger has not occurred, control returns to step 2302 for continued base-game play.

[00137] When a bonus trigger has occurred at step 2304, then at step 2306 the game-logic circuitry initializes a bonus feature-state data record including a multiplier meter state and a spin counter state, commits the initialized record, and causes the one or more display devices to present a bonus interface based on display-control signals derived from the committed record. If the bonus trigger includes a triggering prize symbol(s), the value of that prize symbol is multiplied by the initial multiplier on the multiplier meter.

[00138] At step 2308, the game-logic circuitry performs a bonus spin, decrements the spin counter in a candidate next record, validates the update, and commits the next record.

[00139] At step 2310, the game-logic circuitry determines whether a multiplier-upgrade symbol occurred. When a multiplier-upgrade symbol occurred, then at step 2312 the game-logic circuitry advances the multiplier meter state by updating the active multiplier value and commits the updated meter state.

[00140] At step 2314, the game-logic circuitry determines whether any new prize symbols landed in the current bonus spin. When one or more new prize symbols landed, then at step 2316 the game-logic circuitry computes stored values for the newly landed prize symbols using the active multiplier value and commits the stored values while preserving stored locked values for previously locked symbols. At step 2318, the game-logic circuitry resets the spin counter by committing a reset value in the feature-state data record.

[00141] At step 2320, the game-logic circuitry determines whether spins remain. When spins remain, control returns to step 2308. When no spins remain, the game-logic circuitry commits a termination state, determines a final bonus award based on stored values maintained in the committed feature-state data record, and returns to base-game play.

[00142] Accordingly, FIG. 23 illustrates a controlled, state-driven process in which the gamelogic circuitry 240 maintains the feature-state data record across the plurality of feature spins, updates the multiplier meter state, locked prize data, and transient-award lifecycle on each iteration, and generates display-control signals that visually reflect the feature state to the player. The multiplier meter state, the lock state of each symbol display position, and the accumulated 2026203247   07 Sep 2026 feature award are each maintained as discrete data fields in the feature-state data record, enabling the game-logic circuitry 240 to resume the feature from any state in the event of a power interruption or system recovery.

[00143] 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 multiplier-upgraded hold-and-spin feature as described herein and the associated screen-display regions and indicators.

[00144] In some embodiments, the multiplier-upgraded hold-and-spin feature provides a controlled separation between authenticated outcome determination and animated rendering. The game-logic circuitry 240 determines the outcome for each bonus spin and the applicable multiplier value from the committed feature-state data record, which is deterministic and requires no additional random number generation for the multiplier advancement itself. The rendering pipeline described with reference to FIG. 3 then transforms the committed state into display-control signals for the multiplier meter update, value-change animation, and locking animation. This separation ensures that the multiplier-modified prize values can be independently verified by regulatory testing systems by inspecting the feature-state data record rather than parsing animation data.

[00145] In some embodiments, the feature-state data record provides a compact state representation that reduces per-operation computational overhead. The multiplier meter state is stored as an ordered list of available multiplier values and an index identifying the currently active value, and the locked prize data is stored as a per-position record of stored locked values. This compact representation allows the game-logic circuitry 240 to update the feature state on each bonus spin using a small, bounded number of memory write operations, independent of the total number of locked positions.

[00146] In some embodiments, the display-control signals for the multiplier meter leverage delta rendering to reduce the amount of graphical data that is updated between bonus spins. Because only the active-multiplier indicator changes position on the multiplier meter when a multiplier-upgrade symbol lands, the rendering pipeline can update only the affected meter segment rather than re-rendering the entire multiplier meter. This delta-rendering approach reduces the bandwidth required on the I / O bus 248 and decreases latency in presenting the updated multiplier state. 2026203247   07 Sep 2026

[00147] In some embodiments, the immutability of stored locked values after locking provides a self-consistent mechanic that constrains retroactive changes. The game-logic circuitry 240 ensures that each prize symbol's stored locked value is computed exactly once using the active multiplier value at the time the symbol lands, and that subsequent multiplier-upgrade events do not retroactively alter previously locked values. This one-time-computation-and-commit approach produces a predictable audit trail that may simplify regulatory return-to-player (RTP) analysis compared to implementations that allow retroactive modification.

[00148] In some embodiments, the multiplier-upgraded hold-and-spin feature is implemented as a modular enhancement that can be enabled or disabled via the game configuration data stored in the one or more memory devices 244. When the enhancement is disabled, the hold-and-spin feature reverts to a baseline behavior in which all prize values are determined without multiplier modification. When the enhancement is enabled, the game-logic circuitry 240 instantiates the multiplier meter state in the feature-state data record and executes the multiplier-upgrade logic described herein. This modular approach allows the enhancement to be deployed across multiple game titles and pay structures without requiring title-specific modifications to the game-outcome logic or the rendering pipeline.

[00149] In some embodiments, the memory-state recording performed by the game-logic circuitry 240 upon feature completion provides a verifiable audit trail. The feature-state data record, including the multiplier meter state history, the per-position locked values, the transientaward lifecycle records, and the accumulated bonus award, is recorded in non-volatile memory. The feature-state data record may be replicated in non-volatile storage following completion of updates associated with a single feature spin of the hold-and-spin feature. The feature-state data record may be replicated in non-volatile storage following completion of one or more from among: an update to the active multiplier level to a next higher multiplier value indicated by the multiplier meter, a determination of modified prize values by applying the updated active multiplier level to prize values of newly landed prize symbols, and an update to the locked prize data for prize symbols locked to respective symbol display positions. This audit data supports post-hoc verification of feature operation, enabling regulatory bodies to confirm that multiplier values were applied correctly and that stored locked values were not retroactively modified. 2026203247   07 Sep 2026

[00150] 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.

[00151] 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;one or more value input devices, configured to detect a physical item associated with a monetary value that establishes a credit balance;one or more value output devices configured to dispense from the gaming machine currency or credits in response to a cashout input that initiates a payout from the credit balance;game-logic circuitry;a random number generator; anda game play mechanism configured for operation by a player to initiate the play of a game;wherein the game logic circuitry comprises 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 to control the one or more display devices, including in accordance with display-control signals, and to respond to initiation of the play of the game at the game play mechanism by operations including:detecting satisfaction of a trigger condition associated with a hold-and-spin feature during execution of the game;responsive to detecting satisfaction of the trigger condition, initiating the hold-and-spin feature on a plurality of symbol display positions, including initializing a featurestate data record for the hold-and-spin feature in the one or more memory devices, including a defined set of symbol display positions and an occupancy map indicating which symbol display positions are locked and which are available and an active multiplier level having a first multiplier value;causing the one or more display devices to present a multiplier meter indicating a plurality of available multiplier values including the first multiplier value and one or more higher multiplier values;during each feature spin of the hold-and-spin feature, determining, using the random number generator, a symbol outcome for the plurality of symbol display positions, the symbol outcome selectively including (i) one or more prize symbols having respective prize values and (ii) a multiplier-upgrade symbol;2026203247   07 Sep 2026responsive to determining that the multiplier-upgrade symbol is included in the symbol outcome for a given feature spin, update the active multiplier level of the featurestate data record in the one or more memory devices to a next higher multiplier value indicated by the multiplier meter;for each prize symbol that is newly landed during the given feature spin, determining a modified prize value by applying the updated active multiplier level to the prize value of that prize symbol, and determining whether the prize symbol is configured to lock in the respective symbol display position or whether the prize symbol is a transient award symbol that: reveals a prize value; is modified by the active multiplier level for the feature spin in which the transient award symbol lands; and is removed from the plurality of symbol display positions after awarding;maintaining, in the feature state data record in the one or more memory devices, locked prize data for prize symbols locked to respective ones of the symbol display positions during the hold-and-spin feature;maintaining, in the feature state data record in the one or more memory devices, transientaward data for the transient award symbols;generating display-control signals that cause the one or more display devices to render at least (i) an update of the multiplier meter corresponding to the updated active multiplier level and (ii) display of the modified prize value for each newly landed prize symbol; andcontrolling the hold-and-spin feature such that, after a prize symbol is locked with a stored locked value in the locked prize data, subsequent updates to the active multiplier level do not change the stored locked value for that locked prize symbol.

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 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-generator2026203247   07 Sep 2026programming 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, the electronic gaming machine further comprising: a game play mechanism configured for operation by a player to initiate the play of a game, and the game-logic circuitry is responsive to initiation of the play of the game with the game play mechanism and is operable to control the one or more display devices, including in accordance with the display-control 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 active multiplier level in the locked prize data into a corresponding change in the multiplier meter by identifying one or more changed graphical elements of the multiplier meter; and generating one or more rendering commands for updating the presentation of the multiplier meter by rendering only the identified one or more changed graphical elements.

5. The electronic gaming machine of any of claims 1 to 4, wherein the multiplier meter indicates an ordered set of the plurality of available multiplier values, and wherein the instructions to update the active multiplier level comprise instructions to advance, based on the multiplier-upgrade symbol, through the ordered set to select the next higher multiplier value.

6. The electronic gaming machine of any of claims 1 to 5, wherein the symbol outcome includes the multiplier-upgrade symbol and at least one newly landed prize symbol during the given feature spin, and wherein the instructions to determine the modified prize value comprise instructions to apply the next higher multiplier value, after the updating, to the prize value of the at least one newly landed prize symbol.

7. The electronic gaming machine of any of claims 1 to 6, wherein the locked prize data stores, for each locked prize symbol, a locked-value field separate from an active-multiplier field, and2026203247   07 Sep 2026wherein preventing changes to the stored locked value comprises inhibiting recomputation of the locked-value field in response to subsequent multiplier-upgrade symbols.

8. The electronic gaming machine of any of claims 1 to 7, wherein the instructions further cause the game-logic circuitry to vary, as the hold-and-spin feature progresses, a value distribution used to determine prize values for newly landed prize symbols such that later feature spins are more likely to yield higher prize values than earlier feature spins.

9. The electronic gaming machine of any of claims 1 to 8, wherein the display-control signals cause the one or more display devices to render at least one of: (i) locking of a prize symbol to a symbol display position, (ii) removal of an awarded transient award symbol, (iii) a multiplierchange effect associated with the multiplier meter, or (iv) a value-change effect indicating application of the updated active multiplier level.

10. The electronic gaming machine of any of claims 1 to 9, wherein the electronic gaming machine comprises non-volatile storage, and the feature state data record is recorded in the non-volatile storage.

11. The electronic gaming machine of any of claims 1 to 9, wherein the electronic gaming machine comprises non-volatile storage, and the electronic gaming machine is configured to maintain a memory-resident feature state data record, and to replicate the feature state data record into the non-volatile storage following completion of one or more from among:an update to the active multiplier level to a next higher multiplier value indicated by the multiplier meter, a determination of modified prize values by applying the updated active multiplier level to prize values of newly landed prize symbols, andan update to the locked prize data for prize symbols locked to respective symbol display positions.

12. The electronic gaming machine of any of claims 1 to 11, wherein the electronic gaming machine is configured to update the feature-state gaming record by:generating a candidate next record in a working buffer;2026203247   07 Sep 2026applying one or more state-update events in an ordered sequence;validating the candidate next record against consistency rules; and committing the candidate next record as the current record.

13. A method in an electronic gaming machine comprising:one or more display devices;game-logic circuitry;one or more value input devices, configured to detect a physical item associated with a monetary value that establishes a credit balance;one or more value output devices configured to dispense from the gaming machine currency or credits in response to a cashout input that initiates a payout from the credit balance;a random number generator; anda game play mechanism configured for operation by a player to initiate the play of a game;wherein the game logic circuitry comprises one or more processors and one or more memory devices;the method comprising responding to initiation of the play of the game at the game play mechanism by:detecting satisfaction of a trigger condition associated with a hold-and-spin feature during execution of a game;responsive to detecting satisfaction of the trigger condition, initiating the hold-and-spin feature on a plurality of symbol display positions, including initializing a feature-state data record for the hold-and-spin feature in the one or more memory devices, including a defined set of symbol display positions and an occupancy map indicating which symbol display positions are locked and which are available and an active multiplier level having a first multiplier value;causing one or more display devices to present a multiplier meter indicating a plurality of available multiplier values including the first multiplier value and one or more higher multiplier values;during each feature spin of the hold-and-spin feature, using the random number generator to determine a symbol outcome for the plurality of symbol display positions, the symbol2026203247   07 Sep 2026outcome selectively including (i) one or more prize symbols having respective prize values and (ii) a multiplier-upgrade symbol;responsive to determining that the multiplier-upgrade symbol is included in the symbol outcome for a given feature spin, updating the active multiplier level of the feature-state data record in the one or more memory devices to a next higher multiplier value indicated by the multiplier meter;for each prize symbol that is newly landed during the given feature spin, determining a modified prize value by applying the updated active multiplier level to the prize value of that prize symbol, and determining whether the prize symbol is configured to lock in the respective symbol display position or whether the prize symbol is a transient award symbol that: reveals a prize value; is modified by the active multiplier level for the feature spin in which the transient award symbol lands; and is removed from the plurality of symbol display positions after awarding;maintaining, in the feature-state data record in the one or more memory devices, locked prize data for prize symbols locked to respective ones of the symbol display positions during the hold-and-spin feature;maintaining, in the feature state data record in the one or more memory devices, transient-award data for the transient award symbols;generating display-control signals that cause the one or more display devices to render at least (i) an update of the multiplier meter corresponding to the updated active multiplier level and (ii) display of the modified prize value for each newly landed prize symbol; andcontrolling the hold-and-spin feature such that, after a prize symbol is locked with a stored locked value in the locked prize data, subsequent updates to the active multiplier level do not change the stored locked value for that locked prize symbol.

14. The method of claim 13, further comprising: prior to executing the game, generating, via execution of an authentication program stored in the one or more memory devices, a live authentication code based on contents of at least one of the one or more memory devices; comparing the live authentication code to a trusted authentication code stored in the one or more memory devices; and permitting execution of random-number-generator programming and game-2026203247   07 Sep 2026outcome logic only upon determining that the live authentication code matches the trusted authentication code.

15. The method of any of claims 13 to 14, wherein the multiplier meter indicates an ordered set of the plurality of available multiplier values, and wherein updating the active multiplier level comprises advancing, based on the multiplier-upgrade symbol, through the ordered set to select the next higher multiplier value.

16. The method of any of claims 13 to 15, wherein the symbol outcome includes the multiplierupgrade symbol and at least one newly landed prize symbol during the given feature spin, and wherein determining the modified prize value comprises applying the next higher multiplier value, after the updating, to the prize value of the at least one newly landed prize symbol.

17. The method of any of claims 13 to 16, wherein maintaining the locked prize data comprises storing, for each locked prize symbol, a locked-value field separate from an active-multiplier field, and wherein preventing changes to the stored locked value comprises inhibiting recomputation of the locked-value field in response to subsequent multiplier-upgrade symbols.

18. The method of any of claims 13 to 17, further comprising varying, as the hold-and-spin feature progresses, a value distribution used to determine prize values for newly landed prize symbols such that later feature spins are more likely to yield higher prize values than earlier feature spins.

19. The method of any of claims 13 to 18, wherein generating the display-control signals comprises generating display-control signals that cause the one or more display devices to render at least one of: (i) locking of a prize symbol to a symbol display position, (ii) removal of an awarded transient award symbol, (iii) a multiplier-change effect associated with the multiplier meter, or (iv) a valuechange effect indicating application of the updated active multiplier level.

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 13 to 19.

Citation Information

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