Gaming systems and methods using persisting graphical elements
The described gaming machine architecture optimizes processor and memory usage by managing game state data and rendering commands efficiently, addressing inefficiencies in EGMs to provide smooth and complex animations in regulated environments.
Patent Information
- Application Number
- AU2026203540
- Authority / Receiving Office
- AU · AU
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2025-09-29
- Filing Date
- 2026-05-08
- Publication Date
- 2026-11-05
AI Technical Summary
Electronic gaming machines face challenges in balancing processor and memory resource usage to provide randomness and volatility in gameplay while supporting advanced graphics and multiple bonus features, leading to inefficiencies that slow down game execution.
A gaming machine architecture that utilizes a random number generator, processors, and memory devices to manage multi-stage bonus games by maintaining game state data and rendering commands efficiently, allowing complex animations without spatial expansion, and optimizing frame generation.
This approach enhances processing efficiency, reduces computational load, and maintains smooth gameplay with accurate animation presentation, suitable for regulated environments.
Smart Images

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Abstract
Description
Copyright
[0001] A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. Copyright 2025, LNW Gaming, Inc. Technical Field
[0002] The present disclosure relates to gaming systems, gaming machines, and methods and, more particularly, to animations in connection with persisting reveal symbols through multi-stage game features. Background
[0003] Electronic gaming machines (EGMs) may be deployed in regulated environments and are typically configured to execute wagering games using authenticated and verifiable software and hardware components. EGMs perform operations during gameplay that rely upon an internal or external random element generator to generate one or more random elements such as random numbers, and determine a game outcome based, at least in part, on the one or more random elements.
[0004] A technical challenge exists in operating EGMs in a manner that leverages the underlying random element generator to provide randomness and volatility of gameplay while seeking to achieve efficient use of processor and / or memory resources. Addressing this challenge involves balancing competing technical constraints, some of which can be at odds with one another.
[0005] Another technical challenge is to improve the operation of EGMs and games played thereon by increasing processing speed and efficiency of usage of processing and / or memory resources. EGMs often offer advanced graphics and special effects, multiple bonus features with different game formats, and multiple random outcome determinations per feature. The game 2026203540 23 Sep 2026 formats may, for example, include picking games, reel spins, wheel spins, and other arcade-style play mechanics. Inefficiencies in processor execution of the game software can slow down play of the game. Some embodiments seek to at least partially ameliorate the above-described technical challenges. [0005a] 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. [0005b] Throughout this specification the word "comprise", or variations such as "comprises" or "comprising", will be understood to imply the inclusion of a stated element, integer or step, or group of elements, integers or steps, but not the exclusion of any other element, integer or step, or group of elements, integers or steps. Summary
[0006] There is provided a gaming machine comprising: a presentation assembly configured to present a graphical game interface including a plurality of symbol positions; a credit input mechanism configured to establish a credit balance; a credit meter configured to monitor the credit balance; game-logic circuitry; and a gameplay mechanism comprising one or more player input devices each configured to accept player inputs and to communicate the player inputs to the gamelogic circuitry, the player inputs including one or more inputs by which a player places a wager to initiate play, the wager being funded by the credit balance as monitored by the credit meter; gamelogic circuitry comprising a random number generator, one or more processors and one or more memory devices, the game-logic circuitry being configured to communicate with the presentation assembly and the one or more player input devices, the game-logic circuitry configured to receive and process the one or more inputs by which the player initiates play, by: causing the presentation assembly to present a trigger game outcome via the graphical game interface by animating population of the plurality of symbol positions with randomly selected symbols, the randomly selected symbols being randomly selected using the random number generator, the trigger game outcome including a bonus trigger event; causing the presentation assembly to animate the 2026203540 23 Sep 2026 graphical game interface to transition to a bonus game state for the bonus trigger event, the graphical game interface in the bonus game state including a plurality of bonus symbol positions; cause the presentation assembly to present a first set of bonus game outcomes, each bonus game outcome of the first set including selectively populating the plurality of bonus symbol positions with bonus symbols and, for bonus game outcomes of the first set including holdable symbols, locking the holdable symbols within the plurality of bonus symbol positions for any remaining outcomes of the first set, wherein the locked symbols from the first set includes one or more valuebearing symbols, a first activation symbol, and a second activation symbol; at the end of the first set of bonus game outcomes, cause the presentation assembly to animate a first accumulation sequence including removing the one or more value-bearing symbols from the plurality of bonus symbol positions and activating the first activation symbol to an extension state; cause the presentation assembly to present a second set of bonus game outcomes for the extension state of the first activation symbol, the second activation symbol persisting in the plurality of bonus symbol positions in an inactive state for the second set, the game-logic circuitry storing and updating state data in the one or more memory devices for the locked holdable symbols across the first and second sets of bonus game outcomes; and at the end of the second set of bonus game outcomes, cause the presentation assembly to animate a second accumulation sequence including activating the second activation symbol.
[0007] In some embodiments, the first accumulation sequence includes removing the first activation symbol from the plurality of bonus symbol positions.
[0008] In some embodiments, the second activation symbol is activated to a state selected from a group of states comprising at least one of: an extension state, an award state, and an extra game state.
[0009] In some embodiments, activating the second activation symbol to the award state includes the presentation assembly animating an award sequence for one or more value-bearing symbols revealed from the second activation symbol. 2026203540 23 Sep 2026
[0010] In some embodiments, activating the second activation symbol to the extra game state includes the presentation assembly animating the graphical game interface to transition to an extra game state including a plurality of extra symbol positions.
[0011] In some embodiments, the first accumulation sequence includes activating the first activation symbol in response to a random selection of the first activation symbol from any activation symbols present through the first set of bonus game outcomes.
[0012] In some embodiments, the extension state of the activation symbol includes revealing one or more value-bearing symbols to be accumulated within the first accumulation sequence.
[0013] In some embodiments, the first set of bonus game outcomes is dynamically extended in response to extension events occurring within the first set.
[0014] In some embodiments, the second set of bonus game outcomes includes a bonus game outcome including a third activation symbol, the third activation symbol locked to the plurality of bonus symbol positions for any remaining bonus game outcomes of the second set.
[0015] In some embodiments, the second accumulation sequence includes activating the third activation symbol.
[0016] In some embodiments, the gaming machine further comprises: a game play mechanism configured for operation by a player to initiate play of a game, and the game-logic circuitry is responsive to initiation of play of the game with the game play mechanism.
[0017] There is provided a method of operating a gaming machine, the gaming machine comprising a presentation assembly configured to present a graphical game interface including a plurality of symbol positions; a credit input mechanism configured to establish a credit balance; a credit meter configured to monitor the credit balance; game-logic circuitry; a gameplay mechanism comprising one or more player input devices each configured to accept player inputs and to communicate the player inputs to the game-logic circuitry, the player inputs including one or more inputs by which a player places a wager to initiate play, the wager being funded by the credit balance as monitored by the credit meter; the game-logic circuitry comprising a random number generator, one or more processors and one or more memory devices, the game-logic circuitry being 2026203540 23 Sep 2026 configured to communicate with the presentation assembly and the one or more player input devices, the game-logic circuitry configured to receive and process the one or more inputs by which the player initiates play by a method comprising: causing the presentation assembly to present a trigger game outcome via the graphical game interface by animating population of the plurality of symbol positions with randomly selected symbols, the randomly selected symbols being randomly selected using the random number generator, the trigger game outcome including a bonus trigger event; causing the presentation assembly to animate the graphical game interface to transition to a bonus game state for the bonus trigger event, the graphical game interface in the bonus game state including a plurality of bonus symbol positions; causing the presentation assembly to present a first set of bonus game outcomes each bonus game outcome of the first set including selectively populating the plurality of bonus symbol positions with bonus symbols and, for bonus game outcomes of the first set including holdable symbols, locking the holdable symbols within the plurality of bonus symbol positions for any remaining outcomes of the first set, wherein the locked symbols from the first set includes one or more value-bearing symbols, a first activation symbol, and a second activation symbol; at the end of the first set of bonus game outcomes, causing the presentation assembly to animate a first accumulation sequence including removing the one or more value-bearing symbols from the plurality of bonus symbol positions and activating the first activation symbol to an extension state; causing the presentation assembly to present a second set of bonus game outcomes for the extension state of the first activation symbol, the second activation symbol persisting in the plurality of bonus symbol positions in an inactive state for the second set, the game-logic circuitry storing and updating state data in the one or more memory devices for the locked holdable symbols across the first and second sets of bonus game outcomes; and at the end of the second set of bonus game outcomes, causing the presentation assembly to animate a second accumulation sequence including activating the second activation symbol.
[0018] In some embodiments, the second activation symbol is activated to a state selected from a group of states comprising at least one of: an extension state, an award state, and an extra game state. 2026203540 23 Sep 2026
[0019] In some embodiments, activating the second activation symbol to the award state includes animating, via the presentation assembly, an award sequence for one or more valuebearing symbols revealed from the second activation symbol.
[0020] In some embodiments, activating the second activation symbol to the extra game state includes animating, via the presentation assembly, the graphical game interface to transition to an extra game state including a plurality of extra symbol positions.
[0021] In some embodiments, the first set of bonus game outcomes is dynamically extended in response to extension events occurring within the first set.
[0022] In some embodiments, the second set of bonus game outcomes includes a bonus game outcome including a third activation symbol, the third activation symbol locked to the plurality of bonus symbol positions for any remaining bonus game outcomes of the second set.
[0023] In some embodiments, the second accumulation sequence includes activating the third activation symbol.
[0024] In some embodiments, the second activation symbol persists in an un-revealed state that is visually distinct from revealed holdable symbols during the second set of bonus game outcomes.
[0025] In some embodiments, a program that, when executed by one or more processing devices of an electronic gaming machine, causes the one or more processing devices to perform any of the methods described herein.
[0026] Other features and advantages will become apparent from the following detailed description, the drawings, and the claims. Brief Description of the Drawings
[0027] FIG. 1 is a perspective view of a free-standing gaming machine, according to one or more aspects of the present disclosure.
[0028] FIG. 2 is a block diagram of a gaming machine, according to one or more aspects of the present disclosure. 2026203540 23 Sep 2026
[0029] FIG. 3 is a data sequence diagram of an example graphical rendering process for presenting graphical game content within a graphical game interface, according to one or more aspects of the present disclosure.
[0030] FIG. 4 is an example method of operating a graphical game interface of a gaming system using persistent, activatable elements within a dynamic bonus game feature, according to one or more aspects of the present disclosure.
[0031] FIG. 5A depicts an example graphical game feature in a first state with a bonus trigger event including an activation symbol, according to one or more aspects of the present disclosure.
[0032] FIG. 5B is the graphical game interface of FIG. 5A in a second state initiating a bonus game feature, according to one or more aspects of the present disclosure.
[0033] FIG. 5C is the graphical game interface of FIG. 5A in a third state with a bonus game outcome presented with additional held value-bearing symbols, according to one or more aspects of the present disclosure.
[0034] FIG. 5D is the graphical game interface of FIG. 5A in a fourth state with additional held value-bearing symbols approaching a conclusion of a first duration of the bonus game feature, according to one or more aspects of the present disclosure.
[0035] FIG. 5E is the graphical game interface of FIG. 5A in a fifth state with an award sequence associated with held value-bearing symbols from the first duration, according to one or more aspects of the present disclosure.
[0036] FIG. 5F is the graphical game interface of FIG. 5A in a sixth state with a reveal animation sequence for the first activation symbol beginning, according to one or more aspects of the present disclosure.
[0037] FIG. 5G is the graphical game interface of FIG. 5A in a seventh state with the reveal animation sequence for the first activation symbol revealing a first value-bearing symbol, according to one or more aspects of the present disclosure.
[0038] FIG. 5H is the graphical game interface of FIG. 5A in an eighth state with the reveal animation sequence for the first activation symbol animating an intermediate state between revealed symbols, according to one or more aspects of the present disclosure. 2026203540 23 Sep 2026
[0039] FIG. 5I is the graphical game interface of FIG. 5A in a ninth state with the reveal animation sequence for the first activation symbol revealing an extension symbol, according to one or more aspects of the present disclosure.
[0040] FIG. 5J is the graphical game interface of FIG. 5A in a tenth state depicting the beginning of a second duration or set of bonus game outcomes with the second activation symbol persisting from the first duration, according to one or more aspects of the present disclosure.
[0041] FIG. 5K is the graphical game interface of FIG. 5A in an eleventh state depicting a bonus game outcome of the second duration with additional value-bearing symbols, according to one or more aspects of the present disclosure.
[0042] FIG. 5L is the graphical game interface of FIG. 5A in a twelfth state depicting an award sequence for the second duration, according to one or more aspects of the present disclosure.
[0043] FIG. 5M is the graphical game interface of FIG. 5A in a thirteenth state depicting a reveal animation sequence for the second activation symbol revealing an extra game symbol, according to one or more aspects of the present disclosure.
[0044] FIG. 5N is the graphical game interface of FIG. 5A in a fourteenth state depicting an extra game symbol array for play of an extra game instance, according to one or more aspects of the present disclosure.
[0045] FIG. 5O is the graphical game interface of FIG. 5A in a fifteenth state depicting the extra game symbol array filled with value-bearing symbols, according to one or more aspects of the present disclosure.
[0046] FIG. 5P is the graphical game interface of FIG. 5A in a sixteenth state depicting a jackpot reel animated to spin and stop in response to the filled extra game symbol array, according to one or more aspects of the present disclosure.
[0047] FIG. 5Q is the graphical game interface of FIG. 5A in a seventeenth state depicting an award sequence for at least the extra game instance, according to one or more aspects of the present disclosure.
[0048] FIG. 6 is an example graphical game interface of a base game feature with a secondary bonus trigger event, according to one or more aspects of the present disclosure. 2026203540 23 Sep 2026
[0049] 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
[0050] 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. For purposes of 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.”
[0051] For purposes of the present detailed description, the terms “wagering game,” “casino wagering game,” “gambling,” “slot game,” “casino game,” and the like include games in which a player places at risk a sum of money or other representation of value, whether or not redeemable for cash, on an event with an uncertain outcome, including without limitation those having some element of skill. In some embodiments, the wagering game involves wagers of real money, as found with typical land-based or online casino games. In other embodiments, the wagering game additionally, or alternatively, involves wagers of non-cash values, such as virtual currency. When provided in a social or casual game format, the wagering game may closely resemble a traditional casino game, or it may take another form that more closely resembles other types of social / casual games. For example, the “wagers” and “credits” described herein may instead be replaced with non-monetary values that dictate the duration of a gaming session and reflect game events occurring within the gaming session (e.g., awarding game events extend or increase a value balance, while non-awarding game events reduce the remaining duration of the gaming session). 2026203540 23 Sep 2026 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.
[0052] 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.
[0053] Embodiments comprise an innovative application of data processing steps that, when implemented by game-logic circuitry, direct an electronic display device to present a graphical symbol reveal and symbol value aggregation process that reduces processing overhead by utilizing numbered indicia to represent credit values instead of complex, fanciful game images. Further, the process reveals and accumulates displayed values borne by special symbols (i.e., value-bearing symbols) according to stored, variable criteria. In this way, the value-bearing symbols provide building blocks for innumerable different reveal and aggregation sequences simply by manipulating the criteria associated with the value-bearing symbols, resulting in fewer rules needed for the aggregation process than would be necessary for calculating values of winning symbol combinations enumerated in stored paytables, as found in prior art reel-spinning routines. At the same time, embodiments provide a straightforward, what-you-see-is-what-you-get (WYSIWYG) visual presentation that is simple to understand. The result is a highly flexible outcome presentation and value-aggregation process that can be easily adapted to any theme / brand while remaining easily understood by players.
[0054] In the embodiments described herein, the graphical game interface presented by the presentation assembly is interdependent with the game-logic circuitry of the electronic gaming machine. The electronic gaming machine includes physical components such as one or more electronic display devices, a game play mechanism (e.g., buttons, touch-screen inputs, and other player-interaction hardware that initiates play of the game), a credit input mechanism (e.g., card readers, ticket readers, coin input chutes, and other hardware for accepting player credits), hardware meters, a random number generator, and audio speakers. The multi-stage bonus game 2026203540 23 Sep 2026 feature with persisting activation symbols operates within the electronic gaming machine, interacting with and being dependent upon physical features of the player interface.
[0055] Game features in electronic gaming machines may provide multi-stage interactive sequences in which graphical elements accumulate and persist across stages, maintained in memory. The electronic gaming machine stores game state data, updates the data as each stage progresses, and uses the data to generate rendering commands for the presentation assembly.
[0056] A technical challenge exists in presenting complex, multi-stage interactive sequences within a constrained graphical interface. Expanding the display area to accommodate additional graphical elements requires greater processing and memory resources to track, manage, and render the increased number of elements. A further technical challenge exists in seeking a solution that can present a more dynamic, multi-stage interactive process on a graphical game interface without the drawbacks associated with spatially expanding the interface, and in a manner that is efficient with respect to the graphical and processing resources of the gaming machine.
[0057] In accordance with some embodiments, the game-logic circuitry layers interactive events temporally rather than spatially, reusing the same set of bonus symbol positions for multiple distinct sets of bonus game outcomes. The game-logic circuitry maintains state data for persisting activation symbols in active memory without performing complex rendering calculations for those elements until activation is triggered, reducing the computational load on the GPU for each frame. Upon activation of an extension symbol, the game-logic circuitry resets a portion of the interface while selectively preserving the state data for un-revealed, persisting activation symbols. This method allows the system to present a more complex process without requiring the larger memory footprint and increased processing resources needed to manage an expanded graphical array.
[0058] The game state data may be replicated in non-volatile storage following completion of updates associated with a single bonus game outcome of the wagering-game instance. The game state data may be replicated in non-volatile storage following completion of one or more from among: an update to a bonus-game-state transition for a bonus trigger event; an update following animation of an accumulation sequence; an update to an activation-symbol state from an inactive 2026203540 23 Sep 2026 state to an active state; and an update following population of bonus symbol positions for a bonus game outcome.
[0059] Electronic gaming machines operate in regulated environments with authenticated and verifiable components. Described electronic gaming machines may maintain multi-stage bonus game states in a more verifiable and deterministic manner, making them more suitable for regulated operation.
[0060] Transforming the stored game state data into rendering commands that accurately present the evolving feature state to the player presents a technical challenge. Described embodiments transform the game state data into rendering commands 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 gameoutcome logic functions from the rendering of animations on the display device(s), such that there is a reduced risk of inconsistency between displayed animations and the feature state maintained in memory. That is, the use of the game state data as described to generate the rendering commands 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 game state data 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.
[0061] The rendering pipeline may optimize frame generation when graphical data is maintained between frames. Rendering commands may pertain only to changed graphical 2026203540 23 Sep 2026 elements, and the rendering process may intelligently update only the necessary portions of the frame buffer, preserving unchanged areas from a prior frame. These optimizations reduce data bandwidth, lessen computational load on the CPU and GPU, and decrease latency on the specialized hardware of the gaming machine.
[0062] Referring to FIG. 1, there is shown a gaming machine 100 similar to those operated in gaming establishments, such as casinos. With regard to the present disclosure, the gaming machine 100 may be any type of gaming terminal or machine and may have varying structures and methods of operation. For example, in some aspects, the gaming machine 100 is an electromechanical gaming terminal configured to play mechanical slots, whereas in other aspects, the gaming machine is an electronic gaming terminal configured to play a video casino game, such as slots, keno, poker, blackjack, roulette, craps, etc. The gaming machine 100 may take any suitable form, such as floor-standing models as shown, bartop models, workstation-type console models, etc. Further, the gaming machine 100 may be primarily dedicated for use in playing wagering games. Exemplary types of gaming machines are disclosed in US Patent Nos. 6,517,433, 8,057,303, and 8,226,459, which are incorporated herein by reference in their entireties.
[0063] 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.
[0064] 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. 2026203540 23 Sep 2026 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.
[0065] The presentation devices 118, 120, the audio speakers 122, lighting assemblies, and / or other devices associated with presentation are collectively referred to as a “presentation assembly” of the gaming machine 100. The presentation assembly may include one presentation device (e.g., the primary presentation device 118), some of the presentation devices of the gaming machine 100, or all of the presentation devices of the gaming machine 100. The presentation assembly may be configured to present a unified presentation sequence formed by visual, audio, tactile, and / or other suitable presentation means, or the devices of the presentation assembly may be configured to present respective presentation sequences or respective information.
[0066] 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 2026203540 23 Sep 2026 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.
[0067] 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 embodiments.
[0068] 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, accept player inputs and transform the player inputs to electronic data signals indicative of the player inputs, which 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 gamelogic 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.
[0069] The gaming machine 100 includes one or more value input / payment devices and value output / payout devices. In order to deposit cash or credits onto the gaming machine 100, the value input devices are configured to detect a physical item associated with a monetary value that 2026203540 23 Sep 2026 establishes a credit balance on a credit meter. 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.
[0070] Turning now to FIG. 2, there is shown a block diagram of the gaming-machine architecture. The gaming machine 100 includes game-logic circuitry 240 securely housed within a locked box inside the gaming cabinet 112 (see FIG. 1). The game-logic circuitry 240 includes a central processing unit (CPU) 242 connected to a main memory 244 that comprises one or more memory devices. The CPU 242 includes any suitable processor(s), such as those made by Intel and AMD. By way of example, the CPU 242 includes a plurality of microprocessors including a master processor, a slave processor, and a secondary or parallel processor. Game-logic circuitry 240, as used herein, comprises any combination of hardware, software, or firmware disposed in or outside of the gaming machine 100 that is configured to communicate with or control the transfer of data between the gaming machine 10 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 2026203540 23 Sep 2026 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 some embodiments, 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.
[0071] 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).
[0072] 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 10, 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.).
[0073] The gaming machine 100 optionally communicates with the external system 260 such that the gaming machine 100 operates as a thin, thick, or intermediate client. The game-logic circuitry 240—whether located within (“thick client”), external to (“thin client”), or distributed both within and external to (“intermediate client”) the gaming machine 100—is utilized to provide a wagering game on the gaming machine 100. In general, the main memory 244 stores programming for a random number generator (RNG), game-outcome logic, and game assets (e.g., art, sound, etc.)—all of which obtained regulatory approval from a gaming control board or commission and are verified by a trusted authentication program in the main memory 244 prior to 2026203540 23 Sep 2026 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 facilitates operation of the game in a way that a person making calculations or computations could not.
[0074] 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.
[0075] The gaming machine 100 may be used to play central determination games, such as electronic pull-tab and bingo games. In an electronic pull-tab game, the RNG is used to randomize the distribution of outcomes in a pool and / or to select which outcome is drawn from the pool of 2026203540 23 Sep 2026 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.
[0076] 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.
[0077] 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).
[0078] 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 2026203540 23 Sep 2026 corresponding to a wager input), and to cause further actions associated with the interpretation of the signal in accord with stored instructions relating to such further actions executed by the controller. As one example, the CPU 242 causes the recording of a digital representation of the wager in one or more storage media (e.g., storage unit 256), the CPU 242, in accord with associated stored instructions, causes the changing of a state of the storage media from a first state to a second state. This change in state is, for example, effected by changing a magnetization pattern on a magnetically coated surface of a magnetic storage media or changing a magnetic state of a ferromagnetic surface of a magneto-optical disc storage media, a change in state of transistors or capacitors in a volatile or a non-volatile semiconductor memory (e.g., DRAM, etc.). The noted second state of the data storage media comprises storage in the storage media of data representing the electronic data signal from the CPU 242 (e.g., the wager in the present example). As another example, the CPU 242 further, in accord with the execution of the stored instructions relating to the wagering game, causes the primary presentation device 118, other presentation device, or other output device (e.g., speakers, lights, communication device, etc.) to change from a first state to at least a second state, wherein the second state of the primary presentation device comprises a visual representation of the physical player input (e.g., an acknowledgement to a player), information relating to the physical player input (e.g., an indication of the wager amount), a game sequence, an outcome of the game sequence, or any combination thereof, wherein the game sequence in accord with the present concepts comprises acts described herein. The aforementioned executing of the stored instructions relating to the wagering game is further conducted in accord with a random outcome (e.g., determined by the RNG) that is used by the game-logic circuitry 240 to determine the outcome of the wagering-game instance. In at least some aspects, the game-logic circuitry 240 is configured to determine an outcome of the wagering-game instance at least partially in response to the random parameter.
[0079] In some embodiments, 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 10, the external system 260, or both and the casino wagering game played thereon may need to satisfy 2026203540 23 Sep 2026 minimum technical standards and require regulatory approval from a gaming control board or commission (e.g., the Nevada Gaming Commission, Alderney Gambling Control Commission, National Indian Gaming Commission, etc.) charged with regulating casino and other types of gaming in a defined geographical area, such as a state. By way of non-limiting example, a gaming machine in Nevada means a device as set forth in NRS 463.0155, 463.0191, and all other relevant provisions of the Nevada Gaming Control Act, and the gaming machine cannot be deployed for play in Nevada unless it meets the minimum standards set forth in, for example, Technical Standards 1 and 2 and Regulations 5 and 14 issued pursuant to the Nevada Gaming Control Act. Additionally, the gaming machine and the casino wagering game must be approved by the commission pursuant to various provisions in Regulation 14. Comparable statutes, regulations, and technical standards exist in or are used in other gaming jurisdictions, including for example GLI Standard #11 of Gaming Laboratories International (which defines a gaming device in Section 1.5) and N.J.S.A 5:12-23, 5:12-45, and all other relevant provisions of the New Jersey Casino Control Act.
[0080] 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 2026203540 23 Sep 2026 define a device distinct in purpose and capability from a general-purpose computer. As can be seen from the description herein, the gaming machine 10 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).
[0081] FIG. 3 illustrates an example data sequence diagram of a process 300 for rendering video frames of a graphical game interfaces by the hardware components of the gaming machine 100 (shown in FIGS. 1 and 2). The diagram illustrates the link between underlying changes to game state and visual changes visible via a graphical user interface presented via a presentation assembly of the gaming machine. In other embodiments, the graphical rendering process 300 may include additional, fewer, or alternative data structures, graphical data manipulations, subcomponents of the gaming machine 100, and / or configuration of data communication relative to the elements shown and described with respect to the diagram, including those elements described elsewhere herein.
[0082] 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.
[0083] To begin the 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 2026203540 23 Sep 2026 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.
[0084] At step 304, the CPU 242 then issues data requests, via the I / O bus 248 (shown in FIG. 2), to retrieve the data structures representing the specific game assets from the storage unit 256 or directly from main memory 244 if already loaded. Although not shown in FIG. 3, the I / O bus 248 may be configured to facilitate the data communication described herein between components. In other embodiments, at least a portion of the data communication described herein occurs via data buses and other communication components (e.g., wireless antennas) separate from the I / O bus 248. The retrieval is optimized for the architecture of the gaming machine 100 to facilitate rapid access to approved and authenticated assets. In 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.
[0085] 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. 2026203540 23 Sep 2026
[0086] 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.
[0087] At step 312, the completed frame data is transferred from the frame buffer in the main memory 244, via the I / O bus 248, to the appropriate presentation device (e.g., primary presentation device 118). In some embodiments, the output or presentation device receiving the frame data may include a display controller (not shown) that also includes a frame buffer for storing the frame data. The frame buffers act as queues of video frames, to be presented sequentially. In some embodiments, the display controller may convert the frame data into a data format recognized by the underlying hardware of the presentation device. Based on the frame data, the presentation device hardware then displays the frame at step 314. Presentation of the frame data includes changes to 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.
[0088] This entire pipeline (i.e., the steps 302-314) executes repeatedly to sequentially present 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 46 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 2026203540 23 Sep 2026 (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 the steps 304 through 314 generates and displays a subsequent frame that visually embodies the specific change in game state.
[0089] In some embodiments, the system may optimize this process 300 when graphical data is maintained between frames, thereby reducing the data bandwidth required to create a stream of video data. For example, if assets required for the updated frame (determined in the step 302) are already present in the main memory 244 from the previous frame, the data retrieval from the storage unit 256 via the I / O bus 248 in step 304 may be bypassed or reduced, proceeding directly to confirming, or using, the assets already residing in the main memory at step 306. Similarly, rendering commands sent at step 308 may pertain only to the changed graphical elements, and the rendering process at step 310 may intelligently update only the necessary portions of the frame buffer in main memory 244, preserving unchanged areas (e.g., static background elements) from the prior frame's buffer or frame data. These optimizations represent specific technological enhancements to improve rendering efficiency, reduce data transfer over the I / O bus (248), lessen computational load on the CPU (242) and GPU, and decrease latency on the specialized hardware of the gaming machine 10, 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 10 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.
[0090] A game array model template can be employed by the game-logic circuitry 240 to systematically map spatial relationships between elements of a first game type (e.g., a 'base game' or 'primary game') and elements of a second game type (e.g., a 'secondary game' or 'bonus game'), particularly when their respective game presentations are integrated or superimposed on the 2026203540 23 Sep 2026 presentation assembly of the gaming machine (as generally described in this disclosure). This template defines a coordinate system for a foundational 'reference structure' associated with the first game type. In one example, this reference structure can be any defined structural element whose coordinates are established and may persist across multiple plays of the first game type -examples include a primary game array presented on the primary presentation device 118, such as a specific column boundary, or a row boundary. The game array model template is utilized by the game-logic circuitry 240 to map the coordinates from this reference structure of the first game type to the specific coordinates for displaying game elements of a second game type (such as elements of a persistent-object secondary or bonus game).
[0091] This mapping allows for versatile positioning of the second game's elements by the game-logic circuitry 240. For instance, the template can map the coordinates of a column or row boundary from the first game type's reference structure to precisely position a corresponding secondary game element in alignment with, or in relation to, display coordinates associated with that boundary, on a display such as the primary presentation device 118 or secondary presentation device 120. As another example, specific reference points within a game array of the first game type, such as its geometric center, a one-third length point, or a one-quarter length point along an edge, can be mapped via the template to determine the centered or relative placement of the secondary game element positioned relative to the reference points of that array. Furthermore, the coordinates defining an array boundary or a designated group of rows within the first game type's reference structure could be mapped to establish the location of a secondary-game event zone (e.g., a "win" zone).
[0092] The game array model template may associate unique index values or coordinates with each definable aspect or region of the first game type's reference structure. These mapped references are then used by the game-logic circuitry 240 to accurately position the second game's elements or to determine functional relationships between the two game types. This enables the template to serve as a reference for the dynamic presentation of visual elements of the second game, or for triggering animations and calculating outcomes when specific game events occur at locations where the mapped coordinates of the two game types align or interact. The underlying 2026203540 23 Sep 2026 orientations and definitions of the reference structure, as detailed by the template, can be configured flexibly by the game-logic circuitry 240 to suit diverse game designs.
[0093] This robust mapping capability improves a display structure of gaming machine 100 and the configurability of its presentation assembly by enabling the versatile association of virtually any game presentation of a first game type with any game presentation of a second game type. This is achieved through a configuration process on the gaming machine 100, potentially managed by the game-logic circuitry 240, which can be manual (e.g., set by a game designer, technician, operator, etc.) or an automated configuration process that automatically, or even dynamically during gameplay, maps locations or coordinates of the first game type's reference structure to those designated for the second game type's elements (e.g., via machine-learning model analysis of object positioning in the first game type to determine relative coordinate anchoring positions for objects of the second game type). The utility of this approach is evident across different gaming machine architectures. In combinations of fully digital games, such as where both the first game type and the second game type are video slot presentations on electronic display devices (e.g., primary presentation device 118 and / or secondary presentation device 120), the template seamlessly manages the coordinate relationships between their respective digital displays. Moreover, this mapping is useful in hybrid gaming environments where the first game type incorporates physical or mechanical features, such as mechanical reels (which may form part of the primary presentation device 118, as described elsewhere herein). In these scenarios, the mapping template facilitates the overlay of digital secondary game objects. These digital objects can then be rendered, for instance, on a transparent display (which could be the primary presentation device 118 or secondary presentation device 120) that is superimposed upon, and positioned relative to, the mapped coordinates of a physical feature of the first game type. Examples of such physical features include a specific mechanical reel column, a row of symbols, a particular payline symbol position, or the physical boundary of a game array comprising said mechanical features.
[0094] FIG. 4 is a block flow diagram of an example method 400 for operating a graphical interface of a gaming system. The method 400 may be executed by game-logic circuitry and a presentation assembly of a gaming machine (e.g., the gaming machine 100 of FIGS. 1 and 2). The 2026203540 23 Sep 2026 method 400 is associated with a bonus game feature, though it is to be understood that the method 400 may be adapted to other suitable game features. In other embodiments, the method 400 includes additional, fewer, or alternative steps and / or is executed by a different configuration of devices within the gaming system, including those steps and devices described elsewhere herein.
[0095] In some embodiments, a player initiates a gaming session at the gaming machine by providing credit inputs, which may be in a physical form (e.g., coins, bills, tickets, cards, etc.) or a digital form, such as a digital wallet or other account associated with the player. The credit input is used to establish a credit balance for the gaming session, thereby enabling the player to fund wagers and receive awards. In other embodiments, additional or alternative input is provided at (or associated with) the gaming machine to initiate the gaming session. For example, in non-wagering embodiments, the input may be player authentication input or a simple gesture to enable the gaming machine to determine if a player is present and awaiting a gaming session. To interact with the gaming machine for the gaming session, the presentation assembly is configured to present a graphical game interface. It is to be understood that although the graphical game interface is referred to herein in the singular form, the interface may be composed of presentations across multiple devices of the presentation assembly. For example, the presentation assembly may include two or more display devices (e.g., presentation devices 118, 120) and a touchscreen input screen that may collectively present the graphical game interface.
[0096] In response to a player input to initiate the game play, the game-logic circuitry is configured to execute a base game feature. The presentation assembly, under the control of the game-logic circuitry, presents this base game feature within the graphical game interface. Presentation of the base game feature includes presenting various graphical elements and animations to facilitate the gameplay, theme, and other configuration of the base game feature.
[0097] In an example base game feature, the game-logic circuitry is configured to randomly select a plurality of symbols for display on a symbol array. This selection can be made by referencing data structures, such as one or more paytables stored in memory, that define the available symbols and their probabilities of appearing. The game-logic circuitry provides rendering commands to the presentation assembly, which in turn manipulates pixel data to display graphical assets corresponding to the selected symbols at specific coordinates within the symbol 2026203540 23 Sep 2026 array. The presentation assembly may animate the population of the symbol array, for instance, by depicting the symbols on spinning reels that come to a stop. Once the symbols are displayed, the game-logic circuitry evaluates the game outcome by comparing the resulting arrangement of symbols to winning combinations defined in the paytable data.
[0098] At step 402, the presentation assembly presents a trigger game event within a base game outcome. As part of its evaluation of a base game outcome, the game-logic circuitry is configured to determine if a bonus trigger event has occurred. The game-logic circuitry compares the game state data, which includes the identities and positions of all displayed symbols, against one or more predefined bonus trigger conditions stored in memory. Such a condition could be the appearance of a minimum number of special scatter symbols anywhere on the symbol array, or a specific combination of symbols along a designated payline. The presentation of this outcome occurs via the graphical game interface, which, as noted, may span one or more display devices of the presentation assembly.
[0099] At step 404, the presentation assembly transitions the graphical game interface to a bonus game state. That is, in response to detecting the bonus trigger event, the game-logic circuitry instructs the presentation assembly to alter the graphical game interface. This transition may involve a coordinated variety of graphical effects across multiple display devices, such as a screen wipe on a main display while a top display animates a "Bonus Game" title card. The presentation assembly renders a new set of graphical assets for the bonus game state, which includes a plurality of bonus symbol positions on at least one of the display devices.
[00100] At step 406, the presentation assembly presents a first set of bonus game outcomes. The bonus game may be configured as a "hold-and-spin" or "lock-and-respin" feature that unfolds over a series of game outcomes, such as a predetermined number of reel spins. For each outcome, the game-logic circuitry causes the presentation assembly to selectively populate the available bonus symbol positions with symbols selected from one or more bonus sets of available symbols. If an outcome includes one or more holdable symbols (e.g., value-bearing symbols or activation symbols), the game-logic circuitry updates a data map of the bonus symbol positions to lock those symbols in place. The presentation assembly then ceases to animate those specific positions in subsequent outcomes, instead repeatedly rendering the static graphical assets of the locked 2026203540 23 Sep 2026 symbols on the appropriate display device. At the conclusion of the first set of outcomes in the example embodiment, the locked symbols include one or more value-bearing symbols, a first activation symbol, and a second activation symbol. Value-bearing symbols are symbols including award indicia that visibly indicates a corresponding award value. Activation symbols are configured to reveal or activate to expose one or more hidden symbols as described herein. In other embodiments and instances of the bonus game, the locked symbols may include a different configuration of symbols, such as fewer or additional activation symbols.
[00101] At step 408, the game-logic circuitry causes the presentation assembly to animate a first accumulation sequence. This sequence is initiated by the game-logic circuitry at the end of the first set of bonus game outcomes, which may be indicated by a spin or outcome counter reaching a termination value (e.g., zero). The game-logic circuitry reads the values associated with any locked value-bearing symbols from the game state data and directs the presentation assembly to animate their collection via a collection or accumulation sequence. For instance, this sequence may involve animating the symbols flying from a main gameplay portion of the interface to a meter positioned elsewhere on the interface, such as an award meter or credit meter. Before, during, and / or after the collection sequence, the first activation symbol is activated. If multiple activation symbols are present, the game-logic circuitry is configured to execute a selection sequence to select one activation symbol to activate based on a random determination or a predefined parameter. Activation is shown by the presentation assembly rendering an animation, such as a door opening or a chest unlocking, to reveal the underlying function of the activation symbol—in this case, an extension state that continues the bonus game. The extension state may be represented by the activation symbol revealing an extension symbol. Other activation symbol functions may be available for different instances of activation symbols, and the underlying function is selected at least partially randomly, or the sets of available symbols may include activation symbols with predefined functions. Other suitable functions may include, for example and without limitation, presenting one or more value-bearing symbols, triggering an extra game feature, triggering a jackpot award selection, providing additional free game outcomes, and / or the like.
[00102] At step 410, in response to the extension state, the presentation assembly presents a second set of bonus game outcomes. The activation of the first activation symbol to the extension 2026203540 23 Sep 2026 state causes the game-logic circuitry to initiate a new set of outcomes, for example, by resetting the spin counter. During this second set, the game-logic circuitry maintains the status of the second activation symbol from the first set as "locked" or "inactive." The presentation assembly continues to render the graphical asset for this second activation symbol in its un-revealed state at its locked coordinates, while the other, non-locked symbol positions are repopulated with symbols for each outcome of the second set across the relevant display device or devices. The first activation symbol is removed for the second set of outcomes and, in some embodiments, may be replaced by a valuebearing symbol or other suitable lockable symbol for the second set of outcomes. The second set of outcomes may use the same sets of available symbols as the first set, which may include additional activation symbols. In other embodiments, the second set of outcomes uses a different set of symbols to populate the symbol positions.
[00103] At step 412, the game-logic circuitry causes the presentation assembly to animate a second accumulation sequence, which includes accumulating the award values and other awards from the locked symbols. The second accumulation sequence is initiated at the conclusion of the second set of game outcomes. In the example embodiment, following the accumulation of the other held symbols, the game-logic circuitry proceeds to activate the persisting second activation symbol. The game-logic circuitry determines the outcome of this activation, for instance, by using a random number generator to select an outcome from a predefined prize pool associated with the symbol, or the outcome is predefined for the activation symbol. The presentation assembly renders a reveal animation for the second activation symbol. This activation may result in various outcomes, including: an award state, where a credit value is revealed and awarded; another extension state, which initiates a third set of bonus game outcomes; or an extra game state, which causes the game-logic circuitry to transition the graphical interface, potentially across all display devices of the presentation assembly, to an entirely different gameplay feature, such as a prize wheel or a player-selection game.
[00104] The method 400 is extended into the second set of outcomes as a result of the extension state of the first activation symbol. However, if the first activation symbol did not reveal the extension state, then the accumulation sequence after the first set of outcomes continues with a reveal animation for the second activation symbol. Once again, if the reveal animation of the 2026203540 23 Sep 2026 second activation symbol does not result in an extension state, then the bonus game may conclude at the end of the first set of outcomes. That is, the duration of the bonus game is variable according to the revealed state of any activation symbols.
[00105] FIGS. 5A-5Q depict an example graphical game interface 500 presented by a presentation assembly of a gaming machine. The graphical game interface 500 is presented in a plurality of game states corresponding to an example embodiment of the method 400. As shown in FIG. 5A, the graphical game interface 500 includes a symbol array 502, a credit meter 504, a wager meter 506, and an award meter 508. In other embodiments, the interface 500 includes additional, fewer, or alternative graphical elements, including those described elsewhere herein. In this state, the game-logic circuitry has presented a base game outcome on the symbol array 502 that includes a bonus trigger event. The game-logic circuitry (e.g., the game-logic circuitry 240, shown in FIG. 2) determines the presence of this event by comparing the number of concurrently present value-bearing symbols 510 and a first activation symbol 512 to a bonus trigger threshold (e.g., six or more) stored in memory (e.g., the main memory 244, shown in FIG. 2). Upon detecting the trigger, the game-logic circuitry sends rendering commands and asset pointers to a GPU (e.g., GPU 362, shown in FIG. 3) of the game-logic circuitry, which in turn renders the frame data for the presentation assembly to display the triggering symbols and other graphical elements associated with the game outcome.
[00106] FIG. 5B shows the graphical game interface 500 after transitioning to a bonus game state. Following the trigger event, the game-logic circuitry carries over the triggering symbols into the bonus game instance and removes the other symbols from the array 502. The game-logic circuitry determines the required graphical assets for the bonus state from storage (e.g., the storage unit 256, shown in FIG. 2) and, as shown in the data flow of FIG. 3, sends commands to the GPU to render the new interface, which includes an instruction message prompting the player to begin the bonus game feature. This transition may include a full-screen animation to clearly delineate the shift from the base game to the bonus game.
[00107] FIG. 5C depicts the graphical game interface 500 after a number of bonus game outcomes have occurred. Additional value-bearing symbols 514 have landed in the symbol array 502 and have been locked in place. In this hold-and-spin style of gameplay, the game-logic 2026203540 23 Sep 2026 circuitry maintains an outcome counter (e.g., "SPINS REMAINING") and the presentation assembly presents a corresponding graphical area on the interface 500 to monitor the counter. For each outcome, the game-logic circuitry decrements the counter unless a new holdable symbol lands, in which case the game-logic circuitry resets the counter to an initial value (e.g., three). The GPU receives commands to render the spinning of non-locked positions while rendering the locked symbols as static assets. This technical approach improves the efficiency of the system's rendering pipeline. By commanding the GPU to only redraw the pixel data for the non-locked positions while treating the locked symbols as static assets, the game-logic circuitry reduces the total computational load for each frame generation. This conservation of rendering resources allows for more complex animations to be applied to the active portions of the display without degrading performance.
[00108] As shown in FIG. 5D, the first set of bonus game outcomes is near completion. The symbol array 502 now contains the first activation symbol 512, a second activation symbol 518, and a plurality of value-bearing symbols 510, 514, 516. The activation symbols 512, 518 are treated as holdable symbols by the game-logic circuitry for the purpose of resetting the outcome counter, contributing to the technical object of extending gameplay and increasing opportunities for awards within the bonus feature. This dynamic extension mechanism provides a technical improvement over systems with fixed-duration features. Instead of requiring the game-logic circuitry to pre-allocate memory and processing cycles for a feature of a known length, this method allows the duration of the first set of outcomes to be managed flexibly based on randomly occurring events. This improves the computer's efficiency by allowing a complex, variable-length process to be executed without a predetermined state-space, adapting its resource usage in real-time to the gameplay. In some embodiments, additional, fewer, or alternative symbol types may be locked into the array 502 and / or reset the outcome counter, including those described elsewhere herein.
[00109] FIG. 5E illustrates an award sequence for the first set of bonus game outcomes. The award sequence is initiated when the remaining duration of the first set of bonus game outcomes reaches zero as indicated by the counter. The game-logic circuitry processes the awards for each locked value-bearing symbol. The game-logic circuitry retrieves the award value associated with each symbol and sends a series of rendering commands to the GPU for the value-bearing symbols. 2026203540 23 Sep 2026 The GPU generates animations for the collection of the award values (i.e., “collection sequence” and “accumulation sequence”), which are then displayed by the presentation assembly. In the embodiment shown, the collected symbols remain on the symbol array 502 in an expired or "greyed-out" state until the full accumulation is complete. In other embodiments, the symbols may be removed from the display as their values are collected. The activation symbols 512, 518 remain in an inactive state pending the completion of this award sequence.
[00110] FIG. 5F depicts the beginning of a reveal sequence for the first activation symbol 512. After accumulating the awards for the value-bearing symbols, the game-logic circuitry initiates the activation of one of the activation symbols. In such embodiments, the game-logic circuitry executes a random selection routine to select the first activation symbol 512 for activation. The second activation symbol 518 remains in its inactive, un-revealed state as the activation symbols are activated sequentially. This method of activating a single symbol while maintaining others in a static, inactive state improves the functioning of the gaming machine by enabling the game-logic circuitry to manage the graphical interface more efficiently. By sequencing the reveal animations rather than presenting them simultaneously, the system minimizes the number of complex graphical transformations that must be rendered at once, thereby conserving GPU processing resources and ensuring a smooth, high-fidelity presentation on the graphical game interface.
[00111] Additionally or alternatively, the selection of which activation symbol to activate first may be determined by other methods. For example, the game-logic circuitry may be configured to implement a deterministic, positional priority activation. In such embodiments, the activation symbol appearing on a predefined priority position (e.g., the highest or leftmost symbol position) would always be designated as the first to be activated. In certain other embodiments, the presentation assembly may present a user-selectable interface, enabling the player to choose which activation symbol to open first, either directly or indirectly (e.g., spin a selection reel or roll a selection die within the interface 500 to select an activation symbol). In such embodiments, the game-logic circuitry receives an input signal corresponding to the player's selection via an input device and activate the chosen symbol accordingly. Furthermore, in some embodiments, the activation symbols themselves may be tiered (e.g., a "Bronze Door" and a "Gold Door"). The 2026203540 23 Sep 2026 game-logic circuitry may be programmed with rules to always activate lower-tier symbols before higher-tier symbols, creating a predictable order of activation.
[00112] As the reveal sequence for the first activation symbol 512 continues, the symbol may reveal one or more intermediate awards. In FIG. 5G, the game-logic circuitry has determined a sub-outcome for the reveal, which is a value-bearing symbol 520. The GPU receives commands from the game-logic circuitry to render the animation of the activation symbol 512 transforming into the value-bearing symbol 520, and the value is contributed to the award meter 508. FIG. 5H shows an intermediate animation after multiple such awards have been revealed. This reveal sequence can be configured to reveal a variable number of awards, adding an additional layer of randomness and excitement. In some embodiments, this reveal of one or more value-bearing symbols from the activation symbol constitutes an "award state" of the activation symbol. Following the presentation of this award state, the game-logic circuitry may then cause the activation symbol 512 to reveal an extension symbol or one of the newly revealed value-bearing symbols to transform into an extension symbol to initiate the extension state.
[00113] FIG. 5I shows the conclusion of the activation sequence for the first activation symbol 512. In the embodiment shown, the final reveal is a direct reveal of an extension symbol 522 ("LONGEVITY"). In certain embodiments, such as the transformational reveal described above, the extension symbol 522 would appear by transforming from one of the previously revealed value-bearing symbols (e.g., symbol 520). The game-logic circuitry identifies the appearance of the extension symbol 522 as an extension trigger event, which causes the game-logic circuitry to extend the bonus game instance by initiating a second set of bonus game outcomes. Without this extension event, the bonus game would have proceeded directly to activating the second activation symbol 518 and, if the second activation symbol 518 also did not result in an extension event, ended the bonus game. This system of using an extension symbol to trigger a reset of the game state (e.g., clearing some graphical elements while preserving others) provides a technical solution for extending an interactive feature within a constrained graphical space. The game-logic circuitry can effectively reuse the same set of bonus symbol positions for a second, distinct set of outcomes. This method of layering interactive events temporally, rather than spatially expanding the display 2026203540 23 Sep 2026 area, allows for a more complex and prolonged process to be presented without increasing the memory and processing load that would be required to manage a larger graphical array.
[00114] FIG. 5J illustrates the graphical game interface 500 at the beginning of the second set of bonus game outcomes. The game-logic circuitry has instructed the GPU to remove the graphical assets for the value-bearing symbols from the first set. The first activation symbol has been replaced by a new value-bearing symbol 524 for the second set of outcomes. In some embodiments, the game-logic circuitry may instruct the GPU to remove the first activation symbol from the symbol array 502 entirely. The second activation symbol 518 persists in its inactive state, and the outcome counter is reset by the game-logic circuitry.
[00115] The inactive state of the persisting second activation symbol 518 may also be configured to be more dynamic in some embodiments. For instance, upon initiation of the second set of bonus game outcomes, the game-logic circuitry may instruct the GPU to upgrade the graphical asset for the persisting symbol 518. An activation symbol that appeared as a wooden door in the first set may be rendered with a metal or jeweled texture in the second set, providing a visual indication to the user of an enhanced potential outcome. In other embodiments, the persisting activation symbol 518 may exert a passive influence on the gameplay of the second stage. For example, if the persisting symbol is a "Multiplier Door," the game-logic circuitry may be configured to multiply the value of any new value-bearing symbols that land in bonus symbol positions adjacent to the persisting symbol during the second set of outcomes.
[00116] FIG. 5K shows a bonus game outcome within the second set of outcomes. The gamelogic circuitry continues to manage the hold-and-spin logic, and new value-bearing symbols 526 have landed and been locked to the symbol array 502. The GPU renders these new symbols alongside the persisting second activation symbol 518 and the carried-over value-bearing symbol 524, showcasing the persistence of certain elements across game stages. Although no new activation symbols are shown in the second set of bonus game outcomes, it is to be understood that additional activation symbols may be provided within the second set. In certain embodiments, a maximum number of activation symbols may be available within the bonus game such that collecting the maximum number of activation symbols results in activation symbols being 2026203540 23 Sep 2026 removed from the one or more sets of available symbols used to selectively populate the array 502 in the bonus game outcomes.
[00117] FIG. 5L depicts the second award sequence for the bonus game following the completion of the second set of outcomes. In a process analogous to the first award sequence, the held value-bearing symbols 524, 526, 528 are evaluated by the game-logic circuitry, and their values are accumulated to the award meter 508 through animations rendered by the GPU.
[00118] FIG. 5M shows the activation sequence for the persisting second activation symbol 518. In this example, the game-logic circuitry determines the outcome of the activation is an extra game symbol 530 ("PROSPERITY"), which triggers a transition to a separate extra game feature. In other embodiments, this activation may have revealed another extension symbol, an award state with one or more value-bearing symbols, or a direct prize amount, providing a variety of possible feature paths from the same persisting element. This design provides a technical improvement in data management and system efficiency. By using a single type of graphical element (the inactive activation symbol) as a placeholder that the game-logic circuitry can resolve to multiple different outcomes (e.g., an award, an extension, or an extra game), the system reduces the number of unique assets and distinct logic paths that must be loaded into active memory. The game-logic circuitry can instantiate a single data object for the inactive symbol and then, upon activation, dynamically call one of several different functions or rendering routines based on a random determination, which is a more efficient use of memory and processing resources than managing separate objects for each potential outcome from the outset.
[00119] FIG. 5N depicts the graphical game interface 500 after transitioning to the extra game state. The game-logic circuitry has loaded a new set of game assets and logic for the extra game, and the GPU renders a new extra game array 532, offering a distinct gameplay experience. The array 532 includes six symbol positions that, when fully populated, trigger a jackpot award sequence. Outcomes of the extra game feature include selectively populating the symbol positions of the array 532 with value-bearing symbols or other suitable symbols and locking these symbols in the array. The duration of the extra game feature may be predefined or dynamic, thereby relying upon game events like the bonus game feature to extend or reset the remaining duration of the game feature. 2026203540 23 Sep 2026
[00120] FIG. 5O shows the extra game array 532 after it has been filled with value-bearing symbols 534, which in this embodiment, the game-logic circuitry recognizes as a trigger for a jackpot award sequence. The jackpot award sequence is shown in FIG. 5P, where the game-logic circuitry initiates a jackpot reel 536 animation. The GPU renders the spinning of the reel, and the final displayed outcome is determined by the game-logic circuitry. FIG. 5Q illustrates the final award animation for the selected "MEGA JACKPOT" prize, with the CPU 242 updating the credit meter 504 accordingly. Following the conclusion of the extra game feature, the game interface 500 transitions back to the bonus game state. In this example, because the second activation symbol 518 is the last activation symbol to be activated, the bonus game feature concludes, causing the interface 500 to transition back to a base game state to facilitate play of the base game. The transition may include another award sequence that visually indicates a cumulative award from the bonus game. However, if more activation symbols are awaiting activation, then the game-logic circuitry continues to cause, via the GPU, the presentation assembly to present activation or reveal sequences for any remaining activation symbols.
[00121] In some embodiments, the extension state triggered by an extension symbol (e.g., the extension symbol 522) may be configured with alternative mechanics. In one example, instead of removing all value-bearing symbols from the first set of outcomes, the extension state may trigger a selective removal process. The game-logic circuitry may be configured to evaluate the values of the locked symbols and remove only those with values below a predefined threshold, thereby preserving high-value symbols to be carried into the second set of outcomes along with the persisting activation symbol. In another embodiment, the extension state may trigger a dynamic expansion of the symbol array 502 itself. Upon activation of the extension symbol, the game-logic circuitry may instruct the presentation assembly to add an extra row or column of bonus symbol positions for the second set of bonus game outcomes, providing more physical space on the GUI for new symbols to land.
[00122] The graphical game interface 500 may also be enhanced with additional UI elements to improve user comprehension of the multi-stage feature. In some embodiments, the graphical game interface 500 may include a dedicated progress meter that tracks the stages of the bonus feature. For example, the game-logic circuitry may cause the GPU to render a meter showing 2026203540 23 Sep 2026 accumulated awards or activation states which updates as each extension state is triggered. This provides the user with a clear, persistent indication of their progress through the temporally layered event, improving the usability of the interface. In another enhancement, the game-logic circuitry may cause the persisting activation symbol to occasionally display a subtle animation hinting at its contents. The GPU may render a brief glow of a particular color or a subtle graphical effect on the symbol, providing visual feedback to the user about its potential outcome without fully revealing it.
[00123] FIG. 6 depicts an example graphical game interface 600 showing a secondary bonus trigger event. The game interface 600 is associated with a base game feature, where the player places wagers to initiate each outcome. During a base game feature, a feature trigger element 602 may be revealed. The feature trigger element 602 is presented in response to a base activation or reveal trigger event, which may be based on one or more symbols appearing in the array, one or more random determinations, and / or other suitable game events. The base activation trigger event results in a base activation sequence in which one or more potential awards or game actions are available to be revealed, similar to the activation sequences described with respect to FIGS. 5A-5Q. The available elements selectable for reveal by the base activation sequence, which visually represent respective awards or game actions (e.g., a bonus trigger, represented by the feature trigger element 602). The selection from the available elements may be at least partially at random (and / or based on game conditions or game events from the base game outcome). The feature trigger element 602, when selected, causes a bonus game feature (e.g., the game features shown in FIGS> 5A-5Q or FIG. 4). In some embodiments, the selected element (including the feature trigger element 602) may not automatically activate when revealed. Rather, in such embodiments, the selected element includes a near-miss animation sequence in which no material game action is performed to affect the state of the game. Accordingly, the selected elements have activation sequences that depicts the effects of the selected elements on the state of the game, such as triggering a bonus game instance. In certain embodiments, the selected elements may include other resulting states beyond the activation and near-miss states. The selected state of a given element may be at least partially random and / or based on one or more game events or game conditions detected from the current game state. The game-logic circuitry performs a random determination 2026203540 23 Sep 2026 using one or more random values generated by the RNG of the game-logic circuitry to selectively trigger the bonus game trigger. The presentation assembly, in combination with the GPU, provide different animation sequences depending upon the random determination.
[00124] The embodiments disclosed herein refer to various visual updates to graphical (or partially graphical) game interfaces, including animations, animation sequences, and the like. Such visual updates are performed through the game-logic circuitry retrieving stored graphical game assets and generating cohesive graphical game interfaces through the combination of the current game state and the retrieved game assets into video data for the presentation assembly. The video data is provided to the presentation assembly in a data structure recognized by the presentation assembly to convert the video data into visible outputs via physical components, such as lightemitting diodes (LEDs) arranged into a pixel matrix. Changes to the game interface include a comparison of the current state of the game to a prior state and adjusting the corresponding assets and resulting video to match the new game state to facilitate smooth transitions via the visible output of the presentation assembly. Animations may be stored as distinct, bespoke game assets and / or stored in an adaptable manner in which the animations are tailored to match the corresponding presentation and game assets. That is, if a game animation for an example game event is based on three symbols in a symbol array, the game-logic circuitry adapts the presentation of the animation based on the pixel locations of the three symbols within the interface such that the player can readily identify which symbols correspond to the game event depicted by the animation without storing a unique animation for every possible permutation of the game event. Accordingly, the animations and visual updates described herein are to be understood to include at least some pixel-level adaptation of the game state to the physical and / or addressable mediums on which the interfaces are ultimately presented (e.g., electronic display devices of a presentation assembly).
[00125] In the embodiments disclosed herein, each value-bearing symbol may be assigned a credit value that is displayed upon the symbol. The credit value may, for example, range from a minimum credit value to a maximum credit value and be based on the total amount wagered on the game. For example, if a player wagers a minimum of 100 credits, the assigned credit value may range from 100 to 1000 credits. And if a player wagers a maximum of 500 credits, the assigned 2026203540 23 Sep 2026 credit value may proportionately increase and thereby range from 500 to 5000 credits. In some embodiments, the assigned value may be randomly selected from a list of possible multipliers of the total amount wagered on the game, for example, 1x, 2x, 3x, 4x, 5x, 10x, 15x, 20x, 50x, and 100x. In other embodiments, the value may be pre-assigned to each value-bearing symbol as part of the reel strip layouts of the game reels. In still other embodiments, the assigned value may be randomly selected before, during, or at the conclusion of a reel spin.
[00126] As disclosed in the embodiments herein, awards may be provided for each game outcome based on at least the remaining symbols. For example, line pays and scatter pays may be awarded for each game cycle outcome based on the symbols populating the symbol array. In some embodiments, the value-bearing symbols may not be associated with awards outside of the features described herein. In other embodiments, the value-bearing symbols may be included within line pays, scatter pays, and / or other suitable awards. For example, the value-bearing symbols may be treated as a special symbol, such as a wild symbol.
[00127] Embodiments provide an innovative procedure for a symbol revealing and aggregation of symbol values in a symbol array. Game-logic circuitry executing instructions in accordance with the embodiments present a visual display of spinning reels with clearly enumerated symbology presented through unique, in-symbol animations that combine in readily understood arrangements to increase in value. An observer experiences excitement and anticipation as new symbols land in the array including activation symbols that use unique animations to reveal one or more additional symbols, including value-bearing symbols and special symbols that trigger additional game features. In stark contrast to conventional reel-spinning games in which symbol images are evaluated for winning combinations by paytable rules, the disclosed embodiments provide immediately recognizable values in WYSIWYG display configurations while adding variability as to how the values to be awarded to the player are selected and accumulated.
[00128] The symbol revealing and value-aggregation procedures may be symbol- and gameagnostic. Themes and imagery of symbols and environment may be varied with no effect on the value-aggregation process. Or, if so desired, the criteria for value-aggregation may be modified in innumerable ways to produce new visual / animation effects and exciting summation sequences. 2026203540 23 Sep 2026
[00129] Further benefits are obtainable in increased computer processing efficiency, fewer rules to be evaluated, and simpler graphical representations. For example, in a conventional paytable evaluation, overlapping payline sections require multiple evaluation steps. Often, analysis is required to determine which payline results in the highest credit total, with the lesser value paylines being discarded but only after being evaluated—all this adds to processing overhead. Special symbols like wilds, multipliers, and scatter symbols can modify paytable values and may require separate, additional evaluation according to customized rule sets. All these procedures can be inherently more complex than simple aggregation (i.e., addition) and alteration of number values. Embodiments may provide simpler, almost self-explanatory graphics combined with faster, more efficient processing. The symbol-revealing and value-aggregation procedures can be implemented on the vast majority of casino gaming machines without requiring upgrades or modifications.
[00130] The disclosed systems and methods address a technical challenge of presenting a complex, multi-stage interactive sequence within a constrained graphical interface. The gamelogic circuitry achieves this by layering interactive events temporally rather than spatially, which improves the efficiency of the computer's operation. When a graphical element is held on the display in an inactive visual state, the game-logic circuitry maintains the element's state data (e.g., its type, position, and potential outcome) in active memory, but is not required to perform complex rendering calculations for that element until its activation is triggered. This reduces the computational load on the GPU for each frame. The activation of an extension element provides a further technical advantage by allowing the game-logic circuitry to reset a portion of the interface—for instance, by clearing accumulated graphical elements and their associated data from memory—and restart an interactive sequence, while selectively preserving the state data for the un-revealed, persisting graphical element. This method of reusing the same set of coordinates on the display for multiple, distinct data accumulation events allows the system to present a more complex process without requiring the larger memory footprint and increased processing resources needed to manage an expanded graphical array, thereby improving the overall performance and efficiency of the computer system. 2026203540 23 Sep 2026
[00131] 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.
[00132] 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. A gaming machine comprising:a presentation assembly configured to present a graphical game interface including a plurality of symbol positions;a credit input mechanism configured to establish a credit balance;a credit meter configured to monitor the credit balance;game-logic circuitry; anda gameplay mechanism comprising one or more player input devices each configured to accept player inputs and to communicate the player inputs to the game-logic circuitry, the player inputs including one or more inputs by which a player places a wager to initiate play, the wager being funded by the credit balance as monitored by the credit meter;game-logic circuitry comprising a random number generator, one or more processors and one or more memory devices, the game-logic circuitry being configured to communicate with the presentation assembly and the one or more player input devices, the game-logic circuitry configured to receive and process the one or more inputs by which the player initiates play, by:causing the presentation assembly to present a trigger game outcome via the graphical game interface by animating population of the plurality of symbol positions with randomly selected symbols, the randomly selected symbols being randomly selected using the random number generator, the trigger game outcome including a bonus trigger event;causing the presentation assembly to animate the graphical game interface to transition to a bonus game state for the bonus trigger event, the graphical game interface in the bonus game state including a plurality of bonus symbol positions;cause the presentation assembly to present a first set of bonus game outcomes, each bonus game outcome of the first set including selectively populating the plurality of bonus2026203540 23 Sep 2026symbol positions with bonus symbols and, for bonus game outcomes of the first set including holdable symbols, locking the holdable symbols within the plurality of bonus symbol positions for any remaining outcomes of the first set, wherein the locked symbols from the first set includes one or more value-bearing symbols, a first activation symbol, and a second activation symbol;at the end of the first set of bonus game outcomes, cause the presentation assembly to animate a first accumulation sequence including removing the one or more value-bearing symbols from the plurality of bonus symbol positions and activating the first activation symbol to an extension state;cause the presentation assembly to present a second set of bonus game outcomes for the extension state of the first activation symbol, the second activation symbol persisting in the plurality of bonus symbol positions in an inactive state for the second set, the game-logic circuitry storing and updating state data in the one or more memory devices for the locked holdable symbols across the first and second sets of bonus game outcomes; andat the end of the second set of bonus game outcomes, cause the presentation assembly to animate a second accumulation sequence including activating the second activation symbol.
2. The gaming machine of claim 1, wherein the first accumulation sequence includes removing the first activation symbol from the plurality of bonus symbol positions.
3. The gaming machine of any of claims 1 to 2, wherein the second activation symbol is activated to a state selected from a group of states comprising at least one of: an extension state, an award state, and an extra game state.
4. The gaming machine of claim 3, wherein activating the second activation symbol to the award state includes the presentation assembly animating an award sequence for one or more value-bearing symbols revealed from the second activation symbol.2026203540 23 Sep 20265. The gaming machine of claim 3, wherein activating the second activation symbol to the extra game state includes the presentation assembly animating the graphical game interface to transition to an extra game state including a plurality of extra symbol positions.
6. The gaming machine of any of claims 1 to 5, wherein the first accumulation sequence includes activating the first activation symbol in response to a random selection of the first activation symbol from any activation symbols present through the first set of bonus game outcomes.
7. The gaming machine of any of claims 1 to 6, wherein the extension state of the first activation symbol includes revealing one or more value-bearing symbols to be accumulated within the first accumulation sequence.
8. The gaming machine of any of claims 1 to 7, wherein the first set of bonus game outcomes is dynamically extended in response to extension events occurring within the first set.
9. The gaming machine of any of claims 1 to 8, wherein the second set of bonus game outcomes includes a bonus game outcome including a third activation symbol, the third activation symbol locked to the plurality of bonus symbol positions for any remaining bonus game outcomes of the second set.
10. The gaming machine of claim 9, wherein the second accumulation sequence includes activating the third activation symbol.
11. The gaming machine of any of claims 1 to 10, the gaming machine further comprising: a value output device configured to dispense cash or credits from the gaming machine.
12. A method of operating a gaming machine, the gaming machine comprising a presentation assembly configured to present a graphical game interface including a plurality of symbol positions; a credit input mechanism configured to establish a credit balance; a credit meter configured to monitor the credit balance; game-logic circuitry; a gameplay mechanism comprising one or more player input devices each configured to accept player inputs and to communicate the2026203540 23 Sep 2026player inputs to the game-logic circuitry, the player inputs including one or more inputs by which a player places a wager to initiate play, the wager being funded by the credit balance as monitored by the credit meter; the game-logic circuitry comprising a random number generator, one or more processors and one or more memory devices, the game-logic circuitry being configured to communicate with the presentation assembly and the one or more player input devices, the gamelogic circuitry configured to receive and process the one or more inputs by which the player initiates play by a method comprising:causing the presentation assembly to present a trigger game outcome via the graphical game interface by animating population of the plurality of symbol positions with randomly selected symbols, the randomly selected symbols being randomly selected using the random number generator, the trigger game outcome including a bonus trigger event;causing the presentation assembly to animate the graphical game interface to transition to a bonus game state for the bonus trigger event, the graphical game interface in the bonus game state including a plurality of bonus symbol positions;causing the presentation assembly to present a first set of bonus game outcomes each bonus game outcome of the first set including selectively populating the plurality of bonus symbol positions with bonus symbols and, for bonus game outcomes of the first set including holdable symbols, locking the holdable symbols within the plurality of bonus symbol positions for any remaining outcomes of the first set, wherein the locked symbols from the first set includes one or more value-bearing symbols, a first activation symbol, and a second activation symbol;at the end of the first set of bonus game outcomes, causing the presentation assembly to animate a first accumulation sequence including removing the one or more value-bearing symbols from the plurality of bonus symbol positions and activating the first activation symbol to an extension state;2026203540 23 Sep 2026causing the presentation assembly to present a second set of bonus game outcomes for the extension state of the first activation symbol, the second activation symbol persisting in the plurality of bonus symbol positions in an inactive state for the second set, the game-logic circuitry storing and updating state data in the one or more memory devices for the locked holdable symbols across the first and second sets of bonus game outcomes; andat the end of the second set of bonus game outcomes, causing the presentation assembly to animate a second accumulation sequence including activating the second activation symbol.
13. The method of claim 12, wherein the second activation symbol is activated to a state selected from a group of states comprising at least one of: an extension state, an award state, and an extra game state.
14. The method of claim 13, wherein activating the second activation symbol to the award state includes animating, via the presentation assembly, an award sequence for one or more value-bearing symbols revealed from the second activation symbol.
15. The method of claim 13, wherein activating the second activation symbol to the extra game state includes animating, via the presentation assembly, the graphical game interface to transition to an extra game state including a plurality of extra symbol positions.
16. The method of any of claims 12 to 15, wherein the first set of bonus game outcomes is dynamically extended in response to extension events occurring within the first set.
17. The method of any of claims 12 to 16, wherein the second set of bonus game outcomes includes a bonus game outcome including a third activation symbol, the third activation symbol locked to the plurality of bonus symbol positions for any remaining bonus game outcomes of the second set.2026203540 23 Sep 202618. The method of claim 17, wherein the second accumulation sequence includes activating the third activation symbol.
19. The method of any of claims 12 to 18, wherein the second activation symbol persists in an un-revealed state that is visually distinct from revealed holdable symbols during the second set of bonus game outcomes.
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 12 to 19.
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